They weren't very fun in practice I think so they got taken out until such time that they could be made more fun, if ever.
I really don't get what's up with the designers of NS2, they'll add in ridiculous things like making all but 2 weapons hopeless explosives, yet won't do something which makes the game feel more dynamic like welding areas shut.
As far as i can remember in a pre-release Q&A it was said, that it should work, but they don't know why. It didn't fix itself, so I think the idea was dropped due priorities
+1 for welding vents. Perhaps if the welded vent could be bitten through, or a weld kit had to be researched and bought. I'd buy that every marine game on Veil for that damn skylight vent...
Welding vents was always a pretty cool feature in ns1. Welding doors however sounds great on paper but comes with too much troll factor and gameplay issues. Imagine rookies welding every door shut because they think its a good idea.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
If I recall correctly, doors could be locked\unlocked by the commander. Later aliens could chew through the doors and break them forever. Both features were removed.
I would like to see vent welding come back in some fashion though.
I really liked the "tenseness" of breaking into alien territory and trying to get a vent/door welded closed, so you could establish a forward base. I suppose the problem is that aliens have no similar ability, making it hard to balance and make fun.
P.S. I agree welding vents is a bit more interesting, as it doesn't block both teams.
Welding vents was always a pretty cool feature in ns1. Welding doors however sounds great on paper but comes with too much troll factor and gameplay issues. Imagine rookies welding every door shut because they think its a good idea.
That's pretty much what happened in practice when it was in the beta. More often then not, marines were hurting themselves more than helping with door welding.
Maybe UWE could limit the amount of doors to be welded shut... like only 1 door welded shut per level so there is not multiple doors all over the place welded closed. once door is broken by the aliens, the marines could either go choose another door to weld immediately or re-weld the busted door after a very long repair process.
What I was hoping for is that after the aliens broke the door back open, only they could use it somehow (maybe infestation). That way, the marines get an early advantage when the door is welded, but aliens get the reverse later on.
Sorry for the bump, but I really am interested in this. I think that adding weldables back into NS2 will promote new strategy in game players.
I remember many times in NS1 matches, things were pretty gridlocked and a few times on marines we had to do a few 'bet the farm' strategies on weldable areas. The risk was losing base while trying to open up new territory (welding took a many seconds perhaps a few minutes) but the reward was unlocking an area of great strategic value. While the areas generally favored the marines, it was always an exciting twist as an alien seeing the map geometry change when you discovered marines unlocked access to new areas that you once controlled.
All in all, I think this should come back. Also, for those who wish to recreate NS1 maps, without the weldable functions, they may not be able to bring back the entire flare of the map (NS_lost comes to mind.)
Comments
I really don't get what's up with the designers of NS2, they'll add in ridiculous things like making all but 2 weapons hopeless explosives, yet won't do something which makes the game feel more dynamic like welding areas shut.
All they ever tried was doors.
Sometimes a feature sounds cool as hell, but in practice turns out to not be. You have to try these things otherwise you'll never know.
i mean.. you couldn't have made it a *toggle* at least? people on my server seem to miss the feature
yah, +1 to this..
it would be awesome if you could weld the doors, as marine. but could only break the weld with Onos, or dissolve the weld with Gorge.
US$0.02++
NS2 welding was supposed to be an anything goes type of scenario I think
3 cents?
In Hera you could open/close the weldable door multiple times
I would like to see vent welding come back in some fashion though.
P.S. I agree welding vents is a bit more interesting, as it doesn't block both teams.
I added those features in my ExtraEntitiesMod:
www.unknownworlds.com/ns2/forums/index.php?showtopic=123297
Breakables, elevators and trains are not working perfect but the rest does its job.
I remember many times in NS1 matches, things were pretty gridlocked and a few times on marines we had to do a few 'bet the farm' strategies on weldable areas. The risk was losing base while trying to open up new territory (welding took a many seconds perhaps a few minutes) but the reward was unlocking an area of great strategic value. While the areas generally favored the marines, it was always an exciting twist as an alien seeing the map geometry change when you discovered marines unlocked access to new areas that you once controlled.
All in all, I think this should come back. Also, for those who wish to recreate NS1 maps, without the weldable functions, they may not be able to bring back the entire flare of the map (NS_lost comes to mind.)
Why wasn't this put into NS2 again? Time limits? Balance?