Welding

RamaelRamael Join Date: 2007-09-15 Member: 62304Members
Just an idea. When you think about welding though, what does it mean. When a marine welds something, depending on the thing, they can weld something open, or weld something close, or simply repair something. When it comes to welding open and closed doors on maps however, aliens have no control over this what so ever.

I makes sense to me that when a marine welds a door closed, or seals it basically, that with enough work and alien should be able to break the seal and make it become open again. Im not saying to go all out and break the metal door/gate/vent, but just the seal and have it open back up. Who knows, maybe we can have them push the vents open after breaking the seal. It could definately add a little thriller effect to the game.

Cornered in a dark room with no exit. Nothing between you and the enemy expect a thick steel door, sealed air tight... or is it... (imagine the screeching of metal on metal as the aliens force the doors open)

It would take a little work to break open a door, and if need be it can be resealed. The idea of marines pushing open doors, depending on the door, could also make the game a bit more relistic also. After all, on an abandoned space station, as many as there are in real life, how often would you expect the doors to be fully functional. We've already got flickering lights and leaking pipes. In a previous post i also mentioned gravity plating issues and atmosphere leaks. Search it up if you want. You cant expect everything to work on a station thats been lacking in maintenance.

<img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
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Comments

  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    I'd really like NS to take on a more "Aliens" type-atmosphere, and this welding aspect would be a great addition to that. Though I could imagine Marines welding themselves into a room and sieging a Hive... It'd need some tweaking to make sure its balanced. Perhaps aliens could do the same thing with infestation? Shut down doors in the same way.
  • XainXain Join Date: 2007-09-13 Member: 62281Members
    This is an awsome Id for NS2, I think tto prevent what pogo said, higher evolved aliens (such as the onos) can open a door in one or two FOCUSED bites, so if they try that it wont work, and another thing would be to only alowed a door to be welded 2 - 3 times before the doors edges cant be welded together because of aliens munchin on it.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1649669:date=Sep 15 2007, 09:29 AM:name=Xain)--><div class='quotetop'>QUOTE(Xain @ Sep 15 2007, 09:29 AM) <a href="index.php?act=findpost&pid=1649669"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is an awsome Id for NS2, I think tto prevent what pogo said, higher evolved aliens (such as the onos) can open a door in one or two FOCUSED bites, so if they try that it wont work, and another thing would be to only alowed a door to be welded 2 - 3 times before the doors edges cant be welded together because of aliens munchin on it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    My thoughts on the door welding so as to avoid "Its opening! Weld it again!" where it turns the game into a boring stalemate, would be that the Onos, which the Kharaa will get eventually if the Marines don't go on the offensive, would smash through any number of things.

    When it comes to vents being welded shut, a good skulk Leap should put them right through that grate. If weld a plate over the opening, get some acid on that.

    Permanently destroy the closed doors, vents seals, and other points of entry. The "locking down" of areas should only be a delaying tactic or a strategy to protect your flank, so that the game really ends up in some intense pulse pounding action later.

    Though, who knows just how useful locking this or that will be, when a lerk still finds a way to gas you or that fade seemingly appears out of no where. Better not be too focused on welding when that Dynamic Infestation needs burning and those Hives need blowing up! I could see it now:

    Commander: "Okay, lets get into position and seige that hive!"
    Marine: "Sorry sir, we can't..."
    Commander: "Why the hell not! We lose if we don't kill them now!"
    Marine: "Jimmy welded the door shut"
    Commander: "..."
    Marine: "And the other one too."
    Commander: "OMG. Okay, fine, wait there while the res builds up enough that I can research phase gates and then get one in there to you."
    Marine: "I think I hear a Kharaa chuckling on the other side, sir"
    Commander: "I hear one outside here too. And the thought crossed my mind you would get out of there sooner if you just killed yourself ... oh well, tonight we dine in ..."
    Marine: "Hell, sir, hell."

