More interactive resnodes

Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT DeputyThe Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
<div class="IPBDescription">2 suggestions for NS2</div>After a very long development time with testing various entity systems. I've managed to get the seemingly impossible weldable resnode working in NS1 and have a hive based resnode, bacterium lockdown, feature. The only problem with this second one is that it eats up runtime entities. Still very much worth it though IMHO

Both of these new gameplay elements are very straight forward to use by the player ingame, probably the most imporant part <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

Now I'd like to see these two features as an optional setting for mappers to use in NS2, simply coded into the resnode entity. Instead of bypassing it at the cost of runtime entities. I'm not sure yet as to how the HL2 engine responds to runtime entities, but I think saving them still would make for a more stable map performance even if the engine and server can handle it...

The way both of these gameplay features work (currently in my map):

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Hive based resnode, bacterium lockdown:

It takes 16 runtime entities per resnode, this includes the lockdown feature, reset on round end and 2 team based testing loops. With it working, I'm still going to look into keeping this functionality with less entities. However I'm not sure I can lower the amount used, this might be the most optimised version for NS1

How it works, this explaination is based on my map (v2b3):

At the start of a round all bacterium resnozzles are enabled, meaning they can be built on by both teams. However, the aliens have the ability to lock the marines out from using these resnodes by pressing a button located on the node.

For the marines to be able to build on these nodes once locked out, they have to push the same button. There will then be an electric bolt sound, making it seem the marines are running a current trough the button into the infestation. After 4 seconds the infestation locking down the resnode dies and releases the node after another 3 seconds. This is ilustrated by an animation (lowering of the infestation while reveiling more of the resnode). The marines are only able to disable the lockdown of the resnode. Only aliens are able to quickly disable and enable the resnodes. The gorge is able to build on locked and unlocked resnodes (a lucky bug I guess, which slipped in), it will in fact only have effect on the marines.

Note:
The bacterium lockdown nozzles have a new icon and a modified infested skin texture. I have used a modified version of the aliennode sprite, which will be displayed at the node in a similar fashion as a weldable (only not rendered trough walls). In addition to this they will also have an icon on the minimap.

When an alien resource tower is located on a locked node, it cannot be targeted by sieges or turrets. The marines first have to disable it to be able to siege it or let the turrets shoot at it. They are ofcourse still able to damage it with their own weapons.

Theres is also a possibility to disable the resnodes for the marines on roundstart. But I haven't done this, because I think it might be a little bit too unbalancing<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The weldable resnode, will be available in v2b4 of my map (soon to be released, once I check all the files and upload it to my ISP <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />):

This node can only be used by either team, once it has been welded.<!--QuoteEnd--></div><!--QuoteEEnd-->

I just want to know if this could be a nice addition to NS2, making the map more interactive. And perhaps to get some opinions on these two gameplay features...

Comments

  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    yes and no in one 3.2 i dont think this would be eeded its a nice astetic change for 3.2, for 3.1 and before its awsome, why cos i am sick of haveing full health res nodes be droepd on a nozzle while i am egging to gorge or soemthing stupid

    it takes a sulk ages to bite it down for me, there arnt even any rines comeing to build it, just com's being a tossa

    3.2 who can drop it all he wants its not going to effect me capping
    unless of course there is acctuly a rine there
  • JohnieJohnie Join Date: 2006-10-09 Member: 58062Members
    edited December 2006
    It sounds very nice.

    I have to check that map out once, wow.
    Maybe I'll place it on my server.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    edited December 2006
    I dont know. I would have to try it out. Sounds like it overcomplicates things for little effect.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2006
    Emphasis on easy to use ingame? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    ---
    Hive based resnode, bacterium lockdown. Use ingame is simply a button and looks similar to a weldable (with a new sprite).

    ---
    Weldable resnode, well it simply works as a weldable to enable stuff. This feature is already present ingame, only now it initially secures a resnode for the marines (actually this was a counter to the Hive based resnode, bacterium lockdown's)

    ---
    Also if you're worried about the commander, he can see if it's locked/unlocked/welded by simply hovering over it with a dropabple resnode. Red=locked, green=unlocked

    ---
    More interaction in a game can't be bad, as long as it simple to use and or undestand in a game environment. I'm just using features already present ingame and extend upon them. Adding more interaction to the map, perhaps even getting more RTS back into NS, which it lacks at the mom impo

    [edit]
    Hmm I could've sworn I posted it in "Ideas and Suggestions"

    Ah well <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
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