Hot Topics, Round #1

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  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    <!--quoteo(post=1736356:date=Nov 5 2009, 05:16 PM:name=monopolowa)--><div class='quotetop'>QUOTE (monopolowa @ Nov 5 2009, 05:16 PM) <a href="index.php?act=findpost&pid=1736356"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When did they say maps would be less complex? A little smaller, and more emphasis on rooms than long hallways (though I'd say the focus on rooms leads to the slightly smaller map size, it comes out to the same amount of content a mapper would need to make)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I've heard smaller maps, 15-20 minute rounds, slower pace, and this power grind thingy.

    Many of those things sound incompatible with other things there...
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    edited November 2009
    Could you inquire about the questions in my thread?

    Here: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=107848&st=0&gopid=1737084&#entry1737084" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1737084</a>

    They are in regard to the Hand Grenade.

    I made a 2nd post not to far down on how I think they could be balanced.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    I just want to let people know that more will be coming. I had hoped for it to be sooner, but we're futzing around with how to present them right now. Soon, I promise!
  • palliepallie Join Date: 2009-10-12 Member: 69028Members
  • SilverwingSilverwing bulletsponge Join Date: 2003-11-23 Member: 23395Members, Constellation
    Yes, please, sir. Can I have another, please, Sir?
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    edited November 2009
    All lies... clearly hoarding all the information, I mean, resources for yourself. So you can evolve into an all powerfull, Onomin.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    Another question: Do the maps still have readyrooms?
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    You mean chicken or egg ?
  • palliepallie Join Date: 2009-10-12 Member: 69028Members
    Will there be jetpacks in NS2? I don't think I've read a single bit of news or tweet about jetpacks yet.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    edited November 2009
    Getting back to my map layout questions for the upcoming NSTR...

    On the power grid, if two grids fuel one grid must both of the fueling grids be destroyed in order for the one being fueled to power down? Example: From this page: <a href="http://www.unknownworlds.com/ns2/news/2009/04" target="_blank">http://www.unknownworlds.com/ns2/news/2009/04</a> If the marines held the orange, purple, and sky blue grids would the purple and sky blue grids have to be destroyed before the orange powered down or would destroying either grid shut off down to the orange grid?


    /edit:

    Are the marines able to unweld doors? I ask this because with NS2 having more streamlined maps and more weldable points than before it may be possible for a single marine to heavily grief their team by welding a few key points.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    I -think- that as long as there's a path on the power grid between a CC/Power Source and a given section of the grid, then that section would stay active; so you'd have to destroy both purple and blue for the marines to lose orange. I'm not 100% on that though, so it's probably worth waiting to see what Charlie says.
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    I've been searching around but I can't seem to find too much about variance in power grid designs...

    *Is the average node count on a map 6 or is there a variance between say 4 and 8?
    *Can grids work independently? - ie: can two separate comm chairs be disconnected from each other and still offer full functionality within those areas?
    *Clearly the easiest way to do this is to flag each resource and node as connecting to each other, but this discounts the possibility for a node to connect to a route between two nodes... is this a possibility in terms of map design. Further, can a resource point be dependent on two nodes? For example... you can't deploy into the kitchen until you have control of both the living room and dining room.
    *are there defined limits to how many connections a single node can have? - ie: a tech point has only two routes out while a resource must have more than two or specifically only 3?

    <a href="http://www.unknownworlds.com/ns2/forums/in...106210&st=0" target="_blank">http://www.unknownworlds.com/ns2/forums/in...106210&st=0</a>
    How do these varying features of DI and alien tech generally work into the scheme of how the marine power grid? Are tech and resource weighted about the same between them in terms of strategic value? (one would assume yes, but it was mentioned there will be differences)
  • edkrstedkrst Join Date: 2009-09-11 Member: 68748Members
    edited November 2009
    <!--quoteo(post=1739077:date=Nov 23 2009, 06:41 PM:name=SentrySteve)--><div class='quotetop'>QUOTE(SentrySteve @ Nov 23 2009, 06:41 PM) <a href="index.php?act=findpost&pid=1739077"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On the power grid, if two grids fuel one grid must both of the fueling grids be destroyed in order for the one being fueled to power down? Example: From this page: <a href="http://www.unknownworlds.com/ns2/news/2009/04" target="_blank">http://www.unknownworlds.com/ns2/news/2009/04</a> If the marines held the orange, purple, and sky blue grids would the purple and sky blue grids have to be destroyed before the orange powered down or would destroying either grid shut off down to the orange grid?<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1739085:date=Nov 23 2009, 07:19 PM:name=Insane)--><div class='quotetop'>QUOTE(Insane @ Nov 23 2009, 07:19 PM) <a href="index.php?act=findpost&pid=1739085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I -think- that as long as there's a path on the power grid between a CC/Power Source and a given section of the grid, then that section would stay active; so you'd have to destroy both purple and blue for the marines to lose orange. I'm not 100% on that though, so it's probably worth waiting to see what Charlie says.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <a href="http://www.unknownworlds.com/ns2/news/2009/4/marine_power_grid_design" target="_blank">http://www.unknownworlds.com/ns2/news/2009...wer_grid_design</a>

    This post explains it nicely. "Each room is treated as a unit on the grid (power region). Command Stations provide power to all adjacent rooms that have a built resource tower in them."

    So, if the marines controlled tech point 5, and the RTs F and G, then the orange section (F) would be directly powered by tech point 5. Taking down the CC in 5 would be enough to power down the orange section (F), and also G, as it is linked through F. This is of course assuming that no other tech points are built on the map.

    <img src="http://img163.imageshack.us/img163/337/ns2powergridnumbered.jpg" border="0" class="linked-image" />
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