Resource Nozzle Placement

erendorerendor Join Date: 2003-02-06 Member: 13180Members
edited May 2003 in Mapping Forum
<div class="IPBDescription">keeping with the theme</div> Something i don't see much(except for holo on hera) is the containment of resource nozzles. Read this extract from the manual: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Most ships or bases have carefully contained stores of "raw" nano-sludge, a mineral rich slop that can serve as the base material for any desired object. Nanotech assemblers are designed to accept this sludge, and this sludge only, as their fuel, and the building blocks for nano-construction. This helps limit the dangers of nanotech, and also allows the Trans-Govs to police its use (by controlling the nano-sludge supply). There are few greater crimes than the unsanctioned development or use of nanotech.

<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

Notice how it said "<b>carefully contained </b>stores of "raw" nano-sludge". This seems to imply that nodes don't just appear almost randomly in the rooms. They have to have some kind of logical explanation for them being there. In the Holoroom on Hera, the two nodes were under a floor covering, showing that they aren't just there for no reason, they were stored away, just in case. 1 or 2 out of containers and holding areas is acceptable, as the marines previously occupieing the ship need 'some' kind of supply for their nanotech.

Another thing, entire rooms have been built so it looks like their only purpose was to contain res nodes, and they are still just rooms, no special features that show 'why' they were built for the nodes.

I just think people could more carefully engineer the placement of func_resource nozzles in their map, to keep it looking realistic, and improving atmosphere.

Till later, erendor.

Edit: Found another extract: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Reserves of nano-sludge (see nanotech) are stored throughout ships and bases, intended mainly for use in emergencies or for large repairs. Resource towers put these reserves to work for the marines, slowly converting them into a ready-to-use form, and storing them in the network. Active resource nozzles are marked by white nano-telltales, rising like steam into the air.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

They are saying the resource nozzles are for <b>emergencies</b> and <i>large repairs</i>.

2nd edit: what i was trying to get across is taht i didn't want a room, full of computers and stuff, with a resource nozzle next to/blocking some chair. If the marines had nozzles for emeginecies,they should be stowed away, so they don't get in the way. I didn't mean place-them-only-near-certain-rooms, i meant give them a REASON for being in the middle of that room.

Comments

  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    So what?

    If they are for emergencies it is only logical that there are placed all over the map.
    It's like fire extinguishers: You never know where there might be an emergency so one should have easy access to them from any place <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Ok, your main point seems to be that in most maps you can't really see where the nozzle came from, why it's there and where it's powered from... but I think you should not pay THAT much attention to they surrounding of the noozles.
    Of course some noozles just seem "displaced" when just standind in the middle of a room, but I think it's a lot more important to have an eye on a balanced placement.
    You wouldn't put all 12 nozzle near the "Facility Hive" of ns_whatever, just because "there are all the machines and stuff, they need the power for emergencies".

    Nozzles should be placed so they are quite balanced AND fit into the sorrounding.
    Have a look at hera entrance and reception... the nozzle there just fits imho.
    There are many more examples like this on other maps.

    I for one take the mapping guidelines > player's manual... and the guidelines say that looks/ambience is important but balancing/gameplay is more important... at least that's the way i understood it.

    -my2cent-

    Hyper
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    I think this is another case of, playablility over realism.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Not nescessarily, because it only takes a little thought as to your design, and you have plausability <i>and</i> realism, i.e. Holoroom in Hera.
  • Rufas_the_RedRufas_the_Red Join Date: 2003-04-23 Member: 15777Members
    I totally agree that some rooms have no function but to have a res node in. In my map that I am making atm I have made the layout plauseable with locations that you would expect. Also I plan to have all my res nodes to be located under the floor with a grating near by.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    <!--QuoteBegin--erendor+May 19 2003, 02:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (erendor @ May 19 2003, 02:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Notice how it said "<b>carefully contained </b>stores of "raw" nano-sludge". <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The problem is that this text describes stores of nano-sludge, and not the nodes themselves. The nano-sludge is stored away somewhere, probably in the maintenance section, and is sent out to the nodes from there.

    However, I do feel that the nodes should appear to have some reason to be where they are. But this works in almost the same way that a mapper would design their locations. Ships would be designed to never have anything too far from a node. A mapper places nodes so that they are (more or less) evenly spread out. In this way, it works out.
  • erendorerendor Join Date: 2003-02-06 Member: 13180Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The problem is that this text describes stores of nano-sludge, and not the nodes themselves. The nano-sludge is stored away somewhere, probably in the maintenance section, and is sent out to the nodes from there<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Actually that isn't the problem, here is the sentence after that paragraph on nano-sludge

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Stores of nano-sludge on ships or bases are called Resource Nodes<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Hypergrip: That's just the thing. I'm trying to say that nodes are fine placed all over the map, but you need a reason for it being out in the open. Normally, if it was only for emergiences and such, it would have been stowed away, perhaps in a wall, under the floor, in a box, etc... BUT, supposudly that when the Kharaa first attacked the ship all the people brought it out, so they could try and repel the Kharaa. That's the reason to have a node, lower than floor level with a cover nearby, like on Holo, or a bit of the wall slid out with a node in it.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the guidelines say that looks/ambience is important but balancing/gameplay is more important... at least that's the way i understood it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Well, why not kill two birds with one stone? If it dosen't hinder gameplay(it shouldn't), do what i described, showing where the resource nozzles were prevously stored prior to Kharaa infestation. Then you have your looks/ambience AND gameplay!

    Dwell on this, erendor
  • neuesneues Join Date: 2003-04-28 Member: 15908Members
    Everytime i place an RT it always turns into a MArine RT??? How can i fixed this?
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    When a game starts the game looks for the nearest res node to the CC and puts a marine res node there. Then it looks for the nearest res node to the alien's start hive that isn't occipied by the marine res tower, and puts an alien res tower there. All other res nodes will start out empty.
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