Relocations

2»

Comments

  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    I know it's beating a dead horse at this point but just adding my vote for bringing relocating anywhere back.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Noticed today (about 7 hours ago) on the Progress Tracker: Delivered: [210] - Command stations can be placed anywhere on the map (discuss)
    Gameplay task [210] - Command stations can be placed anywhere on the map has appeared with status Delivered<!--QuoteEnd--></div><!--QuoteEEnd-->

    What's this?
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    A Big +1 for Relo's from me.

    Relocatation were one of the best things I loved in NS1. Especially when a victorious comeback was accomplished. The Cheers of excitement and the sting of bitter defeats in the readyroom after a match, I still remember clearly.

    Extends a maps replayality by a factor of 10.

    Adds layers and a depth of strategy that any self respecting RTS should have.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    <!--quoteo(post=1942813:date=Jun 12 2012, 05:15 AM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Jun 12 2012, 05:15 AM) <a href="index.php?act=findpost&pid=1942813"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know it's beating a dead horse at this point but just adding my vote for bringing relocating anywhere back.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • ToadvineToadvine Join Date: 2012-10-15 Member: 162405Members
    edited October 2012
    Bring relocations back!
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    Relocations would be more interesting with 5 tech point maps. Relocations in NS1 were tons of fun but most of the time used to cheese specific maps. In NS1 some successful relocations were basically guaranteed victory (Primary Access Corridor on Eclipse, Cold Turn on Ayumi, some others I can't remember off the top of my head).
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited October 2012
    Definitely shifts up the scenery

    <!--quoteo(post=1942731:date=Jun 11 2012, 01:05 PM:name=Master Blaster)--><div class='quotetop'>QUOTE (Master Blaster @ Jun 11 2012, 01:05 PM) <a href="index.php?act=findpost&pid=1942731"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And the quote by fanatic about the "noise" and people saying wrong things is absolutely correct and this is a great example of it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That noise is the sound of freedom
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Wasn't this thread made before proto labs needed two tech points?
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    It was... but relocations should still be in the game.

    All that would happen is that if a comm chair wasn't on a tech point you wouldn't receive the tech bonus for it. So, I think this thread is still 100% relevant.

    Someone can easily mod this into the game. I tried to once, and a dev gave me the line of code. The problem is that the code needs to be changed in several lua files and I got lost. Also the client and server needed to both have the files for it to work, which made it next to impossible to test public. I think now with steam workshop it would work again!

    Someone should honestly mod this into the game, and put it on steam workshop or find a way to make it work for people.

    Relocations just added a new depth and replay value to the game. With the added tech point at marine start a relocation isn't nearly as powerful as it was before, but it should still be available.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    +1 this is epic! I loved doing relos in NS1!!!!! :)

    This would be cool for hives too - I mean if the commander makes a bad decision then whatever.

    The thing that I like about it is,not only does it give you a lot of choice, but it extends the replayablity of a map many times.
  • carlgmcarlgm Join Date: 2004-08-26 Member: 30907Members, Constellation
    I used to enjoy in some situations relocations in NS1 but I cant see how this could work fairly without a change on maps. To start it might be worth having one map adapted to it and see how it works out but I'm not for it for NS2 until it's tested thoroughly.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    The whole 2 CC requirement is a bit silly anyways. You want to control atleast one hive location as marines in any case or youre going to give aliens potential 3 hives + one additional easy to hold harvester. All it does is limit marine comms choices for not really any reason.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited October 2012
    Would be nice if some servers featured this at least. Though it may be difficult with the 2 CC for proto system. What if you relocate to a non tech point, then you would have to get 2 more CCs just for a protolab? Isn't very feasible.

    It'd probably just be better to get rid of the 2 CC requirement as well, in a mod that features this reloc system.
Sign In or Register to comment.