    <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    I like the idea of welding / locking doors, building barricades out of debris, repairing the station, and so on but it needs to be said that there is no underestimating the power of stupidity at times. Let the weld/locks be a one time use kind of thing, so we still get our moments of "Quick! Lock this door down Marine! The Onos is coming! Run!" or "Weld this and this, and we will draw the Kharaa into this air lock here ..." <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> but avoid prolonged matches just for the sake of welding.
  • MongMong Join Date: 2005-04-09 Member: 47981Members
    <!--quoteo(post=1649673:date=Sep 15 2007, 04:07 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Sep 15 2007, 04:07 PM) <a href="index.php?act=findpost&pid=1649673"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the idea of welding / locking doors, building barricades out of debris, repairing the station, and so on but it needs to be said that there is no underestimating the power of stupidity at times. Let the weld/locks be a one time use kind of thing, so we still get our moments of "Quick! Lock this door down Marine! The Onos is coming! Run!" or "Weld this and this, and we will draw the Kharaa into this air lock here ..." <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> but avoid prolonged matches just for the sake of welding.<!--QuoteEnd--></div><!--QuoteEEnd-->

    As on the "zero gravity rooms" thread the features discussed make more sense as one-time use events. So as not to make mini-games out of welding (marine) and smashing doors down (alien), merely to be small highlights that add to the action instead of distractions from it.

    Seems to be the life of ground troops can be made far more interesting and diverse this way without changing the core dynamics of the game.
  • XainXain Join Date: 2007-09-13 Member: 62281Members
    I agree, they would have to balance both the marine side of welding and the alien side fo destroying welds to prevent NS2 from beoming NS2: Weld Wars!
  • ShadowedEclipseShadowedEclipse Join Date: 2007-08-15 Member: 61886Members
    I had a thought about the whole "Weld Wars" issue. What if you just steam lined the whole process of welding and breaking. For example, make it so welding a vent shut only takes like 4-5 seconds, but at the same time, two bites , or a leap and a bite will rip a <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> sized hole in the ventilation cover (which can be fixed in about 2 seconds of welding, unless the alien takes the time to rip the whole barrier down in about 4-5 bites). This way, sealing things off becomes quick and makes sure you can spend more time doing the things you need to do and not spending all your time sealing up vents or doors, but still serves it's purpose. If a blocked vent is in the room with you, it forces any alien that wants to go through it to give itself away by biting it, acting as an early warning, while if you see a vent with a hole in its cover you know to keep an eye out for aliens in the area. Doors would be similar but would take a couple of seconds longer, both to weld up, and to bite a hole through, but still keep it quick so it doesn't slow you down. Onos seemed to me like they would be able to pound a door down like its made of tin, so sealing things off would be more of a way to delay lower life then higher life. This way you can seal things up to give you an advantage while allowing the other team to counter it and keep both sides in the action <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> instead of winning the award for spending the most time welding.

    If anyone was dead set on having tougher obstacles you could also possibly have reinforced doors, which you could be placed sparingly among the map that could take longer to seal up but might actually be able to delay lower lifeforms for a considerable amount of time, while actually delaying an onos for a couple of hits. I imagine these would only be placed at key choke points at the midpoints of the map, so if they are taken by one side or the other that they are not quickly or easily taken back, or just used in maps like siege maps or other maps where your looking more for fun then serious places.
  • XainXain Join Date: 2007-09-13 Member: 62281Members
    I was thinking about what you said and maybe do something like, the more time you weld the longer it takes to break threw.
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    Xain: sounds like a good idea.

    I was thinking about what Ramael was originally saying, I think it makes more sense to have a door be able to be re-welded closed and then opened again by aliens, and then re-welded shut, and so on. Maybe this could happen by aliens having to get to the point of the weld and chomp at that, or actually causing a certain amount of damage to the door so it pops open.

    This could involve having to get to the other side of the door by taking a different route in, for these type of door/vents, I suggest not having the “bite time” very long but have the weld time slightly longer.

    Maybe have doors with a really high damage resistance. So lower life forms take a very long time to bite through, but as soon as a higher life form comes along they can break through in less time. But make welding time quite short for important vents/doors that mappers might feel need to be closed for the marines to ever have a chance of winning the game. Perhaps these vents/doors might be inside the marines base, or just outside and might be connected to vents that lead right to a hive. So they might be important to keep closed until the marines get JP and can use them as a way of getting into the hive easily.

    Perhaps marines can then weld open a door after it has been welded shut. Or aliens can then bite open a door so it can’t be welded shut again.

