The key objective to any Alien Assault
Raneman
Join Date: 2010-01-07 Member: 69962Members
Join Date: 2010-01-07 Member: 69962Members
Comments
Although, I think they should be stronger, like CC in NS1, hard to chomp by a single skulk...
Maybe having several levels of power node... power? Like at 50%, shut down the least important structures, 25% shut down important structures, 0% critical structures are powered down?
Maybe a few damage points per second, with an upgrade choice to do more damage. This way lone skulks can't rush the nodes at the start of the game killing them all off.
Mr. Oh Noes will take care of that soon enough..
Although, I think they should be stronger, like CC in NS1, hard to chomp by a single skulk...<!--QuoteEnd--></div><!--QuoteEEnd-->
Then they should take longer to repair. They take a matter of seconds for that super fast, cheap, flying NPC to repair.
not cheap early on in the game 50 res is freaking high
Thats one of the reasons why the power nodes were removed form the hive, so marines can't just drop a bunch of sentries there. Sentries are not supposed to be able to work, without a power node, so if they can be built there, its not working correctly. The plan is to add portable power nodes that need to be built first, if you want to build in a hive room or some place like Tram tunnel, where there are no nodes.
--Cory
Make the DI grow a protective covering over them that MACs have to burn off in order to repair it, for now substitute 'if a hive is in the node area, make it take longer to repair'.
Would go well with the idea of marines being able to build their own protective covers for them.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Ooo portable power nodes, that brings some possibilities, so marines can theoretically set up backup nodes in their rooms? Or just build in unusual places?
If so, that would be a rather nice addition.
Edit: drat, double post.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Ok, well right now you can put sentries in the starting hive and not need a power node. Kind of overpowered right now.
I came in this thread half expecting crags to be the theme. (Or roof crags :P)
I'll usually put one or two up near a power node or the location my team is trying to push, the alien regen helps to take out that 'key objective' a bit faster and with less deaths.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I noticed that too, but in that case there should only be red warning lights inside the alien start room (as if there was a powernode which got destroyed).
It totally breaks the atmosphere if you are walking through dark corridors, fight your way through aliens and end in a bright room with the alien base in it.
Besides, the alien buildings look extra sexy without the bright light.
But then we don't get to see the awesome artwork gone into the Khaara T_T
Some sort of defence system should be in place imho. Eletrical feedback current from biting sure, but from snipers?
Better trace giving lerk position away will better this I guess. But they are still a bit to vulnerable imho.
I am fine with the expanding outpost having this as is. But main marine base is far to vulnerable cause of this node.
and as far as i can i see, there are no players which can handle the fade blink as good as the fade in ns1, because the new mechanics ... so lets wait...
its like sc2 terra is so overpowered, and then the magic box and banelings appeared out of nowhere :D - you know what i mean :)
infestation (which aliens need to build on). <a href="http://www.facebook.com/#!/photo.php?fbid=352138168104&set=a.95246163104.83850.87948998104" target="_blank">alien structure concepts</a>
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im just guessing here</b>, i dont really know what you are planning to do, but if im right it would make sense that both sides need some basic structure to expand.