Remove The Comms Ability To Open/close Doors

pip1pip1 Join Date: 2004-09-06 Member: 31430Members
Even though its a nice feature, it is far too easy to kill higher lifeforms. I've just played a game where 2 fades (who were needed, off course) was killed by a simple click of a mousebutton. In my opinion, it should be removed.
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Comments

  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Not enough comms even capitalize on that strategy.

    Besides, it's a useful feature.

    No.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    If you only think of it from the marine perspective it seems like a good feature. The commander can for example open the door to messhall before the marines get there etc. But you often forget that the commander can open/close doors far away from marines as well, luring skulks away, or closing it in the face of a running skulk or ontop of an onos or a fade. That's just plain irritating.

    I say get rid of it again, it was removed for a reason in the first place.
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    I would consider this a map design flaw rather than a feature flaw... the concept of a door insta-killing an onos (or any class for that matter...) is just downright silly.
  • TaaketaTaaketa Join Date: 2004-02-10 Member: 26357Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->“What the hell is this stuff? I can’t tell if we’re having any effect. I can see you guys at least. Think I can operate any command rated environmental feature. Which around here amounts to a couple of light switches and a door or two.”<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I think they are playing on what they originally posted from <a href='http://www.natural-selection.org/sanjii.html' target='_blank'>Part 1 of Six Days in Sanji</a>.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Yeah, blame it on the mapper setting the door damage to 100000 instead of 0.
  • k1ndredk1ndred Join Date: 2003-11-30 Member: 23790Members
    this new feaure is extremly prejudicial to onoses (aka ns_nancy doors)

    I've saw many games where onoses get killed by doors and elevator because of this feaure
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    edited September 2004
    I think that the command control can add a new aspect of teamwork and dynamics when the commander is in active communication with his comrades.

    Besides, as Align and [mahn]sawce mentioned, <b>mappers can change the damage their doors do when obstructed</b>. This is one of the variables associated with func_door entities. A better solution would be to lower the damage of the doors/elevators on the offending maps so that they don't insta-gib larger lifeforms.
  • AmplifierAmplifier Join Date: 2004-02-19 Member: 26708Members, Constellation
    First, this is NOT new.
    Second, this requires so much timing if a comm can pull if off, you lose.
    Third, STOP KILLING THE COMMANDER, it seems they keep losing things to do.
  • raqualevangelraqualevangel Join Date: 2004-02-11 Member: 26435Members
    this would definetly fall into the area of mappers. door damage should be 0-100. or any number as long as fades and onos aren't instagibbed.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    <!--QuoteBegin-Amplifier+Sep 25 2004, 05:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Amplifier @ Sep 25 2004, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> First, this is NOT new.
    Second, this requires so much timing if a comm can pull if off, you lose.
    Third, STOP KILLING THE COMMANDER, it seems they keep losing things to do. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    not true you drop meds and and ammo inbetween naps in most pubs over 8v8
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    HEY GUYZ LETS MAKE THE CORNMANDOR LESS EXCITING K?
  • DantemssDantemss Join Date: 2003-12-13 Member: 24305Members
    Why not just reduce the damage or give aliens a visual and/or sound warning when the comm clicks something? Like placing the particle effect the commander sees in hive sight and doing some loud beeping or clicking sound.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Dantemss+Sep 27 2004, 05:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dantemss @ Sep 27 2004, 05:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> or give aliens a visual and/or sound warning when the comm clicks something?

    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Heh, there is. But its something thats used to infrequently that you've probably never noticed it.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--QuoteBegin-pip|-+Sep 25 2004, 12:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (pip|- @ Sep 25 2004, 12:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Even though its a nice feature, it is far too easy to kill higher lifeforms. I've just played a game where 2 fades (who were needed, off course) was killed by a simple click of a mousebutton. In my opinion, it should be removed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If an onos is that easy to kill then it is either:

    A) that player is stupid

    or

    B) the map was badly designed



    I was one of the people who first proposed this idea so let me be the first ot say:

    *vote HELL <span style='color:red'>NO</span>*

    kthx -_-
  • Ice9Ice9 Join Date: 2004-06-09 Member: 29208Members
    If it can scare the hell out of nubs, why not?

    NSPlayer: How did that door open?
    Ice9: There's ghosts in the game...
    NSPlayer: AAAAAAAAAAHHHHHHHH!
    NSPlayer has left the game.
  • KitkiKitki Join Date: 2004-04-04 Member: 27722Members
    <!--QuoteBegin-Ice9+Sep 27 2004, 07:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ice9 @ Sep 27 2004, 07:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If it can scare the hell out of nubs, why not?

    NSPlayer: How did that door open?
    Ice9: There's ghosts in the game...
    NSPlayer: AAAAAAAAAAHHHHHHHH!
    NSPlayer has left the game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's always fun to do

    Besides, some people are stupid and need more direction
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
  • KaliasKalias Superskulk Join Date: 2002-11-01 Member: 2560Members
    edited September 2004
    Just add "You shall <u><b><span style='color:red'>NOT</span></b></u> use doors, lifts, or any moving feature which kill players. Exceptions include features specifically implemented for this purpose." to the mapping guidelines and all is well.

