Dynamic Armory

NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
First of all, hope this was not discussed before.

What about this new device, a dynamic armory that serves for multiple services:

- Ammo Dispenser.
- Weapons Dispenser.
- Welder Dipenser.

So, every player can select his own weapon and ammo or welder in a more ordered way, so avoiding all those things mixed on the ground.

While the armory is upgrading, the slots for different weapon types are being enabled. The mines are left on the ground by the commander, as it’s done tody.

<img src="http://img66.imageshack.us/img66/3200/tsaarmoryjg4.jpg" border="0" alt="IPB Image" />

It could also be designed a HA and JP suit dispenser for the same reason.

Hey! It’s just a suggestion <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

Comments

  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    sounds good, a bit like the weapons plugin on some custom servers.

    the only problem i would have would be the fact that some weapons are only accessable on certain sides. if the comm just buys 10 shotties, everyone will be cramping that side of the armory to get one.
    its probably better to work it the way that plugin works... click on the armory, a menu pops up, and u pick the gun u want (or that is available). maybe the comm could even restrict certain weapons to certain players, to prevent nubs from getting the expensive guns and losing them.

    either way its heaps better than the current system of dumping a heap of crap in the middle of the floor, and having a mad scramble by the whole team to get the equipment
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    A popup menu would be better I agree.

    A creative idea which is cool, but beyond the creativity I'm not sure you've convinced me enough...

    You see, I prefer a system where the commanding officer has the control and responsibilty to adapt his troops appropriately. They worry about the fighting, the commander worries about troop deployment, ETAs for those deployments, what they are armed with, etc.

    Although you did just give me a new idea that would fix some of the current problems! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> (this is twice now in a few days this has happened to me) You'll know what it is when I post it and I'll provide links to and from this topic.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    what happens if you build your armoury next to a wall?
  • cerberus414cerberus414 Join Date: 2005-05-07 Member: 51098Members, Constellation, Reinforced - Shadow
    edited July 2007
    Is there gonna be a limited number of weapons held in the armor or what? Need to be more specific. I mean obviously it won't be free.
    Will it directly deduct from the Marines shared res?
    Is the commander going to pre-set the number of each weapon available?

    Because this idea has some flaws. People who are "kill######s" will constantly die, and give themselves expensive weapons They will just try soloing and getting kills without contributing to the success of the entire team. Also there are always jerks who will purposely try to waste res and ruin the game just because they weren't allowed to comm or w/e.

    <!--quoteo(post=1639794:date=Jul 20 2007, 01:18 AM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Jul 20 2007, 01:18 AM) [snapback]1639794[/snapback]</div><div class='quotemain'><!--quotec-->
    what happens if you build your armoury next to a wall?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm sure you can restrict where the armory is built.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    Again I reiterate, it's the commander who should be controlling the orders, deployment, armament, resupply, and RTS tech tree paths for the marine team. That's the commander's job, everything related to real-time strategy, except with real players as units.

    Here's an example of marine hierarchy:
    1. Commander
    Job: controls the orders, deployment, armament, resupply, and RTS tech tree paths for the marine team
    Rank: Highest ranking officer, but should also listen to other soldiers in he field
    2. Squad Leader
    Job: Coordinates the detailed tactics on the ground with his/her troops. While the commander worries about overall strategy the squad leader is concerned with actual tactics in battle. He/she should offer suggestions and critical information to the commander on occasion but is primarily one to be
    Rank: Probably the highest ranking enlisted like a Sergeant.
    3. Squad Member
    Job: The core of the attacking force, takes order from the commander and the squad leader in that order.
    Rank: likely to have other ranks within but in terms of the game they are just your normal player

    Why it matters:
    Without this chain of command you get rambo's and idiots running around like chickens with their heads cut off and you are not likely to win unless the alien team is equally or even more poorly coordinated and skilled.
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    <!--quoteo(post=1639798:date=Jul 20 2007, 04:00 AM:name=cerberus5)--><div class='quotetop'>QUOTE(cerberus5 @ Jul 20 2007, 04:00 AM) [snapback]1639798[/snapback]</div><div class='quotemain'><!--quotec-->
    Is there gonna be a limited number of weapons held in the armor or what? Need to be more specific. I mean obviously it won't be free.
    Will it directly deduct from the Marines shared res?
    Is the commander going to pre-set the number of each weapon available?

