[Playable Flood] Suggestions & Concept Art.

Last post 01-11-2010, 6:13 PM by DaRKSTaRxMeRC. 188 replies.
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  •  02-07-2009, 1:28 PM 462262 in reply to 462208

    Re: [Playable Flood] Suggestions & Concept Art.

    Nice job but the flood have a flying unit in halo wars. It was revealed in the feb issue of gamepro.

     Flood Swarms: One Flying incarnation of the Flood. Think of them as the Flood version of the Zerg's Mutalisk. Enesemble Studios team members describe the units as "infected buzzards crossed with evil bats."

    http://www.gamespot.com/xbox360/strategy/halowars/show_msgs.php?topic_id=m-1-47579895&pid=935835

  •  02-07-2009, 1:57 PM 462308 in reply to 462262

    Re: [Playable Flood] Suggestions & Concept Art.

    plasmanade:

    Nice job but the flood have a flying unit in halo wars. It was revealed in the feb issue of gamepro.

     Flood Swarms: One Flying incarnation of the Flood. Think of them as the Flood version of the Zerg's Mutalisk. Enesemble Studios team members describe the units as "infected buzzards crossed with evil bats."

    http://www.gamespot.com/xbox360/strategy/halowars/show_msgs.php?topic_id=m-1-47579895&pid=935835

    Hey thank u very much for the info, Well I think I'll have to swap the Flying carrier form for the Flood Swarms (whatever that is).


    "Join Your Voice With Mine And Sing Victory Everlasting!"

    [url=http://www.halowars.com/forums/thread/462055.aspx]My Flood Suggestions thread[/url]
  •  02-07-2009, 2:26 PM 462324 in reply to 462308

    Re: [Playable Flood] Suggestions & Concept Art.

    Hmmm.

    Maybe if you were 2 years earlier blaky.


    Ukurse.
    Well, Hello people, I'm Ukurse and I was banned.
    My new Account is IamUkurse. I practically never post on the forum.

  •  02-07-2009, 2:34 PM 462332 in reply to 462324

    Re: [Playable Flood] Suggestions & Concept Art.

    Karl:

    Hmmm.

    Maybe if you were 2 years earlier blaky.

    Yea I know but I did it because I had a lot of free time hehe.


    "Join Your Voice With Mine And Sing Victory Everlasting!"

    [url=http://www.halowars.com/forums/thread/462055.aspx]My Flood Suggestions thread[/url]
  •  02-07-2009, 2:50 PM 462362 in reply to 462332

    Re: [Playable Flood] Suggestions & Concept Art.

    Very impressive details, I like how the flood base was created.
  •  02-07-2009, 3:47 PM 462464 in reply to 462332

    Re: [Playable Flood] Suggestions & Concept Art.

    wow.. thats kind of depressing..

    nothing like a warm beer on a monday afternoon...
  •  02-07-2009, 3:58 PM 462478 in reply to 462208

    Re: [Playable Flood] Suggestions & Concept Art.

    My old thread may be gone, but now that I've played the demo and seen how the game works, I suppose I can add my own ideas to how the Flood could be playable. We'll start with the tech tree.

