it's electric
Tig
Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
<div class="IPBDescription">boogie oogie oogie</div>too early to put in electrification?
i liked electrifying the robo facility and rts in ns1. simple boolean flag in code right? corey can make a nice electricity cinematic for it.
i already see marines blocking with the robo facity, is it too early to put that in the game? that was tier 1 and 2 combat in ns1.
i liked electrifying the robo facility and rts in ns1. simple boolean flag in code right? corey can make a nice electricity cinematic for it.
i already see marines blocking with the robo facity, is it too early to put that in the game? that was tier 1 and 2 combat in ns1.
Comments
Then I read papayas and felt that was a solid compromise. It was only a nuisance in NS1 when they were spammed up the ass.
Give the zap a suitable damage and recharge values and it will keep lone skulks away quite efficiently, but any other alien or a skulkpack can easily tank out the charge and let skulks move in to do the biting while the structure is charging up again. If that isn't enough, you can even make spit, spikes and bbomb to discharge the defence.
I'm not sure whether I'd like the charge up elecrification the slightest bit, but I think it's at least far more dynamic and interesting than the NS1 implementation. So, if there absolutely has to be more static defence or electrification in the game I think I'd prefer something like that rather than the dull NS1 electrification.
Why?
I guess it depends on the kind of electrification. With NS1 styled constant zapping I could see it being somewhat dynamic. However with the one I suggested I can't see too much use - landing bites without getting zapped is big enough reward as it is.
If electrification is implemented in a similar manner to NS1, except, as an ability on the Command Station, which damages all aliens in range (radius of 6, similar to Umbra), at the cost of CS energy.
It may also provide an incentive for Marines to build additional Command Stations at Tech points, helping to expand and secure Marine territory with less Sentries. Furthermore, an AOE attack such as electrification scales in effectiveness with any player count, whereas Sentries currently do not.
i can imagine how that would be ingame: commander sees "structure under attack" clicks the
"send electric impulse"-button, you hear some noise indicating the cc is charging up and
about 1-2 seconds later fires the electric impulse (which deals damage over time for 3 seconds?)
i can imagine how that would be ingame: commander sees "structure under attack" clicks the
"send electric impulse"-button, you hear some noise indicating the cc is charging up and
about 1-2 seconds later fires the electric impulse (which deals damage over time for 3 seconds?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the support Schimmel! =)
That's one possible way electrification could work. Alternatively, the delay and the the duration can be adjusted. I hope the devs can add an early game Marine base defense like electrification and test it out.
<a href="http://www.youtube.com/watch?v=diWA7uERiUI#t=09s" target="_blank">http://www.youtube.com/watch?v=diWA7uERiUI#t=09s</a>
xD
1. Build tf in base
2. Build everything else inside the tf
3. Win
second phase could also be ON the tf rather than inside not sure brain hurtz
1. Build tf in base
2. Build everything else inside the tf
3. Win
second phase could also be ON the tf rather than inside not sure brain hurtz<!--QuoteEnd--></div><!--QuoteEEnd-->
Can we have a TF in a TF too?