    I think no matter what mappers choose to do; they should defiantly have the option for both sides to have a type of weld. For marines this should be welding and for aliens it should be biting/attacking/breaking. I believe this is already possible in source, in fact isn’t it seen in some siege maps already, where aliens can break through doors by biting, although if a marine shoots at the door it helps the aliens open the door <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    edited September 2007
    <!--quoteo(post=1649879:date=Sep 16 2007, 12:02 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Sep 16 2007, 12:02 PM) <a href="index.php?act=findpost&pid=1649879"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->although if a marine shoots at the door it helps the aliens open the door <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Hmm, I pictured a group of marines placing a shaped charge and blowing a door off its hinges. The former doors narrowly miss a skulk waiting to ambush and the hallway is filled with Dynamic Infestation...

    I picture a Onos charging and rending a door off its hinges. A marine ducks and the door flies by him and smashes into the unfortunate marine behind him...

    I picture a marine sprinting, running for his life, all thought of fighting gone out of him, sweat pouring off his chin. He ducks inside a galley room and slams the door shut, and runs a quick weld down the join of the door. Panting, he puts his back to the door, and he doesn't hear anything and breathes a sigh of relief - of course, just then the metal of the door screeches and a fade appendage juts through just inches from his head. At the same moment, metal screeches as a skulk bursts through a vent grating on the wall near the ceiling in a leap, crashing into the chairs around the dining table, sending them toppling. Inside the vent shaft, Kharaa chuckling can be heard, and its getting closer...

    I picture a door malfunctioning, the Dynamic Infestation jamming it on the other side, so it only opens just wide enough for a single marine to squeeze through - like the welcoming jaws of death. Which is appropriate, since the Dynamic Infestation starts spreading past the seal and jams the door open - on top of the obvious choke point and ambush point it has just become...

    I picture a marine group, thinking they are so smart welding the door shut, only to find themselves trapped in a dead end by their own design when the Kharaa un-cloak behind them...
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    CanadianWolverine: as always a joy to read your comments.

    It would be fun to see a group of Marines able to seal themselves into a dead end <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    || <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> "Ahhhhhh!" <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> ||
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    I have to agree with CanadianWolverine as well. Most of his posting is what I was thinking personally. I think a lot of the thought line here is 1 demesonal and it could be expanded. With doors if you look at "Aliens" all they did was wield them shut along the seal line and such so it was "Wielded" together to slow them down. In there the aliens just bashed at it until it gave way which almost any door like that will be want to do. I think a Fade and expecially an Onos should be able to knock a door open in a similar way with a charge but less so with an attack. Either smashing the door aside or across the room. To repair and "rewield" the marines would need to physically pick up the smashed metal and place it at least in the doorwar to wield it back on and of course if it is dented aside then perhapes a skulk can get through.

    I wouldn't want that to get crazy complex and annoying but the idea of then jamming the openings or reinforcing it comes into play because of the physics in source. For a vent I believe most of them seal up like the storm shutters in "Aliens" or something similar. I liked seeing so many wield points but it seemed to take a lot out of the game once you had closed them all since so much of the vents were really kind of useless at that point. I like the idea of a skulk being able to Leap at them and possibly knocking them open enough to get through. I think it would add a lot to the game to see them get back into areas like that. Of course wielding them open seems rather strange since really you would be repairing a control panel so they would operate. I don't think you need a tech class or anything but it would be nice to see an alternate way to close them or reopen them for Jetpackers.

    I would really just like to see all the options the new physics and props that source allows and works with to really be used. There is so much from movies and fiction and such that could be really implemented now into NS2 to add to the atmosphere and the gameplay. To see a normal game once things are wielded open or closed that is it. That area or vent is no longer usable or now it's open and there's nothing else that you can or need to do wielding wise to the map at that point. I have enjoyed the maps like Metal that allow you to repair an elevator or a door but it seems like many times you don't need to do so in the game. I hope we see more of that in NS2. Having to repair more of the map because of DI seems like it would be an intersting challange to the marines.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    I don't think it would become an issue of people welding themselves into rooms as the level designers have control over these kind of issues. i can't remember too many dead ends that had doors in NS1. most rooms had vent access if that was the case.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1650317:date=Sep 18 2007, 03:14 PM:name=SamR)--><div class='quotetop'>QUOTE(SamR @ Sep 18 2007, 03:14 PM) <a href="index.php?act=findpost&pid=1650317"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think it would become an issue of people welding themselves into rooms as the level designers have control over these kind of issues. i can't remember too many dead ends that had doors in NS1. most rooms had vent access if that was the case.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Its not really an issue, it is just what could happen when a marine "locks" a door with the welder, especially if they don't have a key to open it up again (see: shaped explosives or cutting torch). Think about it, what used to be a hallway, if you close the door and make it so it doesn't open, you effectively have put yourself in a dead end of your own design, as the player. This would be funny to see as a Kharaa, as I would then proceed to attack as I am sure you just cut off your only avenue of retreat from my bites and claws.

