Command Station Upgrades
Sewlek
The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<div class="IPBDescription">attachment for the CS</div>Hi,
I had today an idea how to solve the problem about early skulk rushes and the "forward beacon".
After I thought a bit about it I realized that it's just a rip off from starcraft 2 upgrading the command structure. But anyway, here it is, I think it could solve a few problems: I actually see the obs forward beacon as a bug. It's absolutely possible that I'm wrong here, but I don't like that since it removes some value from the phase gate. So my idea is the following: you can choose an upgrade at the command station.
the upgrades are mutual exclusive, you can chose either
a) a 360* turret attachment for early base defense
or
b) a sensor upgrade, which enables the command station to trigger beacon.
Along with that changes, beacon will be removed from the observatory. So it will only be used for scanning and phase tech. I was also thinking about improving scan a bit, so that it shows all scanned enemies directly in the marine HUD (like motion tracking)
The turret attachment needs to be tweaked to be an equal option to the sensor attachment, but also not too strong. Both should be equally useful and both should be the "correct" choice. Both attachments cannot get damaged directly and are only disabled once the command station is destroyed. But I need to think about it once more and maybe they should have a separate HP pool and hitbox.
what do you think about it?
I had today an idea how to solve the problem about early skulk rushes and the "forward beacon".
After I thought a bit about it I realized that it's just a rip off from starcraft 2 upgrading the command structure. But anyway, here it is, I think it could solve a few problems: I actually see the obs forward beacon as a bug. It's absolutely possible that I'm wrong here, but I don't like that since it removes some value from the phase gate. So my idea is the following: you can choose an upgrade at the command station.
the upgrades are mutual exclusive, you can chose either
a) a 360* turret attachment for early base defense
or
b) a sensor upgrade, which enables the command station to trigger beacon.
Along with that changes, beacon will be removed from the observatory. So it will only be used for scanning and phase tech. I was also thinking about improving scan a bit, so that it shows all scanned enemies directly in the marine HUD (like motion tracking)
The turret attachment needs to be tweaked to be an equal option to the sensor attachment, but also not too strong. Both should be equally useful and both should be the "correct" choice. Both attachments cannot get damaged directly and are only disabled once the command station is destroyed. But I need to think about it once more and maybe they should have a separate HP pool and hitbox.
what do you think about it?
Comments
But the turret upgrade has to be useful otherwise we'll end up with only sensor upgrade CCs.
By useful I mean the turret has to be able to hit enemies at point blank range, and especially skulks sneaking in the deadzones at the bottom of the CC.
On the other hand I think both the turret and sensor upgrades should be undo-able as well as destroyable.
Emphasis on destroyable, so that aliens can take out the sensor first before starting on the base itself.
Alternately if the TRes cost for beacon is implemented the upgrades can be "immortal" and only way to destroy them would be destroying the CC as you mentioned. The bottom line being that aliens should have a way to block a beacon without having to take out the CC.
If we continue to use the energy approach we currently have, the health of the upgrade model could be somewhere along the lines of a turret in 185. May be even a bit lower.
If the upgrade it taken out, a short "refurbish attachment slot" time before restarting the upgrade should be in place to keep a new sensor/turret upgrade from popping up instantly.
but where do you wanna put those things?
This may sound boring, but how about an electrified Comm Station upgrade?
What I came up with was a roof mounted turret in each spawn room that can be unlocked and used. It's placement would have to be put in the map by the map designer though. Like a small little compartment which opens up and this massive sentry drone just hangs out of.
Downside is that the front side of the CC has to be redesigned.
Just make Distress Beacon cost 15 res, like it did in NS1.
If marines had no res, they could not beacon. And forward beacons would be too expensive.
Right now you can just spam beacon if you got more than one observatory. Doesn't really help the stalemates.
i will try the command station upgrade idea. if it turns out to be completely nonsense, well, it's just in my mod and I can remove it again :)
i will try the command station upgrade idea. if it turns out to be completely nonsense, well, it's just in my mod and I can remove it again :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Good point :)
The CC upgrades, hmm, I need to test it to give an opinion. I know this system from other Games and it played quiet well!
I agree. OR, possibly have the CC upgrade available after building an obs and etc., and having the CC upgrade charge as quickly as the bacon currently does. Then, make OBSERVATORY bacon take longer to charge, to reduce forward bacon spamming. I personally would really like to keep the strategic element of forward bacon in the game. It takes a good risk to put one up, and they can be destroyed pretty easily, it's just cool.
You could even say it would promote forward comm chairs, because then having one in heliport would be a strategic advantage.
I also want scan to create motion tracking blips (the one from NS1) on all aliens, through walls, for aliens being scanned (since you can see them already on the mini map). that would give you now 2 reasons to stick in a squad or to catch up with one after death:
- target indications
- scans (they would be used for group of marines before entering a room, for rambos it would be a waste of obs energy)
ok, the big question (since the other stuff is already implemented) remains open: What exactly is squad spawning and how should it behave? If it's just a plain copy of distress beacon, or just another way of getting marines to the front-line, I disagree that it would be a good idea. If it's an "improved" respawn system that affects the IP, it would be a cool addition (in my opinion). Something that "synchronizes" all IPs at 1 comm station, or something that that the sensor station provides if upgraded at the obs. I really don't like to give the Obs more than tech upgrades and scans. phase tech + scans is already pretty much for 1 structure, and already very useful.
+1
with a limited range though.
Just some food for thought…
Just some food for thought…<!--QuoteEnd--></div><!--QuoteEEnd-->
That's what Kharaa bioforms area; the hive's defenses (and tools).