What I missed a bit watching the finals
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Join Date: 2004-04-22 Member: 28091Members, Constellation
I think I never saw the lights go off in a room because a power-node got destroyed. Not saying I want to see it all the time happen, but #I feel like it's a cool feature completly unused.
I think there are simple fixes just to increase the rate of it happening without aliens loosing more time to chumping static objects, e.g.:
- give a node %-damage if a nearby rt gets destroyed or
- giving it damage over time if it's surrounded by matured infestation.
What do you think?
I think there are simple fixes just to increase the rate of it happening without aliens loosing more time to chumping static objects, e.g.:
- give a node %-damage if a nearby rt gets destroyed or
- giving it damage over time if it's surrounded by matured infestation.
What do you think?
Comments
It does work kinda well, about three have been made (hidden, the one with shadows and abandoned). Basic game however, you are correct.
Chew on the Power until it's a bite or 2 from going down, wait for marines to come in and then finish it off. Dinner is served.
Would for example be cool if power was (very) slowly eaten at by infestation, cuts the cumbersome task for aliens to chew on it at least.
however, as attacking the RT's usually leaves the aliens less vulnerable than power nodes (vision and cover is usually very poor when attacking power nodes), i think a tres cost could be applied to repairing power nodes and that may be sufficient to make them both viable targets during harrassment. i guess you could increase the repair time to the same effect, but then we would have to argue whether or not it's fun to hold E while looking at a power node for another minute or so :P
the remaining problem is that phase gate will always be the priority. each alien attacking a phase gate gets 1-2 free attacks onto any marine phasing through; this is inarguably better than attacking the power node unless you can't reach the phase gate. my point being that it's very difficult to make people turn the lights out in an 'action centre' room, because the power node has literally no resource expense (i.e. power node is either extreme; a game-ender or a pointless distraction).
I would be okay with it if something still affected the lights. I really don't think lights should be on in any alien base and any area that aliens have dominated/taken control of.
The reason you don't see power nodes getting killed is because in a small game is the time required to kill it is astronomical with all things considered. Aside from that there is really no reason to kill it save for a marine base.
I do agree however that the power node feature should definitely be revisited.
Only downside would be a probable increase in marine turtles. Also extractor build times may be in need of tweaking than.
It just makes it that much more dramatic though dont you think?
This would work well for a NS classic mod.
Not every room has an RT. Rooms with 2 RTs are more valuable yet would be easier to hold for marines.
I think if infestation gets to an unbuilt or destroyed Power Node, the khammander should be able to drop an infested structure on it. Then he should be able to use that structure to disable the room's emergency light for pure blackness whenever he pleases (but it should be on ~3 minutes cooldown and with a small res cost, so it can't be spammed. Lore reason could be that the infestation digs into the circuits and thus gets fried and it takes it a few minutes to recover). Marines can destroy the structure (it shouldn't have all that much HP) to take that control away and to rebuild the power.
Alternatively, the structure could just be a passive one that causes the red emergency lighting to fade to blackness in regular intervals. Basically a slowly pulsing flicker that gives aliens brief periods of time to move in darkness before the emergency lighting goes back on. Marines can enable the constant red light again by killing the infested structure on the Power Node socket.