Commander "hacking"
aNytiMe
Join Date: 2008-03-31 Member: 64007Members, Constellation
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There was at least one suggesting about hacking, but it fell short of keeping consistency in the commander mode. The only sensible way of doing this, the way it won't feel like something Charlie decided to tack on at the end would be to integrate it with the rest of the game. Bioshock/Fallout 3 hacking can be thrown into the trash because it would take the commander away from the mode he spends 99.9% of the time he's in to deal with some intelligence-insulting minigame made for soccer moms.
It'd be nice if a marine on the ground could interface with a mapper placed computer with his hacking tool to turn it on/bypass gridlock security. After this happens, the commander will be given a choice by the computer to interface with some map feature. (turn on emergency power to a region/nanites) After the commander made his choice, the computer locks down and asks for a quantum key. Quantum keys are physical objects grunts have to find that can be placed at mapper's digression.
Here is an example:
ns_rushBRIDGE
The first choice a commander has on this map is to either (1)power the research lab (green room) and open the purple tunnel from marine start <u>or</u> to (2)turn on automated alien melting gun turrets. The green room internal door is permanently locked down and the glass in the room is completely unbreakable. The marine commander can pay a couple of resources to create corrosive nanites which can melt the glass. However, a marine has to remove the tank which is hooked up to the nanite nozzle. The marine on the ground will either have to walk through bridge and override doors from the inside or weld the closer doors open for this as all of the other entrances are unpowered. The alien melting turrets are easily bypassable by aliens, but will catch a few aliens off guard and give marines total dominance over the room until fades come and melt the turrets. (the turrets should do about 10% damage to fades and onii)
The second time the commander makes a choice, he must choose between three different options.
1) He now can either open the storage facility doors, power the repair bay machinery and give his marines access to special energy cells. The marines must then walk to repair bay and use a cell to power the repair machine. Free armor repairs! The cells also explode when thrown for hand grenade damage. The storage facility regenerates cells once a timer counts down.
2) Power medical and give access to the emergency nanite tanks. Nice one time payout for commanders.
3) The commander can power the containment facility and for a resource cost per use can kill all DI and alien structures in that room and instantly "prep" it for a siege.
<img src="http://i217.photobucket.com/albums/cc15/Domining/what/nsmap.jpg" border="0" class="linked-image" />
TL;DR: Radix sucks.
It'd be nice if a marine on the ground could interface with a mapper placed computer with his hacking tool to turn it on/bypass gridlock security. After this happens, the commander will be given a choice by the computer to interface with some map feature. (turn on emergency power to a region/nanites) After the commander made his choice, the computer locks down and asks for a quantum key. Quantum keys are physical objects grunts have to find that can be placed at mapper's digression.
Here is an example:
ns_rushBRIDGE
The first choice a commander has on this map is to either (1)power the research lab (green room) and open the purple tunnel from marine start <u>or</u> to (2)turn on automated alien melting gun turrets. The green room internal door is permanently locked down and the glass in the room is completely unbreakable. The marine commander can pay a couple of resources to create corrosive nanites which can melt the glass. However, a marine has to remove the tank which is hooked up to the nanite nozzle. The marine on the ground will either have to walk through bridge and override doors from the inside or weld the closer doors open for this as all of the other entrances are unpowered. The alien melting turrets are easily bypassable by aliens, but will catch a few aliens off guard and give marines total dominance over the room until fades come and melt the turrets. (the turrets should do about 10% damage to fades and onii)
The second time the commander makes a choice, he must choose between three different options.
1) He now can either open the storage facility doors, power the repair bay machinery and give his marines access to special energy cells. The marines must then walk to repair bay and use a cell to power the repair machine. Free armor repairs! The cells also explode when thrown for hand grenade damage. The storage facility regenerates cells once a timer counts down.
2) Power medical and give access to the emergency nanite tanks. Nice one time payout for commanders.
3) The commander can power the containment facility and for a resource cost per use can kill all DI and alien structures in that room and instantly "prep" it for a siege.
<img src="http://i217.photobucket.com/albums/cc15/Domining/what/nsmap.jpg" border="0" class="linked-image" />
TL;DR: Radix sucks.