Commander Boost

homicidehomicide Join Date: 2003-11-10 Member: 22451Members
I would like to see a technology that allows the commander to boost a finite number of marines.

This bonus could be seen as a replacement to the current catalyst.

Level one would allow the commander to boost a single marine on the battlefield. This bonus could be passed around on the fly between marines as the commander feels fit. This would not be something that requires the marine to be in base, it would happen in the field, on the fly. When the commander presses a hotkey the selected marine(s) would be granted the bonus and whoever previously had the bonus would loose it. If the commander pressed the hotkey on a marine that already had the boost it would disable it, allowing him to easily delegate who on the team gets the bonuses.

Level two would allow the commander to boost any two marines on the battlefield at any one time.

Switching the bonus between different marines would be totally free, there should only be a minor delay before the bonus takes affect (about 3 seconds).



The number of marines the commander could boost at any given time would be based on the level of the technology researched at a specific structure. There would obviously be an upgrade cost that would increase with level. Max level should be around level 5, allowing the commander to eventually boost 5 marines at once. This upgrade should be a standard upgrade that every commander is expected to get.

The commander would be expected to distribute these bonuses to marines in crucial situations, increasing the commander's "direct" interaction with his marines.



Marines should be given a support request for this effect just like meds packs along the lines of "Give me a boost!", "Juice me!". When the marine is granted the boost he should say something along the lines of "Hoo-ya!", "Cranking it up!", "Bring it!", "WHAT NOW MOTHER ######ERS?!" and the effect should be visible to other players including the aliens.

Comments

  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    As I actually read back in this forum, seems other people have some ideas along the same lines, whatever, mine is better ok.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    3 seconds is quite a long period of time during the fights, but I guess that's the purpose. It's fine as long as the commander gets something for the combat micro too.

    I guess the boost could be a little bit of move speed, a little bit of build speed and a little bit of firepower or something. The upgrades might still need a bit of thinking, since they don't scale that good on the number of players.
  • t0x1kw4st3t0x1kw4st3 Join Date: 2008-04-27 Member: 64167Members
    STIM PACK
    <img src="http://www.rpgclassics.com/subsites/starcraft/images/stimpack.gif" border="0" class="linked-image" />
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    <!--quoteo(post=1688937:date=Sep 26 2008, 11:02 AM:name=Bacillus)--><div class='quotetop'>QUOTE(Bacillus @ Sep 26 2008, 11:02 AM) <a href="index.php?act=findpost&pid=1688937"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3 seconds is quite a long period of time during the fights, but I guess that's the purpose. It's fine as long as the commander gets something for the combat micro too.

    I guess the boost could be a little bit of move speed, a little bit of build speed and a little bit of firepower or something. The upgrades might still need a bit of thinking, since they don't scale that good on the number of players.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah.. I would love to see very little delay, which would be some crazy micro for the commander, I just worry that this would be "to much" for most NS commanders, that is if the current med/ammo system was kept. Currently, the command basically constantly hovers over marines with meds, giving it most of his attention. Ideally, I could see the med packs being slightly down played to allow the boost delay to be decrease.

    As for the upgrade not scaling well with server size... I don't see this as a huge problem, it would still allow most of the people rolling with heavy weapons to be boosted, which will matter the most. Of course it could be changed so that the number of upgrade scaled with the marines on the team, but I believe keeping the finite number allows for simpler and better micro. It is true of dropped weapons/gear right now.

    I see the affect as a general "all around affect"...move faster, build faster, shoot faster.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Well, for starters, HA should run almost normal marine speed, JP rines whouldnt be affected, fast enough...

    And over all, i like it, but in that 3 sec delay, show him injecting himself with a multi short-head needled saringe, if you dont know what that is, i'll draw a picture, this would be a basic Cat Pack, but you dont have to keep droping it, and doesnt were off unless marine player loses it...dies or comm changes players.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    The original post you're talking about starts at the bottom of <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104054" target="_blank">this page</a> by <b>juice</b>.

    I like the idea of giving the commander micro.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    <!--quoteo(post=1688954:date=Sep 26 2008, 03:08 PM:name=ryknow69)--><div class='quotetop'>QUOTE(ryknow69 @ Sep 26 2008, 03:08 PM) <a href="index.php?act=findpost&pid=1688954"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, for starters, HA should run almost normal marine speed, JP rines whouldnt be affected, fast enough...

    And over all, i like it, but in that 3 sec delay, show him injecting himself with a multi short-head needled saringe, if you dont know what that is, i'll draw a picture, this would be a basic Cat Pack, but you dont have to keep droping it, and doesnt were off unless marine player loses it...dies or comm changes players.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Na, the idea here would be that there is no negative affect to the marines during the delay, which is implied if the marine has to "inject". If anything, it should be viewed as more of a mental boost to the marines.

    And no...HA and JP would move faster, shoot faster, reload faster, build faster, maybe even shoot more accurately. The effect wouldn't compare to the power of current cat packs, it would be a milder effect.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    No to JP getting any speed up, he is fast enough, having diffrences betwen them would be nice.
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