Unpowered beacon

elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
Was thinking about the powernode powering off the entire marine base, marine mobility and how this might make it hard for alot of players in general to deal with powernode sniping.

I would like to suggest that the obs be able to beacon even while unpowered to give marines and commanders who don't notice untill too late a chance. Might be a nice compromise between keeping the IP's unpowered but allowing the commander to manually 'control' spawning at a high cost in an emergency situation.

Comments

  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    What if Beacon was moved to the Command Station and unlocked by building an Obs? Both Nano-Shield and Beacon are powerful abilities, and it might give incentive for Marine team to build more CC's.
  • bcarrotbcarrot Join Date: 2012-02-15 Member: 145962Members
    I find the fact that the marines have that ability over the aliens to be a huge advantage for them in the first place. Not being able to call everyone back when your power is out is something I think should stay in. If you pushed to hard and didn't cover something as important as your power it's just bad strategy not a flaw in game mechanics. In my opinion that is. I would say have one person either stay in base or you do get warned that it is under attack and should call them back sooner.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1903657:date=Feb 16 2012, 04:37 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Feb 16 2012, 04:37 AM) <a href="index.php?act=findpost&pid=1903657"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Was thinking about the powernode powering off the entire marine base, marine mobility and how this might make it hard for alot of players in general to deal with powernode sniping.

    I would like to suggest that the obs be able to beacon even while unpowered to give marines and commanders who don't notice untill too late a chance. Might be a nice compromise between keeping the IP's unpowered but allowing the commander to manually 'control' spawning at a high cost in an emergency situation.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was thinking this too.

    I think killing the power node should just stop energy regen for structures, but if they have energy in them already, you can use it until you run out.
  • 3del!3del! Join Date: 2009-05-11 Member: 67386Members
    @eloda: thats what i was thinking too. I'd like it to have some kind of emergency power from the Command Station if it's build in a certain proximity to it. I'd propose the same mechanic for infantry portals, too.

    @PsiWarp: I think the problem with placing it at the CS is, that aliens wouldn't be able to disable the ability unless they win the game (by destroying the CC).

    @bcarrot: I think aliens would still have a really good opportunity to do damage when they destroy the marine teams main powernode, even if the obs stays powered (in my opinion ips should as well). It would also still crush a marine push, since pgs would still be disabled and it would still halt any upgrades. So the reward is given and it would stay a high priority target. At the moment the powernode is the best target for Aliens to attack in almost all scenarios. The proposed change might therefore make gameplay a bit more diverse in giving them another high priority target.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->bcarrot: I would say have one person either stay in base or you do get warned that it is under attack and should call them back sooner.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <ol type='1'><li>Requiring someone to constantly stay in base and guard one object is not a good experience for the person getting the task imo. Also he could still easily be rushed.</li><li>Sometimes the Comm just doesn't have the resources to use beacon. In NS1 aliens had to destroy the obs, then the phasegate and finally the ips in order to clear a base. Having to destroy only one target, and not a really high hp one, to disable an entire base, just feels unbalanced to me.</li></ol>
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited February 2012
    ^- Not if you snipe the Obs (however many there might be), hence the term "unlock" instead of "research"~

    Just thought that it might as well be on the CC given how the mechanic works, instead of having the Obs remained powered when clearly the CC is always powered.
  • 3del!3del! Join Date: 2009-05-11 Member: 67386Members
    Ah I see. Well, i guess this would have the same effect, so that'd be fine aswell.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    Anybody noticing how often we're trying to make structures not need power? Rts, IPs, Obs, Phasegates...
Sign In or Register to comment.