Allow marines to repair power nodes?
Avalon
Join Date: 2007-03-04 Member: 60224Members
Saw this pop up on the progress tracker. Just wanted to say I'm a bit disappointed, and think it detracts too much from the MAC's role on the team. Plus, how would this be accomplished? Would a welder have to be added into the game, or some other tool? If so, won't that be a lot of development time spent to conceptualize, model, texture, and code this tool into the game? If no tool, would the existing use button for building work for repairing a node? I think that'd be a bit silly.
I understand this is probably being added due to complaints that when a power node is knocked out and there are no MACs, the game is over since all buildings power off, including IP. That's all fine and good, but if you're letting aliens into your base and knocking out your main power nodes, doesn't that just mean you're already losing pretty badly anyway, or your commander is at fault for not attending to repairing it?
Thoughts?
I understand this is probably being added due to complaints that when a power node is knocked out and there are no MACs, the game is over since all buildings power off, including IP. That's all fine and good, but if you're letting aliens into your base and knocking out your main power nodes, doesn't that just mean you're already losing pretty badly anyway, or your commander is at fault for not attending to repairing it?
Thoughts?
Comments
I just keep wondering what do aliens get? I see no enhancement done to aliens.
yes, how? tool is needed to repair the building.
if this isn't done through a welder or some other tool, its pretty dumb idea. more information regrading this is needed, I hope their is some sort of tool involved in this process. Unless marines can go up to the power node, and push E (use), lol.
Their armor does most likely have some sort of nano-controller, which can use the nanobots in the near vicinity. So that would be why buildings get built when you use them, and why you would be able to repair a pn by using it.
Shouldnt work when pn is dead however, as then the area lacks power. Or would this nanocontroller also supply them with energy?
They can't it's just no obvious that they can.
I don't think it's a repair from destroyed (that would be stupid) I think it's repair partially damaged.
The game would loose a good part of its marine-commander-interaction.
Imagine.. a Rambo can go and ninja-fix a Powernode anywhere the game while the commander ideling in his chair watching him...
sounds stupid
But okay, let's wait how it turns out before we start complaining.
The game would loose a good part of its marine-commander-interaction.
Imagine.. a Rambo can go and ninja-fix a Powernode anywhere the game while the commander ideling in his chair watching him...
sounds stupid<!--QuoteEnd--></div><!--QuoteEEnd-->
Another reason why Power Nodes need to start off in a Neutral state (Unbuilt Power Node, 50% HP). From game-start Marines should have to repair the node to claim the territory (and nothing should be buildable in it until they do), but if the node is destroyed a MAC should have to be present to build another node and re-start the process.
Sounds like a bug. Report?
I'm agreeing with the general sentiment that marines shouldn't be able to repair a power node.
I also think that CC's and IP's should always have power.
makes so sense as the com should already have a mac with them or dispatching one.
The whole "area secure -- waiting for MAC" situation is awesome...why ruin that?
I think comms failing to repair things is about communication. Buildings are difficult to monitor, unless you hover a mouse over them or realise it is getting chomped. Also sounds do not play out..
Rooms that are pitch black or red, on the other hand, are very obvious to the player.
I'd rather see MACs as being less disposable, take longer to research but who are tougher. If they could follow players around, or have a little more intelligence (auto repair stuff in a close radius) it would give them more character.
What a MAC can do:
- Build structures
- Repair structures
- Repair Power Nodes
What a Marine can do that a MAC can do:
- Build structures (was added later)
- Repair Power Nodes (will be added)
Now give them a welder to repair other stuff.
<!--quoteo(post=1837624:date=Mar 17 2011, 09:16 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Mar 17 2011, 09:16 PM) <a href="index.php?act=findpost&pid=1837624"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yes, how? tool is needed to repair the building.
if this isn't done through a welder or some other tool, its pretty dumb idea. more information regrading this is needed, I hope their is some sort of tool involved in this process. Unless marines can go up to the power node, and push E (use), lol.<!--QuoteEnd--></div><!--QuoteEEnd-->
Presumably it is done with the same magical unexplained invisible spark gun that marines have used to build structures with since NS1.
