Well I don't want to be the big dream destroyer - but as of now, that sounds a bit hard to achieve. If we would have to spawn at the same time the same amount of Tyranids as we have players, that might end up being way too much to handle by the servers. Besides, current design does not have Tyranids in the open world for battle - they will be only in the instanced PvE dungeons and hives. (to be tested and decided). So I guess what I am saying is, that atm this would create big headaches on the tech side and therefor is unlikely to happen in this way. But I will talk to the guys here and will have a talk to the tech team, maybe we can come up with an idea on how to handle this, maybe we can do this client-side only or something, that each player just spawns a tyranid next to him which kills him (though he might not see the other player's tyranids) let's see... brain has started working
Im slighlty confused at this,even though its not really the topic at hand. Does this mean that the "Nids will be the balancing factor" will not be present at launch?
yes it will, but not as an army running around on the planet, but under the POIs. Edit: and this is only the fall back that is for sure - the nids on the surface is still in progress and we are aiming for it, but I won't confirm something until it's tested and working 100%
da Boyz wanna fight befure fading out of exiztence soo if wez can haz sum gitz to stomp before we go I'z gonna love it and use more of my teef on more stuff side note.... we need Factions emoticons in the forums to be more fun
Excellent! I'm glad to see this may be worked on in some way. I'll hold out hope that if this idea makes it in game that it will be as epic as we have envisioned but either way I'm happy to see the developer's involvement.
This. It's a terrible idea that would drag out maintenance, which might even end up infinite if people manage to glitch the AI like in Space Marine. It's a cool idea, but I can see no feasible, logistically sound way to implement this considering in the long run it'd just anger the playerbase. It'd be more effective to just kick people off and install the update as fast as possible for people to jump back in. Plus, not only would it be very easy to glitch the AI as an assault marine (or if flyers are ever added, just zoom and boom), it might even crash the server depending how big the swarm got.
I understand your thought here but the idea was to literally make it impossible to survive until the time the server is actually supposed to be brought down. There's a number of ways to accomplish that. The swarm becoming a server load would definitely be an issue and I'm not sure what the best way to handle that would be. One idea would to disable respawning starting 5 minutes before the swarm hits. That would thin down the server a bit.
That's still not comparable to the drag massive mobs of Nids would do, AI's are a lot more stressful than PC's. And it doesn't matter how hard the AI is, it's still AI, and you'll still be able to find a way to troll and hide form them, or glitch them into getting stuck in a door. Which is a LOT easier with assault, raptors, and swooping hawks. Plus unlike Space Marine, the maps would be multiplayer, which means a lot more places to hide from bots that they can't even reach.
You know they can also just do a force drop if the time limit is reached or something like that so people that are "weak little grotzz" so that way there is so way to really hide from the AI. And also I think instead of doing a survive and enforce you to live for long time. I think they should do a stratigic evac time deal. Like player that are far away have to reach an evac point in order to be pickup for your character to survive the nid horde that is coming across the battleground. That way they don't enforce lasting longer just seeing how you can get to escape. Also like past posts said just lock all bases and make it impossible to capture anything or respawn its just a little fun mini game to kill tryanids and try to escape. And to not make everyone run to a certain location characters in a region of the map will instead have a set location they will have to run to and have the majority of the nids there. But this is a rough idea and i know there are alot of problems there will be in this just in the open example i gave and if u got idea how to improve on it just rply and say em and the devs might look and think about your ideas.