Some Gameplay Wishes... (not Rants)

AcrobadAcrobad Join Date: 2002-10-31 Member: 1779Members
<div class="IPBDescription">Very humble, just for those interested..</div> You know the turret factory right?

RIght now, what it looks like is that turrets function perfectly with the turret factory gone.

I know that it's supposed to be this way... but woulnd't it be better, if the turret factory is taken out, then all the turrets will either malfunction or not function at all? this would give more strategies to the aliens as they can only attack the turret factory, or attack the turrets...

Secondly, let me first state, I know this is a very greedy request, and shouldn't be granted be anyways, but wouldn't it be cool if you can hold on to your bite as skulk, and drag the endangered marines to corners and finish them off? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I know this takes a lot of coding... so i wasn't expecting it to come. But it would be way cool if it happens. Just my impression <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

Comments

  • smokedbaconsmokedbacon Join Date: 2002-11-03 Member: 6006Members
    This is definately a good idea. Taking out the turret factory should shut all the turrets off in that area.

    Im not sure about the drag bite, but maybe a bite-latch idea would be cool. Holding down onto bite will keep you stuck on the marine, doing much less damage than an actual chomp, but constant per-second damage, and the marine can't shoot you, someone on his team has to shoot you off him. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> This would also make it dangerous for a marine to be wandering out by himself, as there would be no one too shoot off the skulk.
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    Very good ideas...
  • FunkTheMonkFunkTheMonk Join Date: 2002-11-02 Member: 4933Members
    If you build a new turret center does it take over the turrets? if not then its a serious waste of resources.

    Actually what Im thinking is that if you take the turret control down then a <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> can only hit things that it can see since it wouldnt have any targeting system.
  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    And if Freindly fire is on this will be a marines worste nightmare,LOL!
    It would actually be better if you have to select your knife to get thr skulk off. But having a teamate aim and try to take a skulk out with freindly fire on would be hilarious.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    I really like the idea of turrets going berzerk and attacking anything in range when they are outside of the range of a turret factory <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> It would sure make the marines a bit more cautious about laying down alot of turrets.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    I don't know if you should severely disable the turrets by destroying the turret factory, but maybe limiting the ammo once the turret factory is destroyed might be a good idea. It could fit in to the idea of nanotech.

    While there is a turret factory, it produces ammo for the turrets much like the arms lab identifies and produces ammo for marine weaponry. However, once a turret factory is destroyed, there is no system to identify and produce additional ammunition, causing the turrets to rely on the reserve bank initially stored when created, say 500-750 bullets. I have no idea how hard this would be to code, but it would enhace gameplay somewhat. If another turret factory was built in the area, then the turrets would resume unlimited ammo.

    This allows the marines a certain amount of time to try to build another factory, and sets somewhat of a priority on doing it quickly. That causes the game to rely les on structures and more on actual people.

    Just a thought...

    .tim.
  • AcrobadAcrobad Join Date: 2002-10-31 Member: 1779Members
    edited November 2002
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Sentries and siege turrets now need a functioning factory to stay operational. They will power down and become inactive there are no factories nearby. If a new factory is built nearby, they will power back up.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    yes! God/Admin has heard my prayers/wishes! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    This makes so much more sense, and will really help the aliens take down the masses of turrets.

    Thank you devs!

    (allo Acro, if you the same I just had a game with <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> )
  • AcrobadAcrobad Join Date: 2002-10-31 Member: 1779Members
    yup just played with you and some other peeps on this board on the Fist of Ra server... I see you like Undergrads too, heheh...

    on another notes, thanks for your server list on the other topic <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    see you sometime!
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