The key to the entire NS lore is the "nano-gridlock", where the human nanites are locked in microscopic battle (and equally matched) with the alien bacterium, and neither side can get anything done without interaction from major lifeforms. This is why marines can't see the entire map despite it being their terrain, and why Kharaa structures don't pop up like mushrooms all over the place.
As it is now a commander needs to send something like 3 (correct me if I am wrong).
to a power node that is being munched on for some time by aliens and poof its 100%
This tactic has become so overused aliens no longer bother munching on power nodes.
Let the room stay pitch black if the aliens destroy the powernode. Now the marines have to walk up to the broken powernode and "use" it to activate the emergency lights....
But having the marines repair the powernode.... i still don't like the idea.
Hem.. let's see how it turns out once it is implemented.
Because it is on the tracker and marked as "started", I'm sure we can't argue the developers out of implementing it...
As it is now a commander needs to send something like 3 (correct me if I am wrong).
to a power node that is being munched on for some time by aliens and poof its 100%
This tactic has become so overused aliens no longer bother munching on power nodes.<!--QuoteEnd--></div><!--QuoteEEnd-->
macs stack, is the issue. which hasn't been fixed.
macs also go through walls
faster than skulks
can be hidden inside walls or under objects
as I said before if marines can repair power nodes WITHOUT some sort of tool, it will be dumb idea.
I am curious as to why the devs thought this was required and / or indeed desired ?
The MAC repair situation allowed for some great interaction between COM and the team on site, and I would say that allowing the Marines the ability to repair nodes is as game changing as say allowing the Gorge now to place Crags , Whips and other structures ... makes the new AI builders, redundant.
What was the reason to add this ' feature ' ?
I am curious as to why the devs thought this was required and / or indeed desired ?
The MAC repair situation allowed for some great interaction between COM and the team on site, and I would say that allowing the Marines the ability to repair nodes is as game changing as say allowing the Gorge now to place Crags , Whips and other structures ... makes the new AI builders, redundant.
What was the reason to add this ' feature ' ?<!--QuoteEnd--></div><!--QuoteEEnd-->
seems as shortsighted as many other new "features"
Please don't take offense here, but doesn't that seem a bit hypocritical, claiming the inclusion of a feature is shortsighted when you've yet to see it's implementation or understand it's intention in the grand scheme of the game? Or at the very least, shortsighted. We're all still looking at an incomplete context, whereas the devs know what their vision looks like.
To quote a <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112996&view=findpost&p=1837796" target="_blank">related thread</a>:
<!--quoteo(post=1837796:date=Mar 18 2011, 11:50 AM:name=Archaic)--><div class='quotetop'>QUOTE (Archaic @ Mar 18 2011, 11:50 AM) <a href="index.php?act=findpost&pid=1837796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->macs are there so marines don't HAVE to do jobs, not because they shouldn't be able to. macs allow "all guns on deck" when establishing an expansion, but they shouldn't stop players from being able to repair buildings/macs/siege cannons/armour.<!--QuoteEnd--></div><!--QuoteEEnd-->
To quote a <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112996&view=findpost&p=1837796" target="_blank">related thread</a>:<!--QuoteEnd--></div><!--QuoteEEnd-->
well they are the ones that keep changing said vision.
-readded teleporters
-wanted macs to be crucial to gameplay
-changing the energy/plasma/etc system
i dont mind the fact that they are not so rigidly against changes but some changes seem like they werent thought out well or even tested before implemented into gameplay. i can give you an example
you think it would be shortsighted to add in laserguided smartbombs and hovercrafts?
Instead of the power node being repaired from thin air by macs, and the current issue with repairing invisible/destroyed nodes and confusing the aliens. Have the node be dropped by the commander free of charge onto the destroyed power node. By giving the destroyed node an option like the doors have. And dropping a node activates the caution lights on top so marines and aliens nearby would know that it's being repaired.
Once the commander selected the node so it's dropped onto it, have a mac or a marine with a repair tool fix it to 100% for the power to return. You can't simply construct it because you obviously wouldn't want a marine to fix a power node with his bare hands.
This will encourage use of Alien Vision Mode and Flashlight in unpowered rooms, as it will remain pitch black without Commander assistance. It'll also make Kharaa structures stand out more in the dark.