    This sounds like it should be in I&S instead...
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    you cant get rid of the click button thingy,

    what else are comms supposed to do when theyr bored?,

    it serves other purposes to,

    clicked a door on a marine on more than 1 occasion when they stupidly ran off in the direct oposite direction to the waypoint.

    if your purposely going the wrong way, you better not walk through any doors while im watching, door > <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • Special_KSpecial_K Join Date: 2003-04-19 Member: 15637Members, Constellation
    Make the doors close a little slower. Its too easy to kill fades blinking though doors right now.
  • kill4thrillskill4thrills Join Date: 2004-06-24 Member: 29506Members, Constellation
    yep another retarded feature of the dev team's "i hate aliens" patch. seems like they all want us to stack marines again so lets just all do that.

    again i must reitterate that this patch caused more problems that it fixed and is a complete waste of time. anyone who disagrees can suck it
  • 999Hydralisk999Hydralisk Join Date: 2004-04-13 Member: 27907Members
    <!--QuoteBegin-Special K+Sep 30 2004, 02:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Special K @ Sep 30 2004, 02:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Make the doors close a little slower. Its too easy to kill fades blinking though doors right now. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It is REALLY hard to hit a blinking fade with a door and besides how many doors are there? not many.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->yep another retarded feature of the dev team's "i hate aliens" patch. seems like they all want us to stack marines again so lets just all do that.

    again i must reitterate that this patch caused more problems that it fixed and is a complete waste of time. anyone who disagrees can suck it<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Please what has this patch broken? It is almost all bug fixes and those never hurt anybody if you ask me.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    The most fun you can have as a comm in current NS, is squishing them between the nancy doors as they walk through. IT'S PURE BRILLIANCE I TELL YOU!
  • T_AliT_Ali Join Date: 2002-11-06 Member: 7315Members
    edited September 2004
    I'm pretty sure that the reason door damage is set to a really high number is to keep door / elevators from doing things the mapper doesn't want them to do when they get blocked.

    When a door / elv hits an obstruction (player, structure), what should it do? There are two options:

    a) stop and wait for the obstruction to go away

    b) bounce back from the obstruction

    In the case of a), if the door / elv does little or no damage, you can cause it to stop permanently (until the obstruction is removed). Particularly bad with elevators. They go down, don't come back up. This can hurt the team that blocked it too. One newb throws a chamber under the elevator and the onoses can never get up it unless the marines decide to be nice and kill the chamber. Or a door never opens again, because it cannot close.

    In the case of b), if the damage is slight, you can make the door / elevator constantly bounce back up fairly easily. By, say, using a couple DC's for your block, so they heal. I'm sure you've all seen this happen. Then you have an elevator that keeps coming back up. Not as bad as in a) but can still be a big problem.

    Both of these situations can lead to gameplay issues that the mapmaker doesn't want. Sometimes it's hard to anticipate all the ways in which blocking might be used. So to avoid having to think through a mulititude of gameplay issues with a map and plan the map accordingly (example: if I allow this elevator to be blocked, should there be another route added? How difficult or possible will the obstacle be for either side to remove, and how does this affect balance in the map?), many mappers probably opt to have their elvs / doors instagib anything in the way. Problem solved, you don't have to think about all the ways in which players might break the balance of the map.

    If these suppostions are true, don't expect to see doors / elevators do no or little damage. Perhaps "some" damage might work, but again, it's something that the mapmaker has to think through and plan for when balancing the map, which I'm sure is difficult enough as it is.

    I used to see this all the time in TFC maps. A new map would come out with a door or elv that *didn't* instagib and before you knew it some joker would find a way to break the map by standing in the right place at the right time (although part of the issue there was TFC having maps with custom goals built in that frequently depended on or utilized moving entities; interfereing with the motion of the entities could cause the goals to become unobtainable. Cf, blocking the landing pad on Mooncheese). So the mapmaker ever got a chance to revise the map, viola they would make all moving objects instagib blockages and the problem would be solved.
  • AriahAriah Join Date: 2003-10-29 Member: 22119Members, Constellation
    T. Ali is full of smartness.
  • raqualevangelraqualevangel Join Date: 2004-02-11 Member: 26435Members
    doors/elev cant cause damage per second?
  • BobbybirdtreeBobbybirdtree Join Date: 2003-11-30 Member: 23787Members
    I have seen these feature in action. It simply **** over aliens even more. I rarely ever win games as aliens any more. Where is the karra love?
  • PromoCLPromoCL Join Date: 2004-03-31 Member: 27620Members
    func_trains can cause dmg/second, func_doors (which most elevators are in NS to preserve extra entities for the total entity-count) only cause one hit of insta dmg.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    I'm no mapper, but is there any way to give doors etc. some kind of way to do structure damage only? After all, bile-bombs can, so why not have doors and the like take advantage of that kind of damage?

    Yeah, you'd still get the griefers who stand under the elevators or doors, but those can be kicked.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    I've been comm and listend for oni running around then frozen the elevator they have been on >:D


    The comm can use the nano grid to open and close stuff, it makes perfect story sense, and good functional sense.
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