Deployables and carryable items for the marines?

corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
<div class="IPBDescription">Deployables and carryable items for the marines?</div>I know this partly comes from playing Tribes 1, but I have always thought that the marines should have deployables. Nothing large of course, I mean no marine would carry an ammo station, but they should be allowed to carry small bags and deployables. New ideas for the marines should include:

motion sensors ["We have movement in hive 2!"]

deployable turrets [independant of a TF, however has X amount of ammo and after its gone, the aliens get lunch]

deployable accurate HMGs [with legs] These cannot be moved once placed, so it does not become some sort of walking, invincable spam gun. Also, it provides alot of firepower, however the user is a sitting target...

carryable ammo/health support bags [one guy on the team would be a support class! why is this still not in NS 1?] Marines should not just be big/medium/guy/girl, they should also be of a class. Basic is just "soldier", but every team could have X amount of health classes and X amount of ammo support guys. The healing dude could "heal" people with a health gun [kinda like how the welder "fixed" armor, and maybe another guy could give out ammo and do something else. Don't have to get crazy, but basic things like these would help make the team out together more dynamic. [It could be as simple as a guy carrying one of certain types of bags, but then he cannot carry an HMG or heavy armor or somn... some sort of penalty?]

Scanners [maybe one guy at a time can carry a scanner hooked up to the commander, so it is limited in range and does not tell them any info other then the general range and an audible bleep] the advantage would be awareness that they are present and basic direction, the disadvantage would *also* be the audible beep, and not being able to use your weapon when using the scanner! This would bring the teamwork together more as well I think ["I got a single blip at 9:00!" ]. Yes I got the idea from the movie aliens, but it would really be fun.

Any other ideas people? I really think even just basic deployables like turrets and health/ammo bags would bring alot to the table. Probably not too much code either right? [i dont know, but I am guessing...]

Comments

  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Most of those suggestions reduce the team's dependence on the commander, which devalues his or her role in the success of the team. The commander can already drop every one of those items. I think that responsibility should remain with the commander.

    --Scythe--
  • BlooBloo Village Fool of UWF Join Date: 2006-11-09 Member: 58497Members
    <!--quoteo(post=1645683:date=Aug 27 2007, 07:54 AM:name=Scythe)--><div class='quotetop'>QUOTE(Scythe @ Aug 27 2007, 07:54 AM) <a href="index.php?act=findpost&pid=1645683"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Most of those suggestions reduce the team's dependence on the commander, which devalues his or her role in the success of the team. The commander can already drop every one of those items. I think that responsibility should remain with the commander.

    --Scythe--<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree, however I like the idea of having a portable observatory. They are quite small anyway so why not make them dropable like the welder, deployable and more expensive. That way you won't have to spam obs to counter sensory and have a new expensive item to rambo with.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    edited August 2007
    Good ideas and I bet may be surprised that in other threads, similar thoughts have been put forth.

    I suggest that gear should be able to be allowed by the commander, given permissions to specific players or given a general permission, detailed how many can be withdrawn from the armory "nanite forge", so that the situations can be avoided where an undesirable running of with a mission critical device or resources being drained with no thought to the Commanders longer term strategies.

    Second, the gear could be said to fulfill roles within the teamplay:
    Close Quarters Battle Marine
    Infantry Marine
    Heavy Weapons Marine
    Field Engineer Marine
    Field Technician Marine
    Field Medic Marine
    Spec Ops Intel Marine

    Also armor load outs could further diversify the possible roster of marine misfits:
    Light Armor built for lack of hinderance
    Shock Armor built for quick jumps
    Medium Armor built for quick transition between assualt and defense
    Heavy Armor built for with standing heavy assualt
    Hazmat Armor built for with standing unconventional attacks
    Stealth Armor built for minimal detection

    Obviously, some of the already existing weapons, armor, and gear already fill out a number of the roles. Just consider for a second though how many of those roles are missing from NS1, the NS2 marine could be significantly a far more diverse and enjoyable play experience if more of the myriad of assualt, defence, and support roles were included by way of being able to choose your carriable gear load out, as the original poster suggests.

