Maps Under Construction
Battle-Bug
Join Date: 2010-02-11 Member: 70523Members
<div class="IPBDescription">Welders can complete construction</div><!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Background:</b><!--colorc--></span><!--/colorc-->
We've all played NS maps where a welder could open a door or remove a barrier to extend the size of a map or to make movement easier. What if we took this to the next level?
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Suggestion:</b><!--colorc--></span><!--/colorc-->
Some maps should have sections that have yet to be built/repaired that a welder can finish.
-Imagine a bridge with a 20 foot hole between both sides. A welder could rebuild it piece by piece until it is finished. He may choose to just repair the guard rails so marines can run across them and then he may repair the floor so the mobile cannon can cross the bridge. (or he could build the bridge if there isn't one)
-Lets say there is a cavern that is completely empty. A welder can build the floor, then the walls, then the ceiling to create a new room or corridor.
-What if there was a resource "valve" on a wall and the welder could build a pipe and a resource nozzle from it? (yes, aliens can use it too)
-Some rooms have walls, barriers, stairs, ladders, etc. The welder could build a them in a room that is incomplete or damaged.
I'm not suggesting that the commander can drop floor and walls and such. I'm suggesting that the map have these already in place, but not visible/collidable until they are built. So, there'd be a welder symbol where the welder can build it.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Advantages:</b><!--colorc--></span><!--/colorc-->
-Expands maps
-Creates new functions for welders
-Changes to the map can change game play
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Disadvantages:</b><!--colorc--></span><!--/colorc-->
-Busy welders aren't fighting
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>Note: Please keep all posts objective and constructive. It is ok not to like this suggestion, but it is not ok to be outright rude. If you don't like this suggestion, then please explain what it is exactly you don't like. It is very much appreciated if you provide alternatives to make this idea acceptable.</b><!--colorc--></span><!--/colorc-->
We've all played NS maps where a welder could open a door or remove a barrier to extend the size of a map or to make movement easier. What if we took this to the next level?
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Suggestion:</b><!--colorc--></span><!--/colorc-->
Some maps should have sections that have yet to be built/repaired that a welder can finish.
-Imagine a bridge with a 20 foot hole between both sides. A welder could rebuild it piece by piece until it is finished. He may choose to just repair the guard rails so marines can run across them and then he may repair the floor so the mobile cannon can cross the bridge. (or he could build the bridge if there isn't one)
-Lets say there is a cavern that is completely empty. A welder can build the floor, then the walls, then the ceiling to create a new room or corridor.
-What if there was a resource "valve" on a wall and the welder could build a pipe and a resource nozzle from it? (yes, aliens can use it too)
-Some rooms have walls, barriers, stairs, ladders, etc. The welder could build a them in a room that is incomplete or damaged.
I'm not suggesting that the commander can drop floor and walls and such. I'm suggesting that the map have these already in place, but not visible/collidable until they are built. So, there'd be a welder symbol where the welder can build it.
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Advantages:</b><!--colorc--></span><!--/colorc-->
-Expands maps
-Creates new functions for welders
-Changes to the map can change game play
<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b>Disadvantages:</b><!--colorc--></span><!--/colorc-->
-Busy welders aren't fighting
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>Note: Please keep all posts objective and constructive. It is ok not to like this suggestion, but it is not ok to be outright rude. If you don't like this suggestion, then please explain what it is exactly you don't like. It is very much appreciated if you provide alternatives to make this idea acceptable.</b><!--colorc--></span><!--/colorc-->
Comments
lmao xD
No it wouldn't. Same reason why people ignore biting down Marine Res Nodes as a Skulk in NS1; and then they start to wonder why their Alien team lost. Next step for them is to blame everyone else but themself, especially the Fades and Gorges.
It has not changed since NS1 release, sadly.
This is why I think Res Nodes will be <b><u><!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro-->a lot<!--colorc--></span><!--/colorc--></u></b> easier to take down in NS2. This is especially true with the now released post about the 2sec. Switch-Axe. It would only make sense if it is just as easy on the Kharaa side as well.
Skulk = Hit & Run Harass unit, and Lerk + Fade take the Combat Roles(yay Lerk Spikes!!!). Onos is building destroyer and damage absorption tank; and Gorge is the Engineer.
If it is kept small, then I want to see a lot more of it. The bridge repair wasn't a bad idea. Same with the nozzle completion. I think the devs can take this to the next level and give us a bit more variety.