it's electric

TigTig 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.

Comments

  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    I wouldn't mind this but it should zap the electricity in the room and use it up so that would mean that only lets say ~3 other buildings will get power (Other buildings would be unpowered). Then it would be used for defending lone RTs but not for use as a defense in the base.
  • WiltdogWiltdog Join Date: 2011-05-26 Member: 100980Members
    At first read, I thought "OH NO, not the blue zappy buildings again!"

    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.
  • TrueVeritasTrueVeritas Join Date: 2006-10-20 Member: 58082Members
    If that goes in than the average marine commander will not only need to turret every single room but electrify every marine building before ending the game.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    I'd think it'd be a lot like NS1 if it was added, in the sense that only a few building types allow electrifying. TF, RT, and- actually was there anything else..? I cant remember right now.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    Back in NS1 I played around with the idea of turning the electrifying into a more burst damage based defence. The electrified building would discharge whenever an alien entered the close proximity. After discharging it would have to charge up again for something like 15 seconds before being any threat.

    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.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    If a building does send out a charge it should miss one res generation, or if its another kind of structure it should become inoperable for a short while.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited July 2011
    <!--quoteo(post=1857928:date=Jul 4 2011, 03:53 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 4 2011, 03:53 PM) <a href="index.php?act=findpost&pid=1857928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If a building does send out a charge it should miss one res generation, or if its another kind of structure it should become inoperable for a short while.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Can temporary electrification of the Command Station be the solution to marine spawn vulnerability?

    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.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    edited July 2011
    i always like your ideas twiliteblue :)

    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?)
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1858327:date=Jul 6 2011, 03:28 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Jul 6 2011, 03:28 AM) <a href="index.php?act=findpost&pid=1858327"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i always like your ideas twiliteblue :)

    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.
  • SkipjackSkipjack Join Date: 2005-04-13 Member: 48323Members, Constellation
    <img src="http://dl.dropbox.com/u/6338938/Electrician.png" border="0" class="linked-image" />
    <a href="http://www.youtube.com/watch?v=diWA7uERiUI#t=09s" target="_blank">http://www.youtube.com/watch?v=diWA7uERiUI#t=09s</a>
    xD
  • CursedCursed Join Date: 2007-04-14 Member: 60632Members
    edited July 2011
    Prefer ns 2.0 style

    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
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    <!--quoteo(post=1859201:date=Jul 9 2011, 03:24 PM:name=Cursed)--><div class='quotetop'>QUOTE (Cursed @ Jul 9 2011, 03:24 PM) <a href="index.php?act=findpost&pid=1859201"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Prefer ns 2.0 style

    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?
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