Power out? Doors unlock.

AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
Currently aliens are kinda ###### if the marine commander locks all the convenient doors on the map with no way of doing anything about it except going around, so while we wait for onos and bacterium (did we decide on a name for the DI yet?) this should be a decent stop-gap kind of solution.

Comments

  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1825425:date=Jan 19 2011, 11:18 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jan 19 2011, 11:18 AM) <a href="index.php?act=findpost&pid=1825425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Currently aliens are kinda ###### if the marine commander locks all the convenient doors on the map with no way of doing anything about it except going around, so while we wait for onos and bacterium (did we decide on a name for the DI yet?) this should be a decent stop-gap kind of solution.<!--QuoteEnd--></div><!--QuoteEEnd-->

    you know there's an awesome OP vent from the alien expansion that bypasses all the locked doors and puts you under the broken tram in double right?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    No, but double in tram isn't the only place doors help marines, either. Plus, this way it gets more pronounced that we're fighting over territory.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    The only door in tram you cant pass using a vent next to it, is the one directly at marine spawn, but I think that is a good thing.
    You could argue that from one side the door in center is one to, if you are coming from the double res going towards center, but in other direction there is a vent going directly to double res from center (actually shorter distance than using the door I think). The doors are actually only problematic for marines, as they cant use those vents, and have to go all the way around.

    Also, it would actually be more realistic if the doors locked when power went out, seeing as they got no power. But gameplay > realism ;), so I agree, it would give a stronger feel of fight over territory, and might therefor be a good thing.
    An option is that when power goes out it locks, to make sure marines cant flee (mwahaha), and when emergency lighting turns on, so does the doors.

    Not sure if it already is like this, but I would also love if marine commander could open/close doors, where closed act like they normally do, but when set to open, door never close again, unless commander set it to be closed again. Normally it would only help lerks, but in some cases it might give a sentry better range.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Actually, I'd like for unlocked doors to remain in the 'open' state when a room becomes unpowered. Sorta like emergency access when auxiliary power kicks in. Not sure about locked doors, since we have no idea how accessible DI will be for breaking locks.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I thought locked doors were welded shut.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2011
    They are just locked. (Or have you seen self welding and unwelding doors? oO)

    So i guess DI could open them still(+onis)...

    If they implement welding them, only onis could open them by destroying the door forever? (or until macs repair them?)


    IF a room is powered down the door should remain in its current state => if its open it stays open, cant be welded, closed or locked. If its closed it remains closed could be opened by DI or onis.

    On the other hand this heavy metal doors could have some emergency opening built in - so if there is a power down they open automatically so ppl aren't trapped in the room. (but it would depend on the place the door is in - this mechanic wouldn't be intelligent in labs, space, planets without breathable air etc. since the doors there arent only doors(for privacy etc) but air-locks or bulkheads(dunno if this is the right word) etc)
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I was thinking that they should open automatically, since staying closed is what the aliens would get by leaving them alone anyway.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2011
    They get a room no marine building has power, that means doors too => commanders cant unlock or open it(at least they shouldnt be able to do it, i dont know if they can) - which can be a downside... isnt that enough? (Marines have to take longer paths too if comms are not able to open the door for them, or at least have to protect the room until a mac comes to repair the powernode => less marines in fight at other places)

    Unlocking and opening the door after a power down just seems stupid, why would ppl build such doors? A door that is locked should stay locked and only opened if somebody unlocks it,(commander) destroys it(onos), or manipulates/hacks it.(DI)
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Technically that would be enough, except only the marine commander can un/lock them in the first place, which means he's the one to decide if a route is closed. Not being able to change it after the power goes out is inconvenient if he wants to attack from a specific angle, but it still serves its original purpose of blocking alien progress. To a room he otherwise has no control over.
    As well, (though maybe it's just tram), doors tend to be placed in positions advantageous to marines.

    Doors unlocking after the power goes out is a standard safety feature in reality so normal people don't get trapped and starve to death, but let's focus on if it's good for gameplay.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    On a related note, would the DI be able to lock of areas as well as destroy doors (flesh wall instead of a door under marine commander control)?

    Would be interesting...
Sign In or Register to comment.