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Alien overmind

Posted: Sun Jan 13, 2013 1:40 pm UTC
by lamefun

Why do structures shut down without it? It makes zero sense. When left alone, aliens are still just as deadly, capable to make complex tactical decisions on their own even without Overmind. The new alien structures have heads, and even a dretch with its tiny brain is quite smart. Dretches need knowledge about human habits, spatial navigation skills, communication skills to work in teams, etc. and acid tubes only needs to know how humans look. Maybe we should make aliens lose immediately when overmind is dead so the game makes sense?


Re: Alien overmind

Posted: Sun Jan 13, 2013 3:22 pm UTC
by seana11

Why do structures shut down w/o the RC? There is something that the RC provides that they need and cannot provide for themselves. It also keeps the game balanced.


Re: Alien overmind

Posted: Sun Jan 13, 2013 4:55 pm UTC
by Qrntz

The overmind possesses an aura of VIGILANCE. None can act accordingly in absence of VIGILANCE.


Re: Alien overmind

Posted: Sun Jan 13, 2013 5:58 pm UTC
by lamefun
Qrntz wrote:

The overmind possesses an aura of VIGILANCE. None can act accordingly in absence of VIGILANCE.

Lets make bleeding wake structures up! So you can bleed acid tubes when overmind is down and they start to work for a short time.


Re: Alien overmind

Posted: Sun Jan 13, 2013 10:42 pm UTC
by Khaoz
lamefun wrote:

Why do structures shut down without it? It makes zero sense.

The Overmind commands all alien structures.

lamefun wrote:

When left alone, aliens are still just as deadly, capable to make complex tactical decisions on their own even without Overmind.

So are humans, but hey they need all their buildings too.

lamefun wrote:

The new alien structures have heads, and even a dretch with its tiny brain is quite smart. Dretches need knowledge about human habits, spatial navigation skills, communication skills to work in teams, etc. and acid tubes only needs to know how humans look.

I don't see what this has to do with structures not working if there is no OM

lamefun wrote:

Maybe we should make aliens lose immediately when overmind is dead so the game makes sense?

Ha, yea na.

If that happened you'd get the whole team doing an early saw rush and winning the game within the first few minutes.


Re: Alien overmind

Posted: Sun Jan 13, 2013 10:43 pm UTC
by kharnov

I think lamefun is starting to lean more towards the first part of his name than the second.


Re: Alien overmind

Posted: Mon Jan 14, 2013 6:44 am UTC
by lamefun
Khaoz wrote:

The Overmind commands all alien structures.

Human structures not working without reactor is understandable, since reactor provides them with energy. Alien structures suck energy from ground like plants instead, so it shouldn't be a problem for them. It also shouldn't be a problem for them to think for themselves. Even dretches with their tiny brains are very smart. As I already said, dretches need knowledge about how humans look, about human habits, spatial navigation skills, communication skills to work in teams, combat skills (how to ambush, how to dodge), etc. Acid tubes on the other hand only need to know how humans look and that they should spray acid when they see one. New acid tubes have heads unlike Tremulous tubes, so they should have brains in them too.

Khaoz wrote:

If that happened you'd get the whole team doing an early saw rush and winning the game within the first few minutes.

So make Overmind tougher?

Or remove head from acid tube model.


Re: Alien overmind

Posted: Mon Jan 14, 2013 1:17 pm UTC
by ViruS

Trem: Overmind is the "Mind of All" that controls all alien structures except the egg. The egg's creep amplifies the overmind's control. However, the overmind's mind gets fked up if grangers build too much so they are restricted.
Unv: Alien structures are dimwit and stupid so they need the overmind to tell them when to do stuff like fart out your acid gas.