Spawn with nano-shield
Racer1
Join Date: 2002-11-22 Member: 9615Members
If the marine commander drops a nano-shield on the IP, then the *next* spawned marine from that IP would instantly have nano-shield. Once the marine spawns in, the nano-shield effect would only last the standard few seconds. If desired, the commander would again have to drop nano-shield on the IP to re-charge it.
Comments
The commander can just drop nano on the guy that spawns. Why simplify this?
The commander can just drop nano on the guy that spawns. Why simplify this?<!--QuoteEnd--></div><!--QuoteEEnd-->
Erm, generally the question is 'why NOT simplify this'.
Simplification in and of itself is a good thing, you have to find reasons why it's a bad thing, such as 'removes an important part of the game' or 'takes depth with it' or something like that.
Personally I think it should be a thing you can buy, pay 15-20 res and the IP spawns everyone with a nano shield. Would be a potent base defence option, if a little costly. Your starting IP could have it by default.
Sounds like a viable upgrade.
The aliens can choose their egg, that is enough defense against spawnkilling. The problem with the ease of killing eggs is another one. (Maybe simply more armor per egg?)
But back to topic: This idea could be nice for PGs too. The marine coming out of a sieged pg, is dead before the com can shield em (same with IPs btw.).
The shield on the marine will only last as long, as it lasts on the building.
And the aliens are visually warned, that incoming marines are shielded.
It is frustrating for marines to die right after exiting an IP or PG. Something that lessen the inpact of this frustration would be good. We only should get sure, that it does not make marine bases indestructible.
and for aliens
Eggs could be upgraded to emit umbra.
I think eggs would be sufficiently protected by simply having a little bit more health/armor.
But maybe the shell (or the crag hive) could have an upgrade that once researched, made eggs that die (by attack or because alien spawn) would emit a really small umbra.
Their eggs are their spawn protection, they take damage.
That's especially evident with rifles trying to spawncamp.
It's another story when a shotgun comes in and oneshots all the eggs.
That's especially evident with rifles trying to spawncamp.
It's another story when a shotgun comes in and oneshots all the eggs.<!--QuoteEnd--></div><!--QuoteEEnd-->
Eggs = IPs
Eggs are not the spawn protection, eggs are taking damage while you are in the spawn queue, like the IP taking damage when you are in the marine spawn queue.
When you break out of an egg at full health, this is the same as a marine coming out of the IP at full health.
So if you add spawn protection for these marines, what is the spawn protection for the aliens?
Changing eggs is not spawn protection, only works properly if you have more than 1 hive, and have numerous eggs available, all unlikely when the marines are attacking your only hive. As well as the fact that once you have selected an egg, like once the system has selected your spawn IP, and it then comes under attack, you can't change.
The op needs to play as aliens once in a while to get a feel for the frustration of watching your egg being blown to bits while you sit in it, and then spawning as a skulk and getting killed before you can move. Then he would want the same thing for the alien team.
I have been playing around with the spawning systems a lot for my mod, and I have to say the current system really is a good balance. I don't agree with 'GOD MODE" spawn. If your team can't cover the spawns, then you deserve to lose the game.
I see too many ideas suggested that serve no purpose other than to extend the end game for the losing team. This ultimately is no fun for anyone. I think this comes from a lack of NS game experience. People don't seem to realise that once a certain point of tech/map imbalance is reached, the game is over and there is no way back and this is how it should be. I don't want comms to recycle the moment they realise the game is up, but I also don't want to be stuck with a 2.5 hour endgame because of tweaks like this.
Aliens don't have quite the same problems as IPs do, you can only put IPs close to the CC, they massively telegraph their spawning, and they're also an ideal target.
Marines on the other hand have to stop killing the hive and use some of their finite ammo to kill eggs, and eggs can spawn in a wider area less obviously, they also have things like crags spraying umbra and shades cloaking everything, aliens do have quite a lot of potential spawn protection available to them.
<!--quoteo(post=1910959:date=Mar 7 2012, 02:25 PM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Mar 7 2012, 02:25 PM) <a href="index.php?act=findpost&pid=1910959"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But maybe the shell (or the crag hive) could have an upgrade that once researched, made eggs that die (by attack or because alien spawn) would emit a really small umbra.<!--QuoteEnd--></div><!--QuoteEEnd-->
That, however, is actually a rather good idea.
You could tie it to hive type actually, crags spawn you with umbra, shades spawn you with a temporary cloak, and shifts spawn you with increased movement speed. I was wondering how you could get hives to automatically add spawn protection but that's a good method. It would help balance skulk weakness in the late game, as they're a pretty ineffectual defender if you have to jump right into the fight after you spawn.