    For example: Need to defend a hallway so that the rest of the team can flank the hive by way of another hallway with less fear of being chomped in the ass? Allot 1 deployable gunner to the player who has flagged themselves as desiring to play support, sub group field engineer, and assign them a partner who desires the roll of Heavy Gunner to protect them with an alloted load out of 1 HMG and 1 Heavy Armor. The pair proceed to the armory, which dispenses the desired gear forthwith and deducts the appropriate resources. Another player known for outbursts, upon seeing the player with the HMG decides they want an HMG too, first tries to convince the player to give up the weapon to their possession but is ignored as the pair head for the objective laid by the Commander. The griefer then decides to try the armory, but the permissions are not there or the maximum allotment for general use has been reached. Obviously miffed, the griefer rants and raves, but it doesn't change that the gear goes to the player the Commander intended it to for the benefit of all the team. The other players coach the griefer to flag themselves as the type of play style they desire and the Commander will set the permissions for the armory just as the strategy and resources allow. In the mean time, they should check the armory to see what permissions on weapons the Commander has set on unlimited and general use - more than likely the gear that uses up the least amount of resources.

    My appologies if I missed either the intent of the thread or any team oriented roles that marines could have in the many play styles that inhabit games.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    I think you're on the right track. But i don't really agree with any of your ideas.

    I think deployable should more so be hidden, support devices.

    - A light emitter you can place on a wall in a dark corridor.
    - A little trip laser (like old school NS mines) that just cause a little bleep on the radar when someone walks through it.



    Health / Ammo should be up the the commander.

    Turrets promote camping and farming.

    Motion Sensors COULD work, much like more accurate motion tracking in the vicinity much like Sensory Chambers (and tells something about the size of the alien) much like Sensory Chambers

    You dont want to have too many "BEEP BEEP ENEMY COMING BEEP AMMO BEEP etc etc etc" all game though, itd get annoying.
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    edited August 2007
    <!--quoteo(post=1645689:date=Aug 27 2007, 03:25 AM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Aug 27 2007, 03:25 AM) <a href="index.php?act=findpost&pid=1645689"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good ideas and I bet may be surprised that in other threads, similar thoughts have been put forth.

    My appologies if I missed either the intent of the thread or any team oriented roles that marines could have in the many play styles that inhabit games.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not at all, in fact you kinda elaborated on them in some ways and in some directions. Basically, the "light/basic" guy and the "heavy" is as diverse as the game goes! Even if they added a "female class", I mean comeon- Any and all deployables could still be up to the commander, I would never want to leave the choice up to loser players who troll and cry. Goodness no! hehe But I think it would add more to the game, as well as bring more to the table then skins and two models... well three, counting the new female "class".

    Deployables would not have to be everything either. Even just adding supoprt guys with a welder and health packs they can throw onto the ground/onto someone to "heal them" would be cool. Limited in personal weapons and such, not able to carry an HMG, but still, it's a supoprt class *shrug*

    Even just adding flares would change the way people play. I guess, I know I will play NS2 when it is released, but if there is nothing more then "females" added i'll be dissapointed.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i know what your getting at though - deployables really make you feel like you are working as part of team to do something awesome- gives it that real military feel.
    Sometimes i really do wish that there was more interactivity for the buildings the comm drops, rather than just holding "e"

    i always like the idea of the movable turrets - connected to a turret factory. (its there somewhere on the forums already)

    The commander drops a turret factory, clicks on it, and then selects how many turrets he wants inside. The marines then open it, kind of like an ammo crate, and pull out the turrets and place them within the tf's range. The comm could even designate where they should be placed. It paints a cool imagine in my mind seeing marines unpack turrets out of a futuristic crate (tf) and then placing them the right way up, in the right direction, arming them, etc. The turrents wouldn't shoot while they are being carried, and they would need to be rearm'd after being placed elsewhere.

