Mobile Turrets
Scrap
Join Date: 2005-01-06 Member: 32953Members
<div class="IPBDescription">So you could secure a position more easly</div>Why couldnt the turrets in ns 2 be movable and redeployable. ns static positioning of them made them useless and too big of a res eater to defend every position so the team even had to make electrify rts upgrade so some form of defense would be used and mostly that isnt even used much.
- To prevent players moving turrets around too much a deployment time of 2 - 3 sec would be required
- All weapons would be disabled when a marine is moving a turret and his movement speed would be slowed down
- A semitransparent ring would show the range of the turret factory.
Also, why not make movable turret factories:
- 4 players required to move it
- pressing "use key" would make you pick it up
- first player to pick it up would take control of the other 3s movement and deside where to put the TF
- if a player dejoints himself from carring it the tf would drop down in its current position
Why?
to encourage commanders to use turrets
also turrets are so small that you would logicaly think that you can pick them up, and tfs look like a boxed in battery wich should be movable too.
it would encourage teamwork, both ways. Aliens could wait until marines dejoint the TF from the ground and start moving it and then assault and marines could move up old positions that arent assaulted anymore.
also try to imagine that your a skulk scouting around and suddenly you see a train if HAs moving is a friggin mobile base with them , some guys covering the vents(almost spotted you), 4 guys bringing in the TF and whos left bringing in some turrets.
now even further why not make the whole bases movable?
for more advanced structures a process to pack them would be needed(similar to recycle, only it would pack the building) and people would be able to use the phase gate or just move the structures by foot.
Encourage more risk filled gameplay, more need to scout the map and would bring in lots of funny relocations, only this time you wouldnt be already losing the game but could infact be winning and moving the base forward.
also it would finish of the risky business of relocating early game as this can be done with less fuss.
yes i used alot of "also"s because as i wrote as more ideas came in, now i can only hope that i didnt make many mistakes.
- To prevent players moving turrets around too much a deployment time of 2 - 3 sec would be required
- All weapons would be disabled when a marine is moving a turret and his movement speed would be slowed down
- A semitransparent ring would show the range of the turret factory.
Also, why not make movable turret factories:
- 4 players required to move it
- pressing "use key" would make you pick it up
- first player to pick it up would take control of the other 3s movement and deside where to put the TF
- if a player dejoints himself from carring it the tf would drop down in its current position
Why?
to encourage commanders to use turrets
also turrets are so small that you would logicaly think that you can pick them up, and tfs look like a boxed in battery wich should be movable too.
it would encourage teamwork, both ways. Aliens could wait until marines dejoint the TF from the ground and start moving it and then assault and marines could move up old positions that arent assaulted anymore.
also try to imagine that your a skulk scouting around and suddenly you see a train if HAs moving is a friggin mobile base with them , some guys covering the vents(almost spotted you), 4 guys bringing in the TF and whos left bringing in some turrets.
now even further why not make the whole bases movable?
for more advanced structures a process to pack them would be needed(similar to recycle, only it would pack the building) and people would be able to use the phase gate or just move the structures by foot.
Encourage more risk filled gameplay, more need to scout the map and would bring in lots of funny relocations, only this time you wouldnt be already losing the game but could infact be winning and moving the base forward.
also it would finish of the risky business of relocating early game as this can be done with less fuss.
yes i used alot of "also"s because as i wrote as more ideas came in, now i can only hope that i didnt make many mistakes.
Comments
Scrap wrote:
"and people would be able to use the phase gate or just move the structures by foot."
if you can use PG this should take you the time of the bulding costs e.g. tf cost 10 res so it will take 10 sec to pg to use by those 4 marines who is picking it up (and maybe some extra sec for everymarine like 1 or 2).
anyway look, you can buidl the ase and with 8 marines team you can move whole base into a hive without dying.. soo hmmm maybe stay at the TF and turrets move.
If a marine goes up, presses the "Use" button and the turret re tracks to be carried, then if the Comm uses the Pack button, then the turret would just fall over wouldn't it? lol
I definitely do not think that everything should be mobile though. Some things like the Proto Lab are too base-oriented. Perhaps the most basic of things, limited to the TF, Turrets, and the Armory. maybe unbuilt structures, but I just don't think that everything should be mobile. It would be interesting though. And as it is, some already look designed to be mobile with the way they're deployed (Obs comes to mind a lot).
There are probably more aspects overlooked though that could make this rather unfair though.
marines are mobile turrets.