    I brought it up because I didn't want people to think the sword didn't have 2 edges when it comes to welding doors shut. Plus, to further balance it, I would destroy doors like crazy as the Kharaa, if I didn't want them "locked". Mmm, Onos Charge...
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    We're planning on making welding a much bigger part of the game than it was in NS1, because welding is cool. <b>And</b> you don't see that in other games. But you'll just have to wait and see what we have in store!
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited September 2007
    <!--quoteo(post=1650419:date=Sep 19 2007, 03:10 PM:name=Max)--><div class='quotetop'>QUOTE(Max @ Sep 19 2007, 03:10 PM) <a href="index.php?act=findpost&pid=1650419"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We're planning on making welding a much bigger part of the game than it was in NS1, because welding is cool. <b>And</b> you don't see that in other games. But you'll just have to wait and see what we have in store!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Awesome I can't wait <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    <img src="http://img413.imageshack.us/img413/1275/wiiweldermh7.jpg" border="0" class="linked-image" />
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    Oh great just add some more anticipation on it. Now I really can't wait to see NS2.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--quoteo(post=1650328:date=Sep 18 2007, 10:06 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Sep 18 2007, 10:06 PM) <a href="index.php?act=findpost&pid=1650328"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Its not really an issue, it is just what could happen when a marine "locks" a door with the welder, especially if they don't have a key to open it up again (see: shaped explosives or cutting torch). Think about it, what used to be a hallway, if you close the door and make it so it doesn't open, you effectively have put yourself in a dead end of your own design<!--QuoteEnd--></div><!--QuoteEEnd-->

    The level designer has control over whether there is a door there in the first place. If there is no door, there is no welding. Level designers choose where to put such things, as with all access to all locations. If there was a hallway, with a 2 doors, and both doors could be welded closed, or a hallway with a door like you say, then this isn't by the players design, this is because the mapper put that function in and allows it to happen.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1650449:date=Sep 19 2007, 08:11 AM:name=SamR)--><div class='quotetop'>QUOTE(SamR @ Sep 19 2007, 08:11 AM) <a href="index.php?act=findpost&pid=1650449"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The level designer has control over whether there is a door there in the first place. If there is no door, there is no welding. Level designers choose where to put such things, as with all access to all locations. If there was a hallway, with a 2 doors, and both doors could be welded closed, or a hallway with a door like you say, then this isn't by the players design, this is because the mapper put that function in and allows it to happen.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, mappers place the doors, but how could a mapper possibly plan for which doors a marine would choose to weld or not weld? Make a map with no doors at all? We have that "fun" in NS1 already, because apparently in the future there are no concerns about the need to section places off in the event of a hull breach it seems or any need for privacy.

    <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    lol. yes true. I noticed that many doors were removed from NS 1 as time went on. Not sure why.

    Ok, well, based on NS 1 mapping where there weren't many doors the mapper would have had greater control. If for NS2, the mapper makes the level door city, then yes, control over these aspects might be more difficult.

    However, if more areas were to have doors in case of hull breach, privacy etc, all these areas would also have ventilation <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • XainXain Join Date: 2007-09-13 Member: 62281Members
    I had the most awsome dumbest Idea ever.

    If your lucky enough, and have a welder at the time. . .

    weld out of an onoses belly!
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1650456:date=Sep 19 2007, 09:18 AM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Sep 19 2007, 09:18 AM) <a href="index.php?act=findpost&pid=1650456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, mappers place the doors, but how could a mapper possibly plan for which doors a marine would choose to weld or not weld? Make a map with no doors at all? We have that "fun" in NS1 already, because apparently in the future there are no concerns about the need to section places off in the event of a hull breach it seems or any need for privacy.

