Marines - Spawn on squad

WilsonWilson Join Date: 2010-07-26 Member: 72867Members
I'm not sure if this idea has been posted before. I think giving the marines the ability to spawn on their squad mates would give them a needed boost offensively.

Right now the marines are at a big disadvantage because of their mobility and the time it takes them to get to certain points on the map. When you die as a marine far up the map it feels like a huge blow because you know it will take you ages to get there again. This makes it difficult for the marines to put pressure on the aliens, especially near the start of the game.

Phase gates are good for moving around the map quickly, but they are hard to use offensively because as soon as they are left undefended some skulks can take them down while killing any marines that try and teleport through.


I think giving the marines the option to spawn next to their squad mates would allow them to be much more aggressive at the start of the game. It would mean that the aliens would need to focus on taking all the marines out or else reinforcements would warp in quickly. It would also allow the marines to hold areas further up the map and give them a fair chance against the aliens mobility. Perhaps it could cost a certain amount of res each spawn to stop overuse.

Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    AFAIK, something like this was planned for inclusion (remember IP transponders?) but then scrapped in favor of PGs. I'd be in favor of this returning because it would make improbable marine comebacks (think 5 marines suddenly appearing in alien start) more likely.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    I know in other Builds it was possible to research Squad Teleport at the Obs.
    If you used the console at the IP you get teleported to you squad. Maybe bring that back?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    The Phazegate has taken on that role now as ScardyBob said
  • CorpseyCorpsey Join Date: 2011-07-02 Member: 107538Members
    It would be interesting if the distress beacon from the obs could have a range, from the obs that sent it.. so then a ninja marine could build an obs and power pack near a place and if he's successful then they are warped in. There's no real reason this couldn't happen because distress beacon already ignores IPs anyways.. and there's no reason to beacon into marine start because you could beacon out of marine start and build a phase gate.

    As an alien counter to this, perhaps if the hive has enough energy it can have a "Rapid Egg Production" ability, where a hive starts producing eggs at some extreme rate so skulks can actually spawn and have a chance to defend. Of course this doesn't have to be activated specifically when a distress beacon has been, but perhaps even when being attacked normally. Skulks would probably not stand a chance against flamethrowers though and there's not much I can think of to counter that.
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    IIRC marine sprint is only ever so slightly slower than skulks running around at full speed. The reason why aliens respond so quickly isn't necessarily solely a factor of fast movement, its that they expand all over the map while marines tend to just camp in marine start thus will always be responding from marine start. When expansions become more prevalent for marines I don't think this will necessarily be an issue.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1866323:date=Aug 4 2011, 07:37 AM:name=Corpsey)--><div class='quotetop'>QUOTE (Corpsey @ Aug 4 2011, 07:37 AM) <a href="index.php?act=findpost&pid=1866323"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would be interesting if the distress beacon from the obs could have a range, from the obs that sent it.. so then a ninja marine could build an obs and power pack near a place and if he's successful then they are warped in. There's no real reason this couldn't happen because distress beacon already ignores IPs anyways.. and there's no reason to beacon into marine start because you could beacon out of marine start and build a phase gate.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually, that's what we use to do when beacon was in the game (alpha). I'd drop a powerpack and obs on the high ledge in alien start in tram and beacon all my players there. It wasn't very effective, though, since most of the players were confused and disoriented, making them easy prey for skulks.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    <!--quoteo(post=1866343:date=Aug 4 2011, 11:49 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 4 2011, 11:49 AM) <a href="index.php?act=findpost&pid=1866343"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, that's what we use to do when beacon was in the game (alpha). I'd drop a powerpack and obs on the high ledge in alien start in tram and beacon all my players there. It wasn't very effective, though, since most of the players were confused and disoriented, making them easy prey for skulks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It wouldn't be as confusing if there were a hud update telling the player they are being phased to _______ in :03, :02, :01.

    With some fancy first person phase effect around the edges of the screen.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    Since it takes a few seconds to activate, it's reasonable to give all marines a heads-up that it's activated.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1866347:date=Aug 4 2011, 09:20 AM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Aug 4 2011, 09:20 AM) <a href="index.php?act=findpost&pid=1866347"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It wouldn't be as confusing if there were a hud update telling the player they are being phased to _______ in :03, :02, :01.

    With some fancy first person phase effect around the edges of the screen.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1866352:date=Aug 4 2011, 10:02 AM:name=subshadow)--><div class='quotetop'>QUOTE (subshadow @ Aug 4 2011, 10:02 AM) <a href="index.php?act=findpost&pid=1866352"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since it takes a few seconds to activate, it's reasonable to give all marines a heads-up that it's activated.<!--QuoteEnd--></div><!--QuoteEEnd-->

    True and I wouldn't mind seeing it put back into the game (but not in the method it was before). Quite simply, ninjaing an pp/obs in an enemy base was hard and teleporting players who we're doing other effective things (like defending marine start) is not a very good idea. If it was tied to a squad and allowed the comm to selectively transport players, then it would be more effective.
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