IP emergency power
ChaosNL
Join Date: 2011-07-31 Member: 113237Members, Reinforced - Shadow
I was thinking of how the power nodes completely turn off power for structures in a marine base yet the emergency lights turn on.
Why can't the IP's also have the same effect? As soon as the power node is destroyed the power goes out (no spawn + total darkness)
Then as soon as the emergency lights go on (back-up generator i suppose?) the IP's also come back online.
Of course the IP's shouldnt have the same spawn rate as in a normal state but like half the rate. This allows marines to still spawn when their base is under heavy attack and give rogue marines time to run back to base. Right now killing the power mostly results in marines being slaughtered and defenseless.
Maybe in the emergency powered mode it can also have a more dimmed light when a marine spawns? Making it really look like it's only just capable of spawning in new marines.
Let me know what you guys think of this.
Why can't the IP's also have the same effect? As soon as the power node is destroyed the power goes out (no spawn + total darkness)
Then as soon as the emergency lights go on (back-up generator i suppose?) the IP's also come back online.
Of course the IP's shouldnt have the same spawn rate as in a normal state but like half the rate. This allows marines to still spawn when their base is under heavy attack and give rogue marines time to run back to base. Right now killing the power mostly results in marines being slaughtered and defenseless.
Maybe in the emergency powered mode it can also have a more dimmed light when a marine spawns? Making it really look like it's only just capable of spawning in new marines.
Let me know what you guys think of this.
Comments
IMHO i think it feels more realistic if the IP's would make use of the emergency power since its the only way for marines to come back into the fight. Any building thats is so important should make use of emergency power if its already there (the lights got power don't they?)
When a marine is spawning in there is a nice bright blue light above the IP, i think that should be dimmed to show the IP is having trouble spawning marines. But it would help marines with defending their base even if there's a lack of teamwork, or atleast extend the game even for a little. (i'm tired of playing games that don't even exceed 20 minutes because a lonewolf lerk sniped the powernode and called in the big guns to finish the job)
It's both a visual and a gameplay improvement if you ask me.
But IP's should not spawn at the same rate because there needs to be a reward for risking your neck in order to take out a power node.
Also, why is a commander letting a single lerk sit and snipe a power node down.
But IP's should not spawn at the same rate because there needs to be a reward for risking your neck in order to take out a power node.
Also, why is a commander letting a single lerk sit and snipe a power node down.<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly my point in post 1. Thank you.
Power packs might still be usefull for keeping the IP's fully charged (normal spawn rate) or other buildings like armory. It's just that with the current implementation of Power packs it's only gonna power up 1 building? That means you'll needa drop atleast 2 to keep your IP's up and running(this is mid game, where mostly there's 2 IP's) which is a huge investment, which mostly isn't made.
My point is: keep the IP's running with emergency power, on a lower spawn rate, but give the marines the choice of giving it alternate power from powerpacks.
Most of all, I don't think it should come at no cost. I'm glad they're reviewing power packs since those solve a host of problems, and they just might offer a solution to the age-old power node positioning problem.