    Perhaps the obs too could be moved - again non functional until deployed.

    hopefully some form of welding metal objectors together to create barricades will be in the game to add to that whole deployment feel.

    The marines could make a hallway very tough for aliens to get through if they place turrets, mines and then barricade the rest of it shut, with objects welded together for a makeshift wall - everyone liked making forts when they were little <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • berkeleyjewberkeleyjew Join Date: 2004-09-19 Member: 31786Members
    I'd like a temporary deployable "force wall". Basically, if you're making a hasty retreat or need a few seconds to complete some construction, you can deploy this thing in a hallway, and it creates a transparent, or shimmering, barrier for 5-20 seconds. You can't hide what you're doing behind it, really, but you get a breather (unless the aliens are flanking you). It'd be a nice way to show off some of the refractive textures in HL2 too.

    It seems like the perfect counter to the aliens' speed, though it should probably have a hitpoint limit so that a massive alien force or higher-level organisms can break through if they try hard.
  • viperviper Join Date: 2004-03-18 Member: 27402Members
    <!--quoteo(post=1645710:date=Aug 27 2007, 05:19 AM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Aug 27 2007, 05:19 AM) <a href="index.php?act=findpost&pid=1645710"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think you're on the right track. But i don't really agree with any of your ideas.

    I think deployable should more so be hidden, support devices.

    - A light emitter you can place on a wall in a dark corridor.
    - A little trip laser (like old school NS mines) that just cause a little bleep on the radar when someone walks through it.
    Health / Ammo should be up the the commander.

    Turrets promote camping and farming.

    Motion Sensors COULD work, much like more accurate motion tracking in the vicinity much like Sensory Chambers (and tells something about the size of the alien) much like Sensory Chambers

    You dont want to have too many "BEEP BEEP ENEMY COMING BEEP AMMO BEEP etc etc etc" all game though, itd get annoying.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like those ideas. Small but effective.
  • PetriZidePetriZide Join Date: 2003-12-07 Member: 24103Members, Reinforced - Shadow
    <!--quoteo(post=1646001:date=Aug 28 2007, 02:54 AM:name=viper)--><div class='quotetop'>QUOTE(viper @ Aug 28 2007, 02:54 AM) <a href="index.php?act=findpost&pid=1646001"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like those ideas. Small but effective.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed! I especially liked the Deployable lights <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    Trip sensors also sounds cool, imagine getting a text message on your screen (Sensor Tripped! Location : Armory)

    countered with sensory chamber though
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    edited August 2007
    > > hopefully some form of welding metal objectors together to create barricades will be in the game to add to that whole deployment feel.

    > > The marines could make a hallway very tough for aliens to get through if they place turrets, mines and then barricade the rest of it shut, with objects welded together for a makeshift wall - everyone liked making forts when they were little biggrin-fix.gif


    This would add a new thing where as the advantage for the marines is trying to block off the aliens from entering an area, however the disadvantage would be they are stuck if cornered, until they open it up again. So even though they think they are blocking off an area, if they don't place it, time it, and use it right, the aliens will back them up against a wall and nail em good with gas and spores and chambers, "blocking them in" as well. Funny and embarrasing way to die too, hehe.


    > > Agreed! I especially liked the Deployable lights

    This would be cool! Probably my favorite idea is flares. Every Marine gets one or two flares when spawning. They can see in dark hallways where the skulks or fades may hide yes, BUT, at the same time if your a fade and you see a flare go off, or a setup light, here comes lunch!

