Spiderhole Specs

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Design Intent

Infiltrators need to have a reliable tool that allows them to stay hidden and help them operate in enemy territory, otherwise operating in the backline would be too difficult and stressful. It is cheap and quick to build so any one player can depend on it. If upgraded, it can become a communal secret base that greatly improves long term operation deep in enemy territory.

Use Case Evolution

Short

A tunnel that leads to a tight underground room that can fit a single player. A covert safe space for taking respite or staging an ambush.

Medium

A spacious nest multiple players can access and store supplies inside, becoming a more permanent base to sustain the infiltrators

Long

An interconnected system of nests allowing mass covert mobilization and resource transportation. The value that can be generated can very much change the tide of battle fast.

Balance
Strength: Over time, the value of constant pressure in enemy backlines can compound to the point that it's influence enables an alternate & unconventional win approach.
Weakness: A spider nests only defense is it's secrecy. If the enemy is aware of it's location, they have an overwhelming advantage against players that are currently inside it. They can invade and take over the nest, or destroy the nest and anyone inside it with ease.
Upgrades Table < < <
Name Type Description Restrictions
Reinforced Room +Minus X% Cave In Chance
Secret Exit Subroom - New interactable exit object. - X00% longer interaction time, Sneaky Peak is still enabled. - Interacting teleports player to a random location in the Ground Layer X meters away from the Nest
Commune Main Room - Allow up to 3 other allies to occupy the Nest. - Allow Hive Tunnels to be connected to the Nest
Storage Subroom - Creates HP and Ammo globs storing interactable
Storage 2 Storage
Hive Tunnel Subroom - Creates a narrow tunnel that connects to another Nest if it's within X meters away. - Tunnel has property: 'tight space' - Pioneer Subclass. - 'Commune' Upgrade. - Nest within X meters
Hive Tunnel 2 Hive Tunnel Level 4
Empty Room

Rules List

Hidden Entrance
Player must be within 3 meters of the entrance for 3 seconds before the entrance is highlighted and becomes interactable.

Hidden Location
If a Spiderhole is built in enemy territory, it does not have the 'auto-report location' property. Meaning unlike other buildings, the location of the spiderhole is not known to the team HQ automatically after a fixed time and must be reported to HQ manually.

This can be done by performing the Report action through a radio equipment given that the radio is connected to the HQ radio (see Mechanic: Radio Communication). Alternatively, performing the Refit action near a Camp building also reports to HQ automatically.

Underground
Explosions that occur on the ground tiles above the Spiderhole also inflict building damage to it at a reduced amount. Each room or section (e.g. main room, sub-room, tunnels) has its own building HP.

If the HP of a room becomes zero or less, the structural integrity fails and the room caves in. Any player or asset in the said room are automatically defeated or destroyed. The area is no longer walkable or diggable again.

Additionally, the tiles equivalent on the ground layer sinks and becomes 'unstable terrain'. Unstable terrain acts as

Grenade Drop
When a player interacts with the entrance with Alt-Interact while holding a grenade, they use the grenade to spawn a live grenade in the hole.

Dibs & Anti-Idling
When a player creates the building, they have 'Dibs' on that particular one. Only they can access the building while they have 'Dibs' at level 1.

The player loses 'Dibs' automatically if: