Extra "attack Slots" for Hivers.

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Shidan
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Mon Apr 30, 2018 10:15 pm

Hivers are pretty lackluster when it comes to combat, their poor HP and inability to equip a number of armours makes them particularly unsuited for combat. From a lore perspective, I'd imagine they're supposed to make up for this weakness by using swarming tactics, but this simply doesn't translate into gameplay. As the combat will just become little 1v1s and the hivers will go down like flies.

So i suggest doing something similar to what was done recently with Leviathans and other large animals, except in reverse. Allow Hivers to attack as though there are more combat slots (but not BE attacked in greater number like that). This would enable them to really utilize their numbers in combat, and make swarms of them more dangerous. They'd have a purpose in combat, and a strength to help make up for their huge weaknesses. And imo would be fairly lore friendly, given their hive like behavior, the ability to read the movements of your allies and cooperate with them is something that would come naturally to them.

I'd personally use a +2, which would give them the ability to use the full 5 slots depending on what they were fighting. And I'd also allow for one non-hiver in the calculation. So that two hivers attacking someone wouldn't block a third character, that's a non-hiver, from attacking.

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philthymcnasty
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Mon Apr 30, 2018 11:17 pm

This would make sense because their weapon of choice appears to be a polearm, which is a good horde weapon, as well as an anti animal weapon.

So perhaps also add a group attack bonus to polearms as well?

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Sol Lignum
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Tue May 01, 2018 12:12 am

I guess group attack bonus is reserved for whenif mass combat is added.

As for the attack slots, i thought these are set for the attacked part, i.e. Leviathan has 8, Garru has 4, so at any given time they can only take up to 8 and 4 enemies respectively, can it be set the other way around and for the specific race at all?

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Shidan
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Tue May 01, 2018 8:43 am

Perhaps, but I feel like another generic stat boost wouldn't really provide much effect. And wouldn't do anything to differentiate such an "alien" race from humans. Skeletons have a whole bunch features that makes gameplay different than a human. While Hivers, despite being quite different biologically, are essentially just worse humans. A unique mechanic for them would give them their own identity, ina ddition to the improving their capabilities.

Not sure where you're getting those numbers. Leviathans only have a +2, and garru a +1. Which, going by default numbers, would be 3 and 2 total. The number also caps at 5, so even with a higher default number they'd never have that many.

And no it's not possible to set this setting currently (hence the request for it, rather than just making a mod). However, as mentioned above, some races have an increased number of attack slots AGAINST them (Leviathan, Garru, Gutter, etc). So if the system can be turned one sided for certain races in one direction, I'd expect the opposite direction to be feasible to program as well. Certainly no harm in asking anyway. :)

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philthymcnasty
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Tue May 01, 2018 5:03 pm

Shidan wrote:
Tue May 01, 2018 8:43 am
Perhaps, but I feel like another generic stat boost wouldn't really provide much effect. And wouldn't do anything to differentiate such an "alien" race from humans. Skeletons have a whole bunch features that makes gameplay different than a human. While Hivers, despite being quite different biologically, are essentially just worse humans. A unique mechanic for them would give them their own identity, ina ddition to the improving their capabilities.

Not sure where you're getting those numbers. Leviathans only have a +2, and garru a +1. Which, going by default numbers, would be 3 and 2 total. The number also caps at 5, so even with a higher default number they'd never have that many.

And no it's not possible to set this setting currently (hence the request for it, rather than just making a mod). However, as mentioned above, some races have an increased number of attack slots AGAINST them (Leviathan, Garru, Gutter, etc). So if the system can be turned one sided for certain races in one direction, I'd expect the opposite direction to be feasible to program as well. Certainly no harm in asking anyway. :)
Why not give them limb regeneration? Skin spiders do not lose limbs, and hivers are very weak, so give them a regeneration ability? the question is how would that work? Perhaps have the cocoon themselves in a safe place, and after 5 days pop out with all their limbs. Give them a special icon and make them unavailable for a bit. Make the cocoons flammable and have a special Holy Nation pyro inquisitor too....

This would add some neat things too, like a type of skin spider that hides in ruins, and pops out to ambush people. They can then knock people out and put them in a cocoon, and this would add a new loot container to the map. It would add a bit more horror and style to the game.

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Grimmrok
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Wed May 02, 2018 12:02 am

philthymcnasty wrote:
Tue May 01, 2018 5:03 pm
the question is how would that work?
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Skavies
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Wed May 02, 2018 1:41 am

There's some idiot robots shouting "Protect the master". That should be enough of a description so you know where I'm going with this...

If you have enough hivers, or over a threshold % of them in your party, you should be able to (research?) hive queen, and have a bug form of them start spawning at your colony around a dung heap you build. The dung heap would be "master" and the AI is already programmed in. As an added bonus, you could simply have the drones attack any non hiver as a limitation of using it. (no pack animals, no non hivers at your base, etc...)

This would add a uniqueness to hivers without a major change.

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Sol Lignum
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Thu May 03, 2018 11:56 am

Shidan wrote:
Tue May 01, 2018 8:43 am
(...) While Hivers, despite being quite different biologically, are essentially just worse humans. (...)

(...) Not sure where you're getting those numbers. (...)
Well, they've got a reduced hunger rate to compensate for weakness, also the whole 3 subraces with diffirent bonuses is neat. I guess they'd be good at labouring early on, but that doesn't make much sense later, since it's merely about gain rate.

So yeah, swarm tactics would look awesome. Although, maybe just because it's not quite possible they're simply many in numbers?

Speaking of which, i had absolutely no info on it, so those numbers were just a randomly generated example.

Limb regen sounds great too. Those sticks doesn't seems hard to regrow.

Alexfighter
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Tue May 08, 2018 4:07 pm

+1 to Shidan's idea. Although when implemented they would have to take care their numbers in the fog islands to not pass the area from hard to really insane.

Abstracted
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Mon May 28, 2018 5:07 pm

Increasing the attack slots for Hive Soldiers is a fantastic idea to give them their unique style!

Most attacks end up hitting multiple targets anyway, so it's not like the added slots would keep them safer.

+1

Not a fan of regenerating limbs though (I know this wasn't OPs mention).

Edit: But if the bonus attack slots isn't possible for some reason, what about just a consistent fast heal rate for Hive Soldiers? They don't require medical attention as injuries will auto seal up after an amount of time not being damaged. And they heal at a steady enough rate that they could employ hit and run tactics. Still susceptible to death from high damage or crippling etc.

The heal rate would be strongly effected by hunger (so penalising the heal rate for not being full).

Boost their combat movement speed (I note the soldier seems to have the 1.1 compared to Worker and Prince being 1.2?) and you could use them like cavalry.

I was going to test this out, but it seems the auto heal variable in the FCS doesn't work?

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