Command Chair Who Can Shoot!
kainzor
Join Date: 2009-08-20 Member: 68545Banned
<div class="IPBDescription">Command Chair Who Can Shoot!!</div>Ok ok here's what we will do. You guys know it sucks when all marine are dead but commander (cud be you) well here it is.... when commander is online there will be no guns on the chair then when you have enugh res. you can upgrade a gun like have command chair who shoot's with 2 hmg or gl what ewer you like..... well i dont kno much about ideas but what do you think =).....
from kainzor ps. i hope this whas not full of crap
from kainzor ps. i hope this whas not full of crap
Comments
Plus if you are the only one left youre pritty much f***ed anyway so may as well jump out and go down swinging
In SC2, you can upgrade an Auto-Turret above the CC, but it removes the lift-off abilities of the CC.
I think it would be a good idea for NS2.
Lets say the turret that appears above the NS2 Command Chair is the same power as 1 single NS2 Turret.
Make the upgrade cost 15/20 Resources, and take 30 seconds to upgrade.
Here is what the CON would be:
During the upgrade time you can not build new structures in that Command Chair's build sphere.
There you go, new ideas can be awesome.
Further reason why? The marnines should have a defense built up and not rely on the cc built-in defenses.
probably pretty annoying from an alien's perspective
Also taking into account that there will be multiple CC's and commanders in them. So for example if you had an outpost in Southloop, you have an incoming attack... rather than just trying to shoot down the aliens and getting killed with nothing else to do. The marine has the option to hop in the commander chair and use a mounted weapon from a protected structure. Forcing the aliens to take out the main structure of the outpost first.
So it can be potentially good, and it could potentially suck, it all depends on how well its implemented.
I like it because it does give another strategic option for the commander, but I don't like how the OP intends its use, if the aliens get the marines down to just the commander, they deserve to lose.
Good insight. Not only that, but a game that pretends to be strategic should avoid no-brainers. Commander can still jump out and try to kill attackers, right ? Let him choose the right moment for that. Does the topic starter <i>really</i> expect that 1 player + command chair, with a base overrun by aliens and all teammates dead, should be able to drive attackers out and rebuild everything ? If they managed to outplay you so much, I guess they should just win.
Besides, arming the command chair would reduce strategic options aliens have. Currently commander assasination is a valid alien strategy, requiring coordination and planning. That can't be said about heavy armour trains - ant instict would be enough, stich with your teammates.
Well from NS1 we know that if you have a certain amount of marines then a team-sized onos rush or fade rush can fail without the need for CC defenses. But... in small games, not having your entire team out of base can be the first steps to being blocked from ever leaving marine-start, as the OCs and aliens close in. In this situation, having some CC defenses makes sense so everyone is out of base, safely without having to be baconed back because 1 skulk is eating the obs or ip.
Also it wouldn't be a problem if their were various balances built in to just how effective this defense is, or what do aliens really need to do to win... is it still kill all humans or has it changed to taking some objectives or getting a certain number of hives + a certain number of resource nodes...
I like the idea of the stun attack disabling the command chair for a while too. Nice balance.
Does it mean a marine who actually wants to do some commanding has to find another command chair, because this one is already taken by a "sniper" ?