Squad Teleportation

Clueless_SheepClueless_Sheep Join Date: 2005-03-24 Member: 46285Members
edited August 2009 in NS2 General Discussion
<div class="IPBDescription">Squad Captins?</div>I was just thinking about how the new IP alows for player to rejoin their previous Squad after death by useing the console on its back to teleport you to the squad.
I was wandering what would happen if the squad had split up for whatever reason so there were no more than 1 person in the squad at a certain place, which person are you telleported to? Is it random or is there a certain person?
Which made me think that maybe there could be Squad captains which the squad members are teleported to in particular.

The problem with this is obviously if the squad Captain dies then and squad members trying to rejoin the fight would be ported to the marine base where the Captain would now be, or at least nearby, and not to where the squad needs them to be.

So i thought that in that instance a new Captain is designated and you port to him/her instead.

Well thats my thoughts on how it works. What do guys think?

[Edit] Typos oh glorious typos

Comments

  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    Teleport to a marine in the squad that is furthest from the IP.
  • OngreOngre Join Date: 2009-02-05 Member: 66309Members
    I think :

    One squad captain, every squad member get t-ported to him and when he dies the nearest squad member not-in-a-marine-base get promoted to captain.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    or as somebody suggested, the commander can chose the squad leader. That leader has then a backpack with a visible antena (so the aliens know who to kill to get the teleportation down). That backpack could either be free (just say, this marine is the leader) or a dropable item.
  • ljcrabsljcrabs Join Date: 2007-11-15 Member: 62924Members
    Well, squads form automatically when a group of marines are close in proximity, I assume this means they automatically break up as well.
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    edited August 2009
    I can't remember if it was this game or another but I recall reading about an automatic dynamic squad system, when two or three (can't remember) or more players are within a determined range of each other the game creates a squad, if the players walk out of range from each other the game disbands the squad.

    A system like this would also prevent a lone ninja from being a spawn point into a hive.

    Edit: now I see the above post mentioned that.
  • borsukborsuk Join Date: 2009-06-06 Member: 67717Members
    I hope that

    1. It's a special piece of equipment, Teleport Receiver (or something) and it's pretty expensive.

    2. That it's easy to see on a marine, so aliens know which marine to kill to stop reinforcements

    3. Combining Teleport Receiver with motion tracking would create a good synergy. With extra information motion tracking provides, you could tell your teammates of nearby threats and manage them better. Make motion tracking ONLY available from this piece of equipment, and only while it's being wielded. (teleportation still works all the time)


    Unrestricted spawning at squad leader is just too silly. Marines should have to advance at least a little bit, not magically appear near their teammates. I know medic revives don't quite fit Natural Selection (most alien kills will be done up close, making it trivial to finish a fallen marine off). There are other ways to allow marines to advance forward. Tremulous spawns each marine with a medkit, replacable at medistation. It heals a lot, but takes good several seconds to kick in and using it produces a sound. Retrieving weapons, ammo and even medkits from fallen teammates could be interesting and help marines to push forward. Aliens have no equivalent of recycling weapons, which is fine I think.
  • Clueless_SheepClueless_Sheep Join Date: 2005-03-24 Member: 46285Members
    <!--quoteo(post=1724633:date=Aug 23 2009, 10:28 AM:name=borsuk)--><div class='quotetop'>QUOTE (borsuk @ Aug 23 2009, 10:28 AM) <a href="index.php?act=findpost&pid=1724633"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope that

    1. It's a special piece of equipment, Teleport Receiver (or something) and it's pretty expensive.

    2. That it's easy to see on a marine, so aliens know which marine to kill to stop reinforcements

    3. Combining Teleport Receiver with motion tracking would create a good synergy. With extra information motion tracking provides, you could tell your teammates of nearby threats and manage them better. Make motion tracking ONLY available from this piece of equipment, and only while it's being wielded. (teleportation still works all the time)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nice idea, i agree that marrines shouldnt be able to advance without a penalty and this pack idea removes that. What i dont like is having Motion tracking inherint with the pack, i can just see problems with it, for example, if the marrine with it dosnt have a Mic.
    Besides in NS1 all Rines could see MT withou or without a Pack so it would seem like a downgrade.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    <!--quoteo(post=1724633:date=Aug 23 2009, 09:28 AM:name=borsuk)--><div class='quotetop'>QUOTE (borsuk @ Aug 23 2009, 09:28 AM) <a href="index.php?act=findpost&pid=1724633"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope that

    1. It's a special piece of equipment, Teleport Receiver (or something) and it's pretty expensive.

    2. That it's easy to see on a marine, so aliens know which marine to kill to stop reinforcements

    3. Combining Teleport Receiver with motion tracking would create a good synergy. With extra information motion tracking provides, you could tell your teammates of nearby threats and manage them better. Make motion tracking ONLY available from this piece of equipment, and only while it's being wielded. (teleportation still works all the time)


    Unrestricted spawning at squad leader is just too silly. Marines should have to advance at least a little bit, not magically appear near their teammates. I know medic revives don't quite fit Natural Selection (most alien kills will be done up close, making it trivial to finish a fallen marine off). There are other ways to allow marines to advance forward. Tremulous spawns each marine with a medkit, replacable at medistation. It heals a lot, but takes good several seconds to kick in and using it produces a sound. Retrieving weapons, ammo and even medkits from fallen teammates could be interesting and help marines to push forward. Aliens have no equivalent of recycling weapons, which is fine I think.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think it ought to be a fairly cheap piece of equipment once research is done for it, but disappear when the leader dies (non-transferrable). Would make sense for the leader to be decked-out before the rest of the squad (HA) because he's their VIP.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Unless it has a significant cool-down period and a lot of visual/audible indication when it's being used, you don't want it as a piece of equipment, or it'll be used to ninja hives.
  • xmainexmaine Join Date: 2009-08-10 Member: 68409Members
    overpowered. thats why we have phase gates.
  • CrispixCrispix Join Date: 2007-01-10 Member: 59543Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    edited August 2009
    <!--quoteo(post=1724721:date=Aug 24 2009, 03:36 AM:name=xmaine)--><div class='quotetop'>QUOTE (xmaine @ Aug 24 2009, 03:36 AM) <a href="index.php?act=findpost&pid=1724721"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->overpowered. thats why we have phase gates.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Phasegates aren't making an appearance in NS2.
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