    Flood
    Tech Tree
         • Proto-Gravemind (C: 500; E: 0): Three building slots
              • Gravemind (C: 1000; E: 0): Increases building slots to five, adds four turret slots, and produces one energy
                   • Super Gravemind (C: 1000; E: 0): Increases building slots to seven and increases energy output to two
              • Stalker Form (C: 200; E: 1; P: 2):
                   • Transform (C: 250; E: 0): Pure Forms get special ability
                   • Regurgitate (C: 500; E: 1): Tank Forms spew Infection Forms when not in combat
                   • Defense Curl (C: 800; E: 2): Turret Forms stop firing and quadruple damage resistance when under intense fire
              • Juggernaut (C: 1500; E: 2; P: 10):
                   • Behemoth (C: 600; E: 1): Increases Juggernaut health and damage
                   • Doubled Aggression (C: 900; E: 2): Juggernauts are built two at a time for the price of one
         • Calcium Roots (C: 50; E: 0): Produces calcium
              • Deep Calcium Roots (C: 225; E: 1): Doubles calcium output
         • Genetic Catalogues (C: 250; E: 0): General upgrades
              • Empty the Warrens (C: 800; E: 2): Increase population limit by ten
              • Medium Turret (C: 400; E: 0): Upgrade Turrets to medium
                   • Large Turret (C: 800; E: 1): Upgrade Turrets to large
              • Frantic Growth (C: 500; E: 1): Increases rate at which Infection Forms are produced
              • Biomass (C: 0; E: 0): Increases damage resistance to all Flood units and structures
              • More Tentacles (C: 700; E: 1): Increases Tentacle Attack to two
                   • Most Tentacles (C: 700; E: 2): Increases Tentacle Attack to three
              • Telepathic Link (C: 700; E: 1): Increases range of Dominate Will
                   • Mind Control (C: 1000; E: 2): Dominate Will lasts until used again
         • Spawning Pod (C: 75; E: 0): Automatically produces Infection Forms and upgrades Combat Forms and Carrier Forms
              • Infection Form (C: 0; E: 0; P: 0): Squad of five Infection Forms that can infect units
                   • Overwhelm (C: 200; E: 0): Adds extra member to Infection Forms
                   • Spread Out (C: 700; E: 2): Infection Forms less likely to pop each other upon death
                   • Penetrator (C: 400; E: 1): Decreases time taken for Infection Forms to infect units
              • Combat Form (C: 0; E: 0; P: *): Cannot be built, must be infected
                   • Lunge (C: 200; E: 0): Combat Forms get special ability
                   • Memory (C: 400; E: 1): Combat Forms use the weapons infected with (Combat Forms stay in vehicle when infected)
                   • Advance (C: 700; E: 2): Combat Forms advance slowly on targets while firing before wildly charging for melee attacks
              • Carrier Form (C: 0; E: 0; P: 1): Cannot be built, must be infected
                   • Unholy Charge (C: 200; E: 0): Increases Carrier Form speed
                   • Defiling Explosion (C: 400; E: 1): Increases Carrier Form splash damage
                   • Twins (C: 700; E: 2): Upgrades Carrier Forms special ability
         • Turret (C: 125; E: 0):
              • Spiked Pads (C: 100; E: 1): Anti-infantry bonus
              • Grating Pads (C: 100; E: 1): Anti-vehicle bonus
              • Suction Pads (C: 100; E: 1): Anti-air bonus
    Powers
         • Dispersal Pod (C: 300; E: 1; P: 1): Drops Combat Form unit at target location
         • Tentacle Attack (C: 600; E: 1): Precise high-damage attack at target location
         • Dominate Will (C: 600; E: 1): Ground units become unresponsive temporarily and air units are destroyed in area of effect at target location

    Alright, now, for some noteworthy stuff. Let's see, where to start? Well, I guess the first big difference between this and other factions is that energy is produced at the main base, depending on what level you're at. You may also notice that supplies has been replaced by calcium as the general resource. Now, there aren't a lot of structures. This is because the Flood don't build units, persay, as much as build structures that build units. That is to say, by building a Spawning Pod, one is building a structure that automatically outputs Infection Forms at a set rate. So, what next? Well, for starters, Infection Forms, initially, are very weak. Pretty much, if anything fires once at a squad of Infection Forms, they all die, because the one shot pops and causes all the others to pop. There is a tech upgrade to prevent this, making Infection Forms slightly more resilient. Next, we can cover Combat Forms. They are a little more complex. When a unit is infected, it becomes a Combat Form. At the beginning of the game, Combat Forms do not use guns, and when a vehicle is infected, the crew of that vehicle get out and become a squad of Combat Forms. When a unit within a squad of infantry is infected, it becomes a Combat Form. Whenever more members of that squad are infected, they atuomatically become squadmates with the inital Combat Form (and automatically move towards it until they are next to each other). After the player researches Memory, Combat Forms will be able to use whatever gun they had to start, and will stay in vehicles if infected in them, allowing Flood players to use vehicles. Now, when a squad of Infection Forms infect a squad of Grunts, the Elite becomes a Combat Form, but the rest become a squad of Carrier Forms. Each Carrier Form has one squad of Infection Forms inside it (until Twins is researched, then it is two squads). When a pair Jackal or Hunters are infected, they simply die, instead. This is because Jackals have almost no calcium in their bones, and are too fragile to support the rigorous process of infection, and Hunters have no central nervous system. However, Jackals with the Beam Rifle have no affect on Combat Forms because the Beam Rifle is too precise and doesn't do enough area damage. Also, Jackals gain no benefits from their Defense Gauntlets against Infection Forms. It should also be noted that Combat Forms cost as much population as they would normally cost (the crew of a vehicle is treated like a normal infantry squad, though). Anyway, Flood buildings are generally cheaper and have less health, except the core building. That's pretty much it. The rest is pretty self-explanatory.