    Because this idea has some flaws. People who are "kill######s" will constantly die, and give themselves expensive weapons They will just try soloing and getting kills without contributing to the success of the entire team. Also there are always jerks who will purposely try to waste res and ruin the game just because they weren't allowed to comm or w/e.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I undrstand, maybe the commander can select specific players in some menus and give them the high powered weapons.

    <!--quoteo(post=1639798:date=Jul 20 2007, 04:00 AM:name=cerberus5)--><div class='quotetop'>QUOTE(cerberus5 @ Jul 20 2007, 04:00 AM) [snapback]1639798[/snapback]</div><div class='quotemain'><!--quotec-->
    I'm sure you can restrict where the armory is built.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Is that correct, in the commander view, a red circle around armory defines the "valid" deploy position.

    <!--quoteo(post=1639777:date=Jul 20 2007, 01:37 AM:name=Buzzou)--><div class='quotetop'>QUOTE(Buzzou @ Jul 20 2007, 01:37 AM) [snapback]1639777[/snapback]</div><div class='quotemain'><!--quotec-->
    sounds good, a bit like the weapons plugin on some custom servers.

    the only problem i would have would be the fact that some weapons are only accessable on certain sides. if the comm just buys 10 shotties, everyone will be cramping that side of the armory to get one.
    its probably better to work it the way that plugin works... click on the armory, a menu pops up, and u pick the gun u want (or that is available). maybe the comm could even restrict certain weapons to certain players, to prevent nubs from getting the expensive guns and losing them.

    either way its heaps better than the current system of dumping a heap of crap in the middle of the floor, and having a mad scramble by the whole team to get the equipment
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Exactly, I like your idea! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />


    <!--quoteo(post=1639837:date=Jul 20 2007, 10:18 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Jul 20 2007, 10:18 AM) [snapback]1639837[/snapback]</div><div class='quotemain'><!--quotec-->
    Again I reiterate, it's the commander who should be controlling the orders, deployment, armament, resupply, and RTS tech tree paths for the marine team. That's the commander's job, everything related to real-time strategy, except with real players as units.

    Here's an example of marine hierarchy:
    1. Commander
    Job: controls the orders, deployment, armament, resupply, and RTS tech tree paths for the marine team
    Rank: Highest ranking officer, but should also listen to other soldiers in he field
    2. Squad Leader
    Job: Coordinates the detailed tactics on the ground with his/her troops. While the commander worries about overall strategy the squad leader is concerned with actual tactics in battle. He/she should offer suggestions and critical information to the commander on occasion but is primarily one to be
    Rank: Probably the highest ranking enlisted like a Sergeant.
    3. Squad Member
    Job: The core of the attacking force, takes order from the commander and the squad leader in that order.
    Rank: likely to have other ranks within but in terms of the game they are just your normal player

    Why it matters:
    Without this chain of command you get rambo's and idiots running around like chickens with their heads cut off and you are not likely to win unless the alien team is equally or even more poorly coordinated and skilled.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    This sound awesome, remenber me "Aliens" movie; hope developers can implant this suggestions.
  • PrefixPrefix Éirinn go Brách Join Date: 2006-12-31 Member: 59353Members, Constellation
    <!--quoteo(post=1639794:date=Jul 20 2007, 07:18 AM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Jul 20 2007, 07:18 AM) [snapback]1639794[/snapback]</div><div class='quotemain'><!--quotec-->
    what happens if you build your armoury next to a wall?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    What he means is that an ideal base is one with the armory to the wall to stop skulks camping behind. Decent comms will always put the armory and other structures other than ip and pg to the wall, this way a comm can defend his base from a skulk.
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