Messing with squad respawn times

DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
I don't know what the developers have for a base squad respawn time, whether it would be slower/faster than a regular IP, or whatever. However, what if this was a variable that one side or the other could influence?

If the marines have a longer squad respawn time (like 15 seconds opposed to 10-second IP) then they could have a tech to narrow it closer to the IP time. But that's simple and boring.

However, how about if alien chambers affected marines' squads abilities to respawn? It could be explained by the bacteria given off by these structures interfering with the nanites that reconstruct a dead marine or warp in a new one.
Either a new type of chamber would work, or values could be assigned to existing types. For example:

Interference chambers add two seconds to the marine respawn time. With a second hive, the delay increases to three seconds. With three hives, it increases to five seconds.

-or-
A Defense chamber adds one second, a Movement one second, a Sensory two seconds. If in range of all three types, the delay becomes five seconds.

Note that in either situation, chambers of the same type do NOT stack effects. If a marine is within range of two movement chambers, the delay will still be one second, just as if it was only one movement chamber. Being within range of a hive could also automatically increase the delay to five seconds.

Thoughts?
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