    I like pi.
  •  02-07-2009, 4:12 PM 462484 in reply to 462478

    Re: [Playable Flood] Suggestions & Concept Art.

    Actually, I think the Flood shouldn't have buildings but a completely different approach.

    Have you played Aliens VS Predator: Extinction? The Xenomorph only have their queen from the start, which serves as some sort of walking base. When an appropriate place is found, the queen settles down and hatches facehuggers, which in turn incubate enemy units in order to evolve into adult Xenomorph, depending on the host species.

    I think the Flood could behave quite similar.

  •  02-07-2009, 10:37 PM 462829 in reply to 462478

    Re: [Playable Flood] Suggestions & Concept Art.

    Rotaretilbo:

    My old thread may be gone, but now that I've played the demo and seen how the game works, I suppose I can add my own ideas to how the Flood could be playable. We'll start with the tech tree.

    Flood
    Tech Tree
         • Proto-Gravemind (C: 500; E: 0): Three building slots
              • Gravemind (C: 1000; E: 0): Increases building slots to five, adds four turret slots, and produces one energy
                   • Super Gravemind (C: 1000; E: 0): Increases building slots to seven and increases energy output to two
              • Stalker Form (C: 200; E: 1; P: 2):
                   • Transform (C: 250; E: 0): Pure Forms get special ability
                   • Regurgitate (C: 500; E: 1): Tank Forms spew Infection Forms when not in combat
                   • Defense Curl (C: 800; E: 2): Turret Forms stop firing and quadruple damage resistance when under intense fire
              • Juggernaut (C: 1500; E: 2; P: 10):
                   • Behemoth (C: 600; E: 1): Increases Juggernaut health and damage
                   • Doubled Aggression (C: 900; E: 2): Juggernauts are built two at a time for the price of one
         • Calcium Roots (C: 50; E: 0): Produces calcium
              • Deep Calcium Roots (C: 225; E: 1): Doubles calcium output
         • Genetic Catalogues (C: 250; E: 0): General upgrades
              • Empty the Warrens (C: 800; E: 2): Increase population limit by ten
              • Medium Turret (C: 400; E: 0): Upgrade Turrets to medium
                   • Large Turret (C: 800; E: 1): Upgrade Turrets to large
              • Frantic Growth (C: 500; E: 1): Increases rate at which Infection Forms are produced
              • Biomass (C: 0; E: 0): Increases damage resistance to all Flood units and structures
              • More Tentacles (C: 700; E: 1): Increases Tentacle Attack to two
                   • Most Tentacles (C: 700; E: 2): Increases Tentacle Attack to three
              • Telepathic Link (C: 700; E: 1): Increases range of Dominate Will
                   • Mind Control (C: 1000; E: 2): Dominate Will lasts until used again
         • Spawning Pod (C: 75; E: 0): Automatically produces Infection Forms and upgrades Combat Forms and Carrier Forms
              • Infection Form (C: 0; E: 0; P: 0): Squad of five Infection Forms that can infect units
                   • Overwhelm (C: 200; E: 0): Adds extra member to Infection Forms
                   • Spread Out (C: 700; E: 2): Infection Forms less likely to pop each other upon death
                   • Penetrator (C: 400; E: 1): Decreases time taken for Infection Forms to infect units
              • Combat Form (C: 0; E: 0; P: *): Cannot be built, must be infected
                   • Lunge (C: 200; E: 0): Combat Forms get special ability
                   • Memory (C: 400; E: 1): Combat Forms use the weapons infected with (Combat Forms stay in vehicle when infected)
                   • Advance (C: 700; E: 2): Combat Forms advance slowly on targets while firing before wildly charging for melee attacks
              • Carrier Form (C: 0; E: 0; P: 1): Cannot be built, must be infected
                   • Unholy Charge (C: 200; E: 0): Increases Carrier Form speed
                   • Defiling Explosion (C: 400; E: 1): Increases Carrier Form splash damage
                   • Twins (C: 700; E: 2): Upgrades Carrier Forms special ability
         • Turret (C: 125; E: 0):
              • Spiked Pads (C: 100; E: 1): Anti-infantry bonus
              • Grating Pads (C: 100; E: 1): Anti-vehicle bonus
              • Suction Pads (C: 100; E: 1): Anti-air bonus
    Powers
         • Dispersal Pod (C: 300; E: 1; P: 1): Drops Combat Form unit at target location
         • Tentacle Attack (C: 600; E: 1): Precise high-damage attack at target location
         • Dominate Will (C: 600; E: 1): Ground units become unresponsive temporarily and air units are destroyed in area of effect at target location