    The choices are: Do you try to creep through in the darkness? Do you use flares or a setup light station of some sort and try to outgun the alien's attack? Do you give yourself away or gamble the sneak? Could chambers be hiding in the darkness too? Maybe you could trick the aliens into revealing themselves, or taunt them by throwing out a flare?? This would add alot more to the lighting in maps. A new element that I think has so far been only a "this map looks cool" factor.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1646001:date=Aug 28 2007, 05:54 PM:name=viper)--><div class='quotetop'>QUOTE(viper @ Aug 28 2007, 05:54 PM) <a href="index.php?act=findpost&pid=1646001"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like those ideas. Small but effective.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1646061:date=Aug 29 2007, 01:58 AM:name=PetriZide)--><div class='quotetop'>QUOTE(PetriZide @ Aug 29 2007, 01:58 AM) <a href="index.php?act=findpost&pid=1646061"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agreed! I especially liked the Deployable lights <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    Trip sensors also sounds cool, imagine getting a text message on your screen (Sensor Tripped! Location : Armory)

    countered with sensory chamber though<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks guys.

    Although, as i mentioned, getting text messages from sensors, would be very annoying. Imagine your screen flooded with:
    Sensor Tripped! Location : Armory
    Sensor Tripped! Location : Airlock
    Sensor Tripped! Location : Flight Control
    Sensor Tripped! Location : Water Recycling
    Sensor Tripped! Location : Japan

    _annoying_

    I think a simple blip on the radar.
    Or even better, something like motion tracking you see in your field of view, that lasts about 3 seconds. Perhaps the same circle thing, but red.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1646152:date=Aug 29 2007, 10:14 AM:name=corpsman)--><div class='quotetop'>QUOTE(corpsman @ Aug 29 2007, 10:14 AM) <a href="index.php?act=findpost&pid=1646152"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->> > Agreed! I especially liked the Deployable lights

    This would be cool! Probably my favorite idea is flares. Every Marine gets one or two flares when spawning. They can see in dark hallways where the skulks or fades may hide yes, BUT, at the same time if your a fade and you see a flare go off, or a setup light, here comes lunch!

    The choices are: Do you try to creep through in the darkness? Do you use flares or a setup light station of some sort and try to outgun the alien's attack? Do you give yourself away or gamble the sneak? Could chambers be hiding in the darkness too? Maybe you could trick the aliens into revealing themselves, or taunt them by throwing out a flare?? This would add alot more to the lighting in maps. A new element that I think has so far been only a "this map looks cool" factor.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I kind of like the flares idea.
    But perhaps it should be an armory upgrade for 10 res, like grenades.

    But also, flares produce smoke - which makes them essentially smoke grenades.
    Which i dont think is a great addition.
    Not to mention if 10 marines spam all their flares, lag, no visibility and annoyance.

    My idea before light emmiters you can stick on a wall, was LEGs (Light Emitting Grenades),
    Which is essentially a flare, but its just a little ball that glows.
    If done right, it could be really cool.


    Either way, some kind of marine lighting would add to map detail / variability.


    (and i just thought of this)
    Not only could you use them to light dark hallways, but you could use them strategically, so you can see an aliens shadow on the wall before you actually see or hear them.
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    >>I kind of like the flares idea.
    >>But perhaps it should be an armory upgrade for 10 res, like grenades.

    For sure, otherwise it may be used too soon, or by FNGs when the comm wants to sneak attack the aliens trying to build or something. Usually after the second-third is built, it doesn't matter anyways, people are all over the map fighting...

    >>But also, flares produce smoke - which makes them essentially smoke grenades. Which i dont think is a great addition.

    Road flares, in real life, yes. *cough* Remember the movie aliens, the smokeless flares she poped down when trying to find her way back with the little girl [not CG!]. Flares don't *HAVE* to emit smoke. Some flares like highway flares do yes, but those are cheap generic 1995 shiznits... The year is now like one billion and five, so they have flares that can "handle" it.

    >>Not to mention if 10 marines spam all their flares, lag, no visibility and annoyance.

