Siege Turrets - Ammo/Power Cable Suggested

Captain SpaceshipCaptain Spaceship Join Date: 2010-01-30 Member: 70370Members
NS2 Development Team,

I just had an interesting idea involving the Siege Turrets you are implementing in NS2. I saw from the a few videocasts that the Siege Turret is mobile. I just had a few suggestions if you are interested. I used to write stories often and drew nearly every day after my high school days, and I would love to introduce a few thoughts as this really used to be my cup of tea.

1. In order to further materialize NS2 into a world of realism, I suggest that the new Siege turrets require ammo in order to be utilized

2. This kind of ammo is unique only to specific high-energy weapons in NS2

3. Due to the power of it's ordinance, the commander can materialize the ammo next to the turret, but at least one marine has to install it due to it's intense weight

4. If the Siege Turret indeed doesn't turn out to be mobile, I always thought it would be pretty cool if placing it next to the Advanced Turret Factory would require a massive power cable that trails from the Factory to the Turret; installed by a few marines. If any kaara bites the cable, they can sever it, at the cost of their health and potential lives due to the transferring energy.

Anyway, I just wanted to put my two cents worth into the brainstorm before NS2 goes global.

Thanks,

- Captain Spaceship

Comments

  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    I think giving the Siege Turret ammo would put a bit of stress on both the Commander and the Marines that isn't needed.

    However, maybe the Siege turret could have Energy like the Observatory does?
  • PSAPSA Join Date: 2009-10-21 Member: 69107Members
    I think incorporating the power-grid structure into the seige cannon could prove interesting. Maybe it does indeed have a certain ammount of energy, (which I guess is the same as saying "ammo"), but it needs to be recharged at an operable area of the map where the power is on? I guess I'm thinking of outlets or power stations throughout the map, which obviously work in coordinance with the power-grid, being active or de-active.

    So...I guess...if I'm running with this wild idea...

    Seige spawns with full energy/ammo whatever, commander rolls it over to the spot he wants to seige, boom boom boom, but EVENTUALLY the energy will be exhausted (just how many shots is definitely up for debate), and would need to be wheeled over to a part of the map where the power-grid is active to be recharged. Re-charging could be within seconds as well. No need to make that part take a while.

    I dunno, sounds interesting, different. Discourages seiges just sitting in one spot as a failsafe against someone dropping something and it getting blasted to hell in 2 seconds. Of course this could add to the list of what the commander has to control, but if he is already having to move the seiges around himself, (and supposively his other duties have been reduced?) then I don't see this as adding TOO much on...
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    I'd also like to see ammo for sieges so that turtling isn't so mindless. Ammo can be "restock"ed via a button on the command interface ( much like upgrades for other structures )

    Speaking of upgrades, I'd also like to see an independent upgrade stream for turrets and siege cannons. Either as a global upgrade or per-factory or per-turret/cannon. The latter could be least expensive, and it would be nice to see a marine team escorting a lvl3 siege turret around because the comm has invested an extra 10 res + 1 min upgrade. If they get ambushed it would would make recycling it a tough call!
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    edited February 2010
    Hm... Remember, Sieges are supposed to be LoS now (no more trhough-the-wall-hax), at least by what I heard.

    The Outlet idea is pretty nice, as it prevents a permanent hive attack and spreads the marines when there is a Plug to defend.

    Writing down vision:
    - Siege is unwinding a cable that a local marine has to plug in prior to firing (either map supplied or building, possibly a techpoint?!)
    - Siege can move while pluged in, but only in a radius of one room around the plug (i.e. plug it in, move to the next room, clear the room, enter the next further room the plug falls out and is winded up)
    - Cable is not attackable (its not insulated, the floor is ;))
    - Plug can be attacked, falls out on attack but doesnt wind up

    - Room needs to be obviously powered up and under marine control to supply a siege with energy.
  • Captain SpaceshipCaptain Spaceship Join Date: 2010-01-30 Member: 70370Members
    Everyone,

    I really really love these ideas. It's interesting to see each concept suggested evolve into a greater realization. I just wanted to reflect on some of the evolved ideas and hope that the NS2 team will stumble upon these ideas:

    1. Each map contains some sort of a power grid that can be utilized to the human marines advantage or disadvantage, dependent on the Kaara's presence/infestation

    * Why not allow the Kaara to somehow build structures utilizing this power grid too? Organic Karaa structures on steroids...

    2. Humans can use specific structures (Such as the Siege Turret) to plug into that grid once fully controlled/cleared

    3. This entire concept can open up an entirely new realm of game play (On a defense/offensive scale, kind of like King of the Hill)

    4. As for the Siege Ammo... Maybe the idea of it isn't such a good idea (The plugs already provide the energy/ammo)

    Anyways, if anyone else has any cool ideas to build on this thread, keep posting. It would be cool to see one of these ideas make it onto NS2.

    - Captain Spaceship
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->1. Each map contains some sort of a power grid that can be utilized to the human marines advantage or disadvantage, dependent on the Kaara's presence/infestation<!--QuoteEnd--></div><!--QuoteEEnd-->
    already planned

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->* Why not allow the Kaara to somehow build structures utilizing this power grid too? Organic Karaa structures on steroids...<!--QuoteEnd--></div><!--QuoteEEnd--> bad idea. organics shouldnt be able to use electricity. it would destroy the asymetry between both sides at least .
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