    Alright, now, for some noteworthy stuff. Let's see, where to start? Well, I guess the first big difference between this and other factions is that energy is produced at the main base, depending on what level you're at. You may also notice that supplies has been replaced by calcium as the general resource. Now, there aren't a lot of structures. This is because the Flood don't build units, persay, as much as build structures that build units. That is to say, by building a Spawning Pod, one is building a structure that automatically outputs Infection Forms at a set rate. So, what next? Well, for starters, Infection Forms, initially, are very weak. Pretty much, if anything fires once at a squad of Infection Forms, they all die, because the one shot pops and causes all the others to pop. There is a tech upgrade to prevent this, making Infection Forms slightly more resilient. Next, we can cover Combat Forms. They are a little more complex. When a unit is infected, it becomes a Combat Form. At the beginning of the game, Combat Forms do not use guns, and when a vehicle is infected, the crew of that vehicle get out and become a squad of Combat Forms. When a unit within a squad of infantry is infected, it becomes a Combat Form. Whenever more members of that squad are infected, they atuomatically become squadmates with the inital Combat Form (and automatically move towards it until they are next to each other). After the player researches Memory, Combat Forms will be able to use whatever gun they had to start, and will stay in vehicles if infected in them, allowing Flood players to use vehicles. Now, when a squad of Infection Forms infect a squad of Grunts, the Elite becomes a Combat Form, but the rest become a squad of Carrier Forms. Each Carrier Form has one squad of Infection Forms inside it (until Twins is researched, then it is two squads). When a pair Jackal or Hunters are infected, they simply die, instead. This is because Jackals have almost no calcium in their bones, and are too fragile to support the rigorous process of infection, and Hunters have no central nervous system. However, Jackals with the Beam Rifle have no affect on Combat Forms because the Beam Rifle is too precise and doesn't do enough area damage. Also, Jackals gain no benefits from their Defense Gauntlets against Infection Forms. It should also be noted that Combat Forms cost as much population as they would normally cost (the crew of a vehicle is treated like a normal infantry squad, though). Anyway, Flood buildings are generally cheaper and have less health, except the core building. That's pretty much it. The rest is pretty self-explanatory.

    That's nice, you have better imagination to create names than me =P, nice job there.


    "Join Your Voice With Mine And Sing Victory Everlasting!"

