upgrading power grid system
Trainee.ger
Join Date: 2011-05-22 Member: 100097Members
<div class="IPBDescription">special power nodes for corridors</div>so we have power nodes for rooms. in ns2, maps are built the way that you have mainly huge rooms next to huge rooms, connecting corridors are rare by purpose.
but some mappers want to build maps in ns1 style with longer corridors, so why not have special power nodes for corridors? they would not be that robust as the normal nodes and would have to look different, maybe smaller, thinner.
i want to power a corridor in my map that dont belong to a specific room - i find it hard to define a power grid zone between 2 rooms, so i want to have smaller, with less hp power nodes. normal power nodes are build for rooms, so they are strong enough to power a whole base, an important location, so it would be nice to have power nodes for less important locations.
what do you think about it?
it would help to build ns1 style maps, even though they dont fit perfectly in ns2
but some mappers want to build maps in ns1 style with longer corridors, so why not have special power nodes for corridors? they would not be that robust as the normal nodes and would have to look different, maybe smaller, thinner.
i want to power a corridor in my map that dont belong to a specific room - i find it hard to define a power grid zone between 2 rooms, so i want to have smaller, with less hp power nodes. normal power nodes are build for rooms, so they are strong enough to power a whole base, an important location, so it would be nice to have power nodes for less important locations.
what do you think about it?
it would help to build ns1 style maps, even though they dont fit perfectly in ns2
Comments
i vote for untie command station from tech points + this suggestion from you :)
untied tech points are not necessary for this idea, but a cool additon. if i were charlie i would give it a try ;)