Hmm...
SmoodCroozn
Join Date: 2003-11-04 Member: 22310Members
<div class="IPBDescription">S Chamber's OTHER feature...</div> I just read manual and I noticed it says S Chambers also parasite those who touch it, but when I played NS as a marine I never get parasited when I knife Sensories... Maybe this has been discussed before. Or maybe this can be clarified for me.
Comments
Yup. Play 1.0x if you want your (useless) sens to parasite anybody who walks into it.
Or maybe turn them into parasite-shooting OCs =D
Unless parasite status would only show up for commanders (hint hint).
this is a good idea. thumbs up. WAYYYY up. up enough to check your prostate
i think it's a good idea too......
Stupid idea, simply stupid, and we don't want your stupid here.
Stupid idea, simply stupid, and we don't want your stupid here. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Wow. With such a well thought-out argument, who could ever argue?
/me likes
And we could have the "intruders" message, back, too
When the scs just geva that message away it was just a pain in the ****, but now when the marines would show up on hivesight it would help greatly!
maybe the mesage would only play if no Alien in in the AREA where the sensory is (aka undefended territory)
Stupid idea, simply stupid, and we don't want your stupid here. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Wow. With such a well thought-out argument, who could ever argue? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Okay and obviously, I was joking. This idea of "his" was not original, it was posted earlier, and my previous post was saying how I thought that it was a great idea, as well as that as the post of a few others. My "argument" was sarcastic, just as I hoped that his entire post was sarcastic. That, or he didn't even bother reading any bit of this thread.
kthxgg try again? nore
SCREW YOU GUYS
*cough*
Anyway.
*Looks at lochness's post*
Ha ha ha! Yes, lochness, you have a point. The sensory chamber power would overlap with its upgrades even further.
However, bear in mind that it would only work in a certain radius of the chamber - while potent, the SC itself is quite vulnerable once found. SoF, like cloaking, would still be useful away from the SC network in the same way cloaking is now.
What do you think about that, eh? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
JMO, YMMV, etc.
Actually, if we're going to give all chaimbers dual functionality, I say we give OCs siege capability, in a very limited way. Follow me:
- OCs are centered around concentrations of attack bacteria. Kind of a static environmental hostility to anything not kharaa. Like if you stood in the middle of an empty kharaa hive room long enough, you'd probably come down with some kind of wierd, painful alien skin infection or skin-eating bacteria or something.
- OCs could be explained to be able to direct these microorganisms and bacteria in such a way as to be imperceptable. Think of how rust and corrosion affects metal. Accelerate the speed at which the metal is rusting and breaking apart, and you have your slow, but draining siege effect.
- Just like a crafty marine team can set up a siege position in an unlikely position, if someone was able to sneak into some of the vent systems of NS and set down an OC or two, it would be able to rust and corrode away at turret farms, without actually being in the line of sight. I'm thinking specifically of some situation like Nanogrid, ns_viel. Four OCs in the vents with a bacterial/microbiological siege effect could corrode and wear down turret factories, RTs, PGs, the armory, at a pace which would force welding, or inevitable building destruction. Think of it kind of like spore, but for marine structures, and being invisible to the eye.
This would also give a little help to gorges using OCs to try and take down electrified RTs or absent marine structures, since this corroding effect would be paired, at closer ranges, with the primary sentry effect of the OC. Putting down multiple OCs would also stack the siege effect, obviously. As a bonus effect, this siege effect would make some tightly clustered maps, like mineshaft or agora, become more OC focused as the OC effect works its way through the walls, just like some games work better with MC first to get around a massive map, or even SC first if it's planned ahead at key chokes.
And of course, this would give OCs even more of a bonus when they are paired with the upgrade structures to form massive WOLs:
SC + OC = invisible alien siege and turret farm.
(MC + Silence) + OC = ninja gorges in secret vents silently building entire swaths of OC siege destruction, or even, dare I say it, siege and bilebomb prong attack with adren boost!?!?! :o
DC + OC = highly self-sustaining static outposts adding bonus survivability to nearby defenders. Your typical wall of lame. but with uber armor and corrosion effects.
Also:
1) Corrosion effect hurts marines very slightly, but steadily. Like 2 ticks of armor and 1 tick of health every couple of seconds or so per OC?
or
2) Corrosion is a siege effect and should have no impact on nearby marines or their guns. Just as bilebomb is good for clearing siege farms, grenades are good for clearing massive alien fortifications with this OC siege system.
Yeah anyway that's what I think. I'll go back over here now.</span>
Along with the idea of being able to see marines within range of a sensory tower ala the way scent of fear does it, maybe sensories should give aliens the ability to see any marines that an alien has LoS to like back in 1.04.