Twitter feed / alt fire welder suggestions

phoenixbbsphoenixbbs Join Date: 2003-02-10 Member: 13379Members, Constellation, NS2 Playtester, Subnautica Playtester
several here, most are probably too lame to consider, but it's late, i'm tired, and feeling a bit flu-like :-}


a _slow_ long range weld capability (like a gorge-esque plasma ball) - a bit like the flame burst idea below

rather than welding armour, if it could administer meds at a very slow rate ?

As a long shot, how about if a 'rine with welder could create a new comm chair from scratch (again, at a much slower rate than normal) - particularly if the main base is under heavy attack, and your comm is dead (ok, this isn't so much a secondary weapon, but could be useful !)

flame burst capability - not so much a flamethrower, but a slow short-ranged "bolt" of flame - while it could damage aliens, it'd probably be slow enough to dodge, but might be useful for lighting really dark areas temporarily...

"hot" weld-spots that will damage aliens walking on them for a while (rather than the cold welds we're used to)

Comments

  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    I would think it should be a little simpler than dynamic structure creation, although that's interesting.

    What if it could be deployed as a buildbot to autobuild one structure at the same speed as a marine (and precluding any assistance)?
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited January 2009
    Frankly I don't really think it needs one, but maybe just make alt-fire the trigger for displaying armor values for player/structures in view?
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited January 2009
    edit: ok so now i have 3 suggestions all of a sudden hah

    I<!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro--> think ALT-Fire should be for utility type stuff

    welding / sticking objects together to form barriers
    sealing doors
    removing infestation off machinery

    primary fire would be
    healing structures made with ALT fire mode
    healing players and marine buildings


    cause you don't want to be in the midst of chaos trying to heal players, and then you accidently weld an important door or vent shut or open lol<!--colorc--></span><!--/colorc-->


    or expanding Zek's idea - shows weld targets on players - this gives a visual effect that you are in repair mode, but functionality wise it would make the welder only target players and heal them



    <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->sorry one more - <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    the marine goes into weld mode with alt fire, and visual effects show where to weld players - this welds them much faster, but the player is unable to move.<!--colorc--></span><!--/colorc-->
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2009
    No! An AM/FM radio cranking out phat beats is the ONLY viable idea. (Courtesy of schkorpio, who I'm disappointed in, for not having suggested it again, Tsk tsk)

    Edit: Wait. Now that I've actually read schkorpio's above idea, I think it's brilliant. Primary for repair, Secondary for utility. In fact it makes sense to separate the two, since they'd be different specialties/functions of the welder tool.
  • SlatoxSlatox Join Date: 2003-07-03 Member: 17895Members, Constellation
    They wouldn't actually be separate functions of the welder tool. It largely depends on what kind of welder it is, I assume being futuristic they would be going for a laser beam welder, which doesn't magically produce a friendly laser or a nasty laser at whim. You could probably have varying power supplied and spot size, one would be better for finer welding and the other heavy welding. All I can think of that would make sense (ie. be realistic) is if you had a finer, less penetrating beam and a thick, more powerful beam as primary/secondary functions. The finer one would repair less damaged things faster and vice versa for the thicker beam.

    I'll break it down

    Primary Function
    Fine Weld: Repairs Armour/Building HP/Map objects 33% faster than standard rate when armour/hp/obj is more than 50% full/done.

    Secondary Function
    Thick Weld: Repairs Armour/Building HP/Map objects 33% faster than standard rate when armour/hp/obj is less than 50% full/done.


    So you just have to swap functions when something is half done/half hp for maximum speed and effectiveness. May have to scale back weld speed ~20% from what it is currently to balance the bonus.

    It would make welding a whole lot more interesting.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2009
    That just sounds tedious, and isn't at all conducive to newer players. It also sounds like a purely arbitrary addition.
    The thing is, <b>in effect</b>, if you use the wrong function for the task, you're going to <b>lose 25%</b> of the 'normal' speed (a punishment), since the '<i>extra 33%</i>' speed is actually what we would consider 'the norm' (so it isn't a bonus). That is, the system gives a punishment for making mistakes, rather than a bonus for doing the right thing.
  • themeatshieldthemeatshield Join Date: 2009-01-13 Member: 66078Members
    The current welder functions perfectly well. It repairs stuff and welds vents shut.

    It also causes some funny kills occasionally.


    NS is about aliens and marines battling it out, not about welding.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1697635:date=Jan 14 2009, 09:31 AM:name=themeatshield)--><div class='quotetop'>QUOTE(themeatshield @ Jan 14 2009, 09:31 AM) <a href="index.php?act=findpost&pid=1697635"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The current welder functions perfectly well. It repairs stuff and welds vents shut.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Exactly. So schkorpio's suggestion, that you separate the two into primary and alternate fire, wouldn't really make a difference overall, but makes logical sense. And Charlie seems to want a primary and alternate fire for every tool/weapon (in the twitter he specifically mentioned the welder), which is why we've been giving suggestions.
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
    edited January 2009
    <!--quoteo(post=1697461:date=Jan 11 2009, 03:51 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Jan 11 2009, 03:51 PM) <a href="index.php?act=findpost&pid=1697461"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->welding / sticking objects together to form barriers
    sealing doors
    removing infestation off machinery<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like this idea, kind of reminds me of the gravity gun from HL2. I'm just picturing rines building a small defense wall and then an Onos charges right through it sending objects flying in all different directions. Sealing doors was already in use in NS but was up the level designer on where they were to be used.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    I was thinking the same idea as korpio, Primary Unit's/Structure, Secondary Enviroment
Sign In or Register to comment.