Siege

MobiusMobius Join Date: 2003-07-18 Member: 18249Members
<div class="IPBDescription">As commented upon in the Beta Forum</div> As has been mentioned in the Beta forum, the Siege weapon was toned down due to a line of sight requirement. Due to a siege face rotation and difficulty in determining line of sight (player side), sieges generally require active observatory scanning. I have a possible tweak that would solve some of these problems, although I cannot claim 100% credit for the idea itself. In the game Warhammer 40,000 there is a figure that has a weapon called a markerlight. This light is essentially a laser guidance system for other, more deadly weapons. My suggestion for the siege is to add a similar feature. This could be done with the use of the flashlight. If the flashlight were directed to an alien structure, the siege would know what to hit. It would also know that the structure was sighted (hence line of sight.) Even better than the flashlight (imho) would be to add a second flashlight mode in the form of a laser sight. It could have the same model as a the tripmine laser, and would mark alien structures for immediate destruction.
I think that this would make the siege a more formidable weapon, and it would also involve the players more rather than solely leaving the commander to happily ping away while his soldiers stand and defend the siege itself.

Comments

  • FrikkFrikk Join Date: 2002-11-01 Member: 3164Members, Constellation
    This exact idea got brought up in the Vet forums. It sounds really cool to me, but too late to try it out in 2.0. Hopefully in the future though.
  • PFCNublarPFCNublar Join Date: 2003-04-23 Member: 15792Members
    edited July 2003
    Yup, and then the marine should be able to make witty comments like "Call the shot", "Neva know what hit 'em", cloak, paint the target, and then a "Nuclear Launch Detected" message will be issued to everyone. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    ...
    I think that the comm should select the siege, and then right click on the target he wants it to shoot at when the structure has been pinged or is in LOS of a marine. Kinda like in Starcraft when the enemy sends some decoy units like Scorges at your missle turrets, but is also sneaking Overlords loaded with Ultralisks in over that way also. You select the Turrets, and then right click on the overlord, so it shoots the more valuable target, not the distraction. It could also be useful on turrets, when lets say a distraction skulk is mulching the electrifiedTF, but fades are spamming acid rockets from far yet within range of the turrets. Select the turrets, and have them lock on the fades instead of the skulk (which dies after a while from elec anyway).
    ...
    Overall, let the comm choose what the turrets attack, not the AI/coding built into the turrets.
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    Good ideas to solve that problem have been brought up many times before (there was a surge of em right after 1.04 released.)
    Using a Tribes Laser targeter, the flash light, beacon gernades (my fav) and many other were all brought up. Hopefully ONE of them will be used. While I understande why Flayra nerfed the siege he went about 4 steps to far. It has basicly been turned into an experimenting noob/"funtime" weapon.
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