    [url=http://www.halowars.com/forums/thread/462055.aspx]My Flood Suggestions thread[/url]
  •  02-07-2009, 11:40 PM 462901 in reply to 462829

    Re: [Playable Flood] Suggestions & Concept Art.

    Perhaps, but you're clearly a far better artist, and beat me to converting Flood to work with the Halo Wars template. I just wish I still had all the stuff from my Flood threads. Alas, they went with the deletion of the Game Suggestions section. I have nearly 3000 posts, and I doubt even half would show up in a search for posts by me.

    But yes, I liked your ideas, and your pictures. Perhaps you could help put my ideas to art. I love the way you described the initial base creation, and just added that aboard the Spirit is a Proto-Gravemind, or, in the case of the first base, a Gravemind. A noteworthy restriction of the Flood would be that they cannot upgrade their secondary bases past Gravemind. Now, let's see.

    Tentacles. Well, my reasoning with the three tentacles were as follows: spikes would be very effective and deal a lot of damage to fleshy infantry, suction pads would allow for the tentacles to have a firmer grip and really toss the air units around, and I was kind of stuck on what to do for ground vehicles, but I figured really rough tentacles, like sand paper, could grate away at vehicle armor. My idea for the anti-vehicle tentacle is really a weak concept, in my mind, so if anyone has ideas aside from spikes and suction cups that matches the concept of adding a type of growth to the tentacle that wouldn't be especially effective against air or infantry, I'm all ears.

    Anyway, the important thing in my concept and main difference between mine and yours is that I think it very important that the Flood either not or rarely build units. The one fear I had was that the Flood would build Combat Forms and Carrier Forms, which doesn't make sense when you consider their origin. Hence why you don't see any sort of unit building, aside from Pure Forms and Juggernauts. The Flood's primary concern is upgrading, or increasing intelligence level, to make their cheap but somewhat weak units better. It is important to note that, in the grand scheme of factions, the Flood have the powerful late game, the Covenant the powerful early game, and the UNSC the powerful middle game.

    Also, sorry for the walls of text. I can't be bothered to use IE, and with this, hitting enter will cause my posts to have a white background (which doesn't work well with white text), so...ya. Chrome still has some issues. :P


    I like pi.
  •  02-07-2009, 11:58 PM 462913 in reply to 462901

    Re: [Playable Flood] Suggestions & Concept Art.

    Rotaretilbo:
    Perhaps, but you're clearly a far better artist, and beat me to converting Flood to work with the Halo Wars template. I just wish I still had all the stuff from my Flood threads. Alas, they went with the deletion of the Game Suggestions section. I have nearly 3000 posts, and I doubt even half would show up in a search for posts by me. But yes, I liked your ideas, and your pictures. Perhaps you could help put my ideas to art. I love the way you described the initial base creation, and just added that aboard the Spirit is a Proto-Gravemind, or, in the case of the first base, a Gravemind. A noteworthy restriction of the Flood would be that they cannot upgrade their secondary bases past Gravemind. Now, let's see. Tentacles. Well, my reasoning with the three tentacles were as follows: spikes would be very effective and deal a lot of damage to fleshy infantry, suction pads would allow for the tentacles to have a firmer grip and really toss the air units around, and I was kind of stuck on what to do for ground vehicles, but I figured really rough tentacles, like sand paper, could grate away at vehicle armor. My idea for the anti-vehicle tentacle is really a weak concept, in my mind, so if anyone has ideas aside from spikes and suction cups that matches the concept of adding a type of growth to the tentacle that wouldn't be especially effective against air or infantry, I'm all ears. Anyway, the important thing in my concept and main difference between mine and yours is that I think it very important that the Flood either not or rarely build units. The one fear I had was that the Flood would build Combat Forms and Carrier Forms, which doesn't make sense when you consider their origin. Hence why you don't see any sort of unit building, aside from Pure Forms and Juggernauts. The Flood's primary concern is upgrading, or increasing intelligence level, to make their cheap but somewhat weak units better. It is important to note that, in the grand scheme of factions, the Flood have the powerful late game, the Covenant the powerful early game, and the UNSC the powerful middle game. Also, sorry for the walls of text. I can't be bothered to use IE, and with this, hitting enter will cause my posts to have a white background (which doesn't work well with white text), so...ya. Chrome still has some issues. :P
    Yes I see your point, at first I thought about adding infected vehicles but that wouldn't make sense and thats why I only choose to add combat and carrier forms because as you say the flood rarely build units, instead they rely on infecting. The next monday I start College again after a huge vacation so I won't have much time, But I promise I'll start to work on your ideas to make them concept art =)