    <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Nanites.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1650505:date=Sep 20 2007, 04:24 AM:name=Xain)--><div class='quotetop'>QUOTE(Xain @ Sep 20 2007, 04:24 AM) <a href="index.php?act=findpost&pid=1650505"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I had the most awsome dumbest Idea ever.

    If your lucky enough, and have a welder at the time. . .

    weld out of an onoses belly!<!--QuoteEnd--></div><!--QuoteEEnd-->

    you certainly had the first part right lol <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    *commander drops 8 welders instead of hmgs* onons = dead
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1650459:date=Sep 19 2007, 08:27 AM:name=SamR)--><div class='quotetop'>QUOTE(SamR @ Sep 19 2007, 08:27 AM) <a href="index.php?act=findpost&pid=1650459"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->However, if more areas were to have doors in case of hull breach, privacy etc, all these areas would also have ventilation <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Exactly, by promoting doors I want to see more ventilation too, and implemented in a believable (some call this by the word realistic) fashion. I want skulks to rule the air ways! Muhahaha! <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    <!--quoteo(post=1650513:date=Sep 19 2007, 01:57 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Sep 19 2007, 01:57 PM) <a href="index.php?act=findpost&pid=1650513"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nanites.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I love nanites, I really do. They probably kick the ass of micro meteorite holes all the time. But handling a major hull breach, explosive or implosive?

    One of the latest maps actually had a visible massive hull breach and you know what had stopped it from taking out the entire map? There was a force field. It was really cool, you could see stuff floating in space just beyond it. If anyone remembers the name of that map, please help me out and post it. I don't think it was Machina, the one with the chasm in the middle.

    And how do nanites solve a officer's need for privacy from his crew? *shrug*

    Their are some human needs that are solved better by a door, even a curtain, than little nano sized robots that do what they are programed to on a very micro scale.
  • XainXain Join Date: 2007-09-13 Member: 62281Members
    lol oped welders, they only do 4 damage a tic ya know =X
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1650606:date=Sep 20 2007, 12:53 PM:name=Xain)--><div class='quotetop'>QUOTE(Xain @ Sep 20 2007, 12:53 PM) <a href="index.php?act=findpost&pid=1650606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lol oped welders, they only do 4 damage a tic ya know =X<!--QuoteEnd--></div><!--QuoteEEnd-->

    so if you're a HA being disgested you can probably do about 100 damange in the time you are in the onos - i guess thats not really significant - but then are you damaging the onos enough to even counter act the healing its getting from digesting you? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    I guess it could be funny seeing it happen every now and then, like when an onos is knifed <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • XainXain Join Date: 2007-09-13 Member: 62281Members
    yeah, but seriously speeking Welding would boost NS2 from being a "Lets go kill em" to "Lets reroute power than go kill em"
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    As long as a game of pipemania doesnt pop up when I want to weld something, I look forward to what you have in store Max.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2007
    Welding is the best this game has to offer! Too bad NS1 mapping only allows a weldspot to be an onetime feature, once welded or once welded trough it stays that way. Looking forward as to what NS2 will have in store for us <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    <b>Btw on the note of hull breach:</b>

    One could create doors which are not interactive and open. These will look like blast doors and close up when a section is in danger, fire decompression being the most important problem I think. And closed versions of this doors to insinuate there is way more to the map then is shown to the player.

    At least that's how I did it. A question a buddy of mine had was:"where are the restrooms and showers in this game". I told him: "on another deck or closed off area". He didn't like that answer and told me there should be signs on the walls or something showing you where they are <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    NS is all about atmosphere (well 1.04 was) and these little things really add to the game imho, same goes for stuff left behind by the overrun/escaped crew...

    Anyway welding FTW <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    What did welding in NS1 mean to me? It meant space marines are still lacking in the brains dept. Who makes a welder that blinds you when it is used?

    <img src="http://farm2.static.flickr.com/1347/1441906104_5bbd1c013b_o.jpg" border="0" class="linked-image" />

    When I am playing, I can't see jack. Half the time I hate using it, and if I do, in real life I put my hand up so I am not blinded by my monitor! Maybe in Ns2 the marines has upgrades [even in the year 2007 welders have face shields....]
  • XainXain Join Date: 2007-09-13 Member: 62281Members
    That is true, they shouldnt really blind the marines but have a blinding effect on some of the aliens.
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