    People handed any situation, no matter how logical, can turn it into complete shenanigans. Your not going to stop this by taking away their toys- Also, if the comm is handing out the flares, then they can hand out just one per player at spawning, or X amount to one guy to control the use if need be. I don't imagine this would hinder a computer. Maybe an old P.O.S. I have a single core AMD system I played HL2 on just fine, full quality and everything.

    >>Either way, some kind of marine lighting would add to map detail / variability. (and i just thought of this)
    >>Not only could you use them to light dark hallways, but you could use them strategically, so you can see an aliens shadow on the wall before you actually see or hear them.

    Yeah, awesome ideas and included strategic infos on future uses, definitely need some more play with the lights in NS2! I don't too much think wall sticks light emiters would be right, it sounds strange, maybe it could be cool, but if placed wrong it might shine up, or at a weird angle onto a corner where it was NOT meant to shine. This might be a problem with people tryin to place them. i.e. "you can never get them right, so screw it I don't use em." A light station, like the construction site lights spawned by the comm would A, give the control to the comm so those issues of spamming and use are none. B, make it so the aliens could attack the light station and bring it down. It would need healing and would require simple direction placement when spawning it. And C, no lag issues at all. Its a single light, even if *two* were used, it's just two lights...

    But agreed, even if it is flares, light grenades, light stations, turning on power in an area to bring the lights up [the marines have taken over an area so the lights are restored], whatever they choose, they should definitely choose at least one! So much more map ideas could be created and used with it! Or map makers could do without, also giving them the choice too.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1646385:date=Aug 30 2007, 09:45 AM:name=corpsman)--><div class='quotetop'>QUOTE(corpsman @ Aug 30 2007, 09:45 AM) <a href="index.php?act=findpost&pid=1646385"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->>>But also, flares produce smoke - which makes them essentially smoke grenades. Which i dont think is a great addition.

    Road flares, in real life, yes. *cough* Remember the movie aliens, the smokeless flares she poped down when trying to find her way back with the little girl [not CG!]. Flares don't *HAVE* to emit smoke. Some flares like highway flares do yes, but those are cheap generic 1995 shiznits... The year is now like one billion and five, so they have flares that can "handle" it.

    >>Not to mention if 10 marines spam all their flares, lag, no visibility and annoyance.

    People handed any situation, no matter how logical, can turn it into complete shenanigans. Your not going to stop this by taking away their toys- Also, if the comm is handing out the flares, then they can hand out just one per player at spawning, or X amount to one guy to control the use if need be. I don't imagine this would hinder a computer. Maybe an old P.O.S. I have a single core AMD system I played HL2 on just fine, full quality and everything.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Thanks for feedback,.

    On the two points quoted above.

    Part of my argument, which i didnt really put into words is... Flares are old fashioned.. This is the future, it should be something better, i think light grenades would be awesome.
    <b>And what if the light grenade even scanned the room it was in, and gave map pings of aliens. Thatd be freaking awesome.</b>

    I definately dont think these grenades/flares should cost res to purchase, defiantely a one off upgrade.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    Scanning grenade, ehhh? I like it.

    About the medic idea, as I said on another thread, I don't think the marines should have specialized roles. That's one of the key differences between the two teams. Kharaa pick a job, frontiersmen are relatively interchangeable throughout the game.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    <!--quoteo(post=1646445:date=Aug 30 2007, 08:34 AM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Aug 30 2007, 08:34 AM) <a href="index.php?act=findpost&pid=1646445"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for feedback,.

    On the two points quoted above.

    Part of my argument, which i didnt really put into words is... Flares are old fashioned.. This is the future, it should be something better, i think light grenades would be awesome.
    <b>And what if the light grenade even scanned the room it was in, and gave map pings of aliens. Thatd be freaking awesome.</b>

    I definately dont think these grenades/flares should cost res to purchase, defiantely a one off upgrade.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Love this idea <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    Light grenade sounds like sex; i think the tried to do something like that in NS1, but ripped it out for gameplay reasons (Or atleast i remember reading about it somewhere before)
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