Instead of Web, Barrier Rod's
ryanericw
Join Date: 2009-08-27 Member: 68624Members
I've seen the topic @
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108860" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108860</a>
and although a good suggestion, I have something a little different.
I don't know if anyone ever played Unreal 2, but in the game, the player could pick up these sticks which when you place 2 down, it creates a barrier, but the monsters can still break it down, and the player can shoot through it.
Better yet to make it more fair, how about we require 2 to be placed by the commander, the marines then have to build them both before they operate. Subsequently, the player CANNOT shoot through the barrier, but the aliens can still break down the barrier from either side. This way it is not over powered, yet can still be used to delay the other team. Optionally, once the posts are built by the team, it could require the command to activate/deactive them for it to actually work instead of it automatically turning on. There could also be a maximum amount of rods such as 4 for example. (so 2 walls max)
From Unreal 2, you can see there are 8 rods placed, but the rods link to each other automatically and form a rather weak, but useful wall.
<img src="http://static.computergames.ro/cg/assassin/images/unreal2/unreal2-135.jpg" border="0" class="linked-image" />
What are everyone's thoughts? Too overpowering?
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108860" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108860</a>
and although a good suggestion, I have something a little different.
I don't know if anyone ever played Unreal 2, but in the game, the player could pick up these sticks which when you place 2 down, it creates a barrier, but the monsters can still break it down, and the player can shoot through it.
Better yet to make it more fair, how about we require 2 to be placed by the commander, the marines then have to build them both before they operate. Subsequently, the player CANNOT shoot through the barrier, but the aliens can still break down the barrier from either side. This way it is not over powered, yet can still be used to delay the other team. Optionally, once the posts are built by the team, it could require the command to activate/deactive them for it to actually work instead of it automatically turning on. There could also be a maximum amount of rods such as 4 for example. (so 2 walls max)
From Unreal 2, you can see there are 8 rods placed, but the rods link to each other automatically and form a rather weak, but useful wall.
<img src="http://static.computergames.ro/cg/assassin/images/unreal2/unreal2-135.jpg" border="0" class="linked-image" />
What are everyone's thoughts? Too overpowering?
Comments
Could be worth trying to make a mod for this.
Could be worth trying to make a mod for this.<!--QuoteEnd--></div><!--QuoteEEnd-->
If they don't implement it, I believe it could add a neat new item for the marines.
<!--quoteo(post=1770423:date=May 9 2010, 12:55 AM:name=brownymaster)--><div class='quotetop'>QUOTE (brownymaster @ May 9 2010, 12:55 AM) <a href="index.php?act=findpost&pid=1770423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why barrier rods when you can just drop CC's anywhere and block an entire hallway (CC blocking was always fun amirite?)<!--QuoteEnd--></div><!--QuