Fire, Fire, Fire!
slayer20
Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
<div class="IPBDescription">Flamethrowers, Dynamic Infestation, and Resource Towers</div>So my idea is this...
Marine RT's can be frozen with Dynamic Infestation. They can only be frozen, so that marines can't recieve res, if more then half of the RT is Infested. Now, we do know that marines will be given a flamethrower to deal with this infestation.
Well...the marines won't always be around to deal with the infestation and they might not even have the upgrades to get the flamethrower. So, how about a turret that shoots fire? All marines would have to do is drop a Turret Factory, upgrade it to flamethrower and drop a couple of those turrets. This wouldn't replace the normal turret or siege cannon. So my suggestion is basically to add a whole new turret that shoots flames to fight off infestation and aliens. Of course this turret wouldn't be able to shoot fire very far. It would have to atleast shoot 5 feet, give or take a foot. And I think that these turrets would be limited too 3 per TF.
Aliens probably won't have total control over where Infestation grows. So maybe a gorge dropped an SC near a RT. Then that gorge gets killed by a marine and the marine walks off because he does not see the SC. But as the SC sits there it starts to infest around the floor and the RT, causing the RT to stop. This would be an example of, "Why doesn't the gorge or any other alien just take out the RT?" Maybe because that gorge wanted to place that SC first instead of taking out the RT...just so that other passing aliens could be cloaked. Maybe so that the gorge could get that Scent of Fear being around the SC which makes it possible for that gorge to see when a marine is coming.
Your thoughts on this?
Marine RT's can be frozen with Dynamic Infestation. They can only be frozen, so that marines can't recieve res, if more then half of the RT is Infested. Now, we do know that marines will be given a flamethrower to deal with this infestation.
Well...the marines won't always be around to deal with the infestation and they might not even have the upgrades to get the flamethrower. So, how about a turret that shoots fire? All marines would have to do is drop a Turret Factory, upgrade it to flamethrower and drop a couple of those turrets. This wouldn't replace the normal turret or siege cannon. So my suggestion is basically to add a whole new turret that shoots flames to fight off infestation and aliens. Of course this turret wouldn't be able to shoot fire very far. It would have to atleast shoot 5 feet, give or take a foot. And I think that these turrets would be limited too 3 per TF.
Aliens probably won't have total control over where Infestation grows. So maybe a gorge dropped an SC near a RT. Then that gorge gets killed by a marine and the marine walks off because he does not see the SC. But as the SC sits there it starts to infest around the floor and the RT, causing the RT to stop. This would be an example of, "Why doesn't the gorge or any other alien just take out the RT?" Maybe because that gorge wanted to place that SC first instead of taking out the RT...just so that other passing aliens could be cloaked. Maybe so that the gorge could get that Scent of Fear being around the SC which makes it possible for that gorge to see when a marine is coming.
Your thoughts on this?
Comments
Id Prefer that it didn't freeze res production entirely instead slows the nodes res production, the more infested the node the poorer the res nodes production rate, As though the Aliens had tapped the res node without building a res point, So a small bit of infestation on a node gave 90% of the res produced to the marines 10% to the aliens, The more infestation build up on the node the higher the percentage to the aliens. You Could even make it that aliens get a res node for free if infestation reaches 100% Making a great reason to destroy infested nodes.
As for the other Ideas im not so hot on them.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/OsF0uefXGj8"></param><embed src="http://www.youtube.com/v/OsF0uefXGj8" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center><div align="center"><a href="http://www.youtube.com/watch?v=OsF0uefXGj8" target="_blank">http://www.youtube.com/watch?v=OsF0uefXGj8</a></div>
Also, I like the idea with suggested mods from WorthyRival
The reason you didn't get many replies was that this topic was discussed pretty extensively(in the Fall I think, a thread about there being supply lines and aliens could cut supply lines/infest RTs, {<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103512&st=20" target="_blank">link</a>}. (Please do not necro this, it's just FYI if you're interested)) I don't know if this particular topic had its own thread, but it was brought up a bunch of times, to the general assent of the community at the time.
How are we going to have a stable supply for the flamer? I mean, are we gonna be running back and forth between the front lines and base to refuel the flamer?
Should RTs double as a resupply for the flamer? Or should there be another point that is a flamer resupply?
Or should it just be up to the commander to build a resupply?
How are we going to have a stable supply for the flamer? I mean, are we gonna be running back and forth between the front lines and base to refuel the flamer?
Should RTs double as a resupply for the flamer? Or should there be another point that is a flamer resupply?
Or should it just be up to the commander to build a resupply?<!--QuoteEnd--></div><!--QuoteEEnd-->
The nanogrid can phase it into the fuel cells, much like the current turrets get their ammo I assume.