    I had like nearly a year without drawing anything so a little practice won't harm.

    I really like your idea that The flood gathers calcium, I was really confused about what kind of resources the Flood would gather and now it is clear =D

    I'll be adding my new concept as soon as I finish ;)



    "Join Your Voice With Mine And Sing Victory Everlasting!"

    [url=http://www.halowars.com/forums/thread/462055.aspx]My Flood Suggestions thread[/url]
  •  02-08-2009, 12:10 AM 462925 in reply to 462913

    Re: [Playable Flood] Suggestions & Concept Art.

    i have to admit i didnt read most of the text, but i definetly loved viewing the pictures, very good drawer. and i do also think they should add a flood race as that would greatly increase the replayability (like others have said before me)
  •  02-08-2009, 1:19 AM 462981 in reply to 462925

    Re: [Playable Flood] Suggestions & Concept Art.

    I have to say, I am impressed with your thoughts and ideas, and I am impressed at the level of complexity of which you brought your ideas too, and I have enjoyed the concept you've drafted. 

    However, I have to say that I would imagine the flood differently in my opinion.  I am not criticizing.  I like the idea of the core and how its deployed and the structures and defensive tentacles, but that were similarities end.  The flood are a parasitic lifeform, so I think that the only units the flood should be able to make are the infection forms in mass quantities and the pure forms.  In order to get combat forms (infected brutes and marines), the flood player would need to use his infection forms to infect and convert an opponent's unit(s), which would be a process lasting about less than 10 seconds (like in Halo 3).  Flood combat forms could jack enemy vehicles, and drive them like in Halo 2. 

    The flood wouldn't build buildings because their would be no need to.  The infected player's base boundaries would expand, creating flood spores further and further away from the base, that would increase in size in time.  The increase number in flood spores would also add more and more resources.  The player could train squads of infection forms out of the flood spores.  When the flood spore is large enough, or"ripe", a player could train pricey pure forms out of the spore, which would come with a few infection forms.  Enemy players could destroy these flood spores with relative ease, decreasing the amount of resources the flood player gets, and decreasing the amount of ground control he has, but each destroyed spore would release infection forms.  

    Some cool support powers the flood could have would be having the ability to have flood infections forms "emerge" from the ground at any given location, since the flood could have vasts underground networks.  Another support power would be summoning a colossal flood tentacle that could decimate armies and base buildings.  Sinking buildings would be pretty neat to add on to the underground network theory.  The power to summon a drop ship, Covie or UNSC, filled with infection forms onto any location on the map would be another idea.  And the flood dispersal pods too. 

    The flood could be able to infect and consume an enemy base aswell, allowing the flood player to train more infected units and gaining more resources and ground control.

    The flood fraction would be all about blitzkrieg and ground control, massing cheat units, and depending on your enemy to gain combat forms.

    Plus, there would be Flood Juggernauts   

  •  02-08-2009, 2:41 AM 463011 in reply to 462981

    Re: [Playable Flood] Suggestions & Concept Art.

    amazing ideas both of you, that would be so cool, {DLC} {Yes, Please} (haha ffxi reference)
  •  02-08-2009, 7:21 AM 463073 in reply to 463011

    Re: [Playable Flood] Suggestions & Concept Art.

    @Afroman: You elaborated on what I was about to say, so I'll just approve silently. Where do I need to sign?
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