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the turret wouldnt shoot while you carry it so the only mobility part is that you can carry it to diffrent places. marines are mobile defenders 2(we even have a comm order to defend) but we have normal turrets in ns 2, sameway sieges would be needed cause of GLs.
<!--quoteo(post=1585088:date=Dec 6 2006, 09:19 PM:name=Liger_XT5)--><div class='quotetop'>QUOTE(Liger_XT5 @ Dec 6 2006, 09:19 PM) [snapback]1585088[/snapback]</div><div class='quotemain'><!--quotec-->
Curious, but what would the "Pack" button be useful for?
If a marine goes up, presses the "Use" button and the turret re tracks to be carried, then if the Comm uses the Pack button, then the turret would just fall over wouldn't it? lol
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use is for confirming that you want to carry something, turrets wouldnt need packing cause there small structures. Packing would be required for more advanced structures.
It would be interesting though. And as it is, some already look designed to be mobile with the way they're deployed (Obs comes to mind a lot).
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Yeah, thats what i tought too. they feel like you could just pick em up, and as there blasted into orbit from space they must be compact to spare resources, hell the team sent into a station has to rely on onspot gasses for resources. Also on the design aspect it feels kind of strange to leave your bases on a deserted spacestation if you do win the conflict onboard, or maybe the comm will use the cheapness of recyle? <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" />
<!--quoteo(post=1585173:date=Dec 7 2006, 12:29 AM:name=TerraGamerX)--><div class='quotetop'>QUOTE(TerraGamerX @ Dec 7 2006, 12:29 AM) [snapback]1585173[/snapback]</div><div class='quotemain'><!--quotec-->
There are probably more aspects overlooked though that could make this rather unfair though.
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well i honestly dont see any, ok let me try to remember some hidden situations that it could ruin.
1)sieging a hive; using a built tf and siege turrets:
- it would require a lot of men
- the time to travel there would be slower
- a option to ninja the hive by trying to build a lonely phasegate near the hive
- both options would be fair cause once a pg is up, enough marines would usually phase in and sieges would be up in no time and only a good alien team could chomp them down
- a lonely parasite could ruin this because if many guys carry it someone may have one, also no vents would be used and only main roads so a alien must walk past the train.
2)Relocating early; packing up the CC:
- after packing begins comm would exit the CC
- like in tf more marines are needed ofcourse to move it
- the risk involved is smaller thanks to being able to save your CC(res save) , no need to build another CC to reloc position(again res save)
- longer routes would take more time than now but shorter routes could even be more beneficial
3)Relocating the base close to a hive with ips;
- if the spawning system is the same aliens could still kill the marine team and the respawn rate wouldnt be enough, also spawning in marine start > using pg to travel would be almost as fast
-aliens are fast and able to chomp the marine base down faster with healing support from hive and respawning next to the hostiles
- risky, if the aliens win the battle alot of res would be wasted and ip spawning would be crippled
cant think of any more, i would just like to add that the main idea is still to make the turrets more useful just as the topic title says.
i think mobile turrets should be there ;d
This means:
Anyone just wanting to destroy a game can throw 1 man pick up buildings into a pit or unusable place.
Buildings might rollover and complicate things.
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This teamwork seem a bit far fetched in public games.
It's a fun idea but I dont think it will work with reality.
marines cant aim
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Agreed.
Svenpa does bring up a point that I've been concerned about. A player has more control over screwing around on the game if able to do such.
The reason I like this idea most though is I've always wanted to see Marines make an emergency retreat when their base may soon be threatened. But they always must take their sweet time to do so presently. Whereas alkiens stand a chance if a rogue gorge has the res for a new hive. Now that is the other extreme, being very simple.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--><i>Hmm, I wonder If an onos could eat an Armory.</i><!--sizec--></span><!--/sizec--> <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
-only 2 buildings which can be picked
-tf
-turrets (not sieges!)
as the marines would be able to pick up another structures im pretty sure they will find an exploit to e.g. hide the building in place where would be never found.
and public games wont make it better cause many ppl will just walk around and mess with picking buldings...
for me this idea is cool, but:
-only 2 buildings which can be picked
-tf
-turrets (not sieges!)
as the marines would be able to pick up another structures im pretty sure they will find an exploit to e.g. hide the building in place where would be never found.
and public games wont make it better cause many ppl will just walk around and mess with picking buldings...
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This reminds me of another thing, will JPs be able to pick up turrets?