Why Further Hive?
Frahg
Join Date: 2002-12-03 Member: 10432Members, Constellation
<div class="IPBDescription">A question about Movement Chambers</div> As best I can tell, when you use a movement chamber it takes you to the furthest hive or a hive that is under attack. In this situation, some maps end up always ping ponging you between two hives and never stopping at the middle one. Why can't this be fixed? It's been this way (well, almost, I don't remember if you went to hive under attack in earlier versions) since I started playing in 1.0(2-3, whatever the version before 1.04 was)...
Why can't it just send you to a random hive, or enumerate them and send you to each one in order (first use goes to 1, second to 2, third to 3, fourth to 1, etc.)
If my understanding of this is wrong, how does it really work?
--Frahg
Why can't it just send you to a random hive, or enumerate them and send you to each one in order (first use goes to 1, second to 2, third to 3, fourth to 1, etc.)
If my understanding of this is wrong, how does it really work?
--Frahg
Comments
I suggest we use his idea, this will be better worded though lol. Hive 1 sends you to hive 2, hive 2 sends you to hive 3 and hive 3 sends you to hive 1. I have know idea why u sed 4 tbh.
Would this b possible flayra an the programming team?
ND
I suggest we use his idea, this will be better worded though lol. Hive 1 sends you to hive 2, hive 2 sends you to hive 3 and hive 3 sends you to hive 1. I have know idea why u sed 4 tbh.
Would this b possible flayra an the programming team?
ND <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I was actually not talking about hive 1 sending you to hive 2. I was saying, the first time you use a movement chamber you get sent to hive 1, the second time you use a movement chamber (even a different one) you get sent to hive 2. Then, the fourth means the fourth time you use a chamber and that would loop around and send you back to hive 1. I used this example because then we don't have the confusion about what happens when you use a movement chamber placed in the double res. It's not near a hive, which one does it count for?
I suppose, we could find which hive the movement chamber was closest to, and use that to determine where to send the player.
Anyway, that's how it should be. But it just hasn't happened yet.
--Frahg
ND
Wrong, it was always there.
WTH, thats never been like that, at least its never SAID its been like that when u look at an mc, Ive only noticed it during 2.0............
One of the things about films with aliens is that the swarms always seem endless; if they were always able to move to any hive from any mc then it'd certainly help that image ^^
movement chambers refill your energy faster and make you run faster.
Therefore "below a hive" is not the only good place for movement chambers like it was in 1.04.
Imagine a world were aliens place movement chambers anywere in the map, at well covered strategical places, with the ability to go to the farest hive ASAP to become a flexible army.
MC is no longer JUST a hive to hive connection, it was never meant to be used ONLY that way.
Use it to have big attacking groups that can attack far away from their unsecured hive coming back anytime through an <b>MC outpost</b> for heal or defend (like active redemption).
MC outposts need to be taken like a camp of soldiers, it must be guarded and is used as center to organisatge attacks all around it.
Go up to it, use it and a little menu pops up asking you where you like to go <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Still it'd be even nicer if you could use it when you spawn at a hive far away from the action when the furthest away hive is also miles away (which always seems to be the case) =3
Q:Why does the movement chamber move me to the furthest hive?
A:Because you can run to the middle hive, since it is in between the other two hives. It's a little inconvenient, somewhat non-intuitive (at first), but makes sense to me. It sucks when the marines are not attacking a hive, but instead building near it.
On-topic: I really think that MCs should just cycle you around your active hives. Maybe even getting rid of the "under attack" feature too, as cycling through the hives makes that obsolete (it would be useful only for getting to a still-growing hive if it comes under fire).
On-topic: I really think that MCs should just cycle you around your active hives. Maybe even getting rid of the "under attack" feature too, as cycling through the hives makes that obsolete (it would be useful only for getting to a still-growing hive if it comes under fire). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Agreed Maus, it should cycle you.
Also, I too find it frustrating that gorges won't build movement out in the field. I'm always out there as a gorge, throwing up movements. But I learned something the other day. Movements don't work like defense chambers. They only provide you energy if you are in line of sight of them. So stacking them behind a wall does nothing for the people trying to get benefits from there. That could be a big reason gorges won't build them, they actually have to get into the fray in order to put them up and that's often hard.
--Frahg
My point: MC's are good enough already, if anything, they need nerfing not improving...
My point: MC's are good enough already, if anything, they need nerfing not improving... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I disagree, we're not talking about making movements super powerful. All we're talking about is taking a function they already do (allowing you to use them to return to a hive) and having it not break when a map is poorly designed. As it stands there are some hives you can't go to at all with movement chambers unless they are under attack. Why not? What would be the big freaking deal?
I, personally, think movements should send you to a random hive instead of a specific hive in order. That would be easy to incorporate and change the game as little as possible.
--Frahg