Sensory Chamber
Skurge
Join Date: 2003-04-26 Member: 15858Members
<div class="IPBDescription">what exactly do marines see?</div> Running through scenarios in my mind, it came to me that, even if a sensory chamber cloaks all structures, how would a cloaked hive appear?
One of the major advantages I can see by making sensory the first chamber is to cloak your first base, so a marine runs in and sees nothing so leaves. There was also some discussion about making the SC a better first chamber choice. But if the sensory chamber only cloaks the hive then a marine would see nothing there instead of an empty hive transperency. This would be a dead give away that a hive was there, and tip off the marine to other players possibly being in the area.
Maybe the very talented programmers fixed, but I thought it might be one of those things that just don't come up until someone plays with it.
One of the major advantages I can see by making sensory the first chamber is to cloak your first base, so a marine runs in and sees nothing so leaves. There was also some discussion about making the SC a better first chamber choice. But if the sensory chamber only cloaks the hive then a marine would see nothing there instead of an empty hive transperency. This would be a dead give away that a hive was there, and tip off the marine to other players possibly being in the area.
Maybe the very talented programmers fixed, but I thought it might be one of those things that just don't come up until someone plays with it.
Comments
1- Why would marines know where an appropriate hive spot will be?
2- A marine would have visual cues (infestation) and the comm to tell him where the hive is.
lets mark that one as a bug to be fixed before 1.1 comes out.
this would work in 95% of situations, the 5% being when we are secrretly relocating.
Yes that is a pretty big problem...perhaps cloaked BUILDINGS should be silenced as well as cloaked. And if this is really serious...maybe buildings shouldnt show up when hit (still take damage), making the only counters a scan sweep, or building a obs nearby. Lets see what the devs come up with to solve this problem.
ya...it seems to jump from easily counter-able to godly <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
About cloacked hives,
what about movement chambers reduces the sounds of nearby structures significantly, to a point of 3 movement chambers could silence all structures near them?
How to check a hive then? Scanning! Its not a big deal, and it would add a lot to the games atmosphere
-*bump* Hey Bill check this out! There is something here...
- Theres nothing there jack! Do you see anything? Hear anything? You are just lagging!
- Yeah right Bil...
Thomas <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> Jack
Bill: WTH?
Thomas <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> Bill
It is very similar to the 1.0 siege range. You can cloak whole rooms with it quite easily. You don't have to be in the same plane.. its a spherical cloaking area of effect.
If a nozzle has a cloaked alien RT, what happens if the Commander tries to build a marine RT on that site?
Wouldn't that be another dead giveaway?
BTW, does anyone know how building-stacking is addressed in 1.1?
newbie runs into unseen web then gets cut down by unseen ocs...
if the web doesnt get cloaked, you could fool marines for ages by just stringin up some webs without the wol behind. they would be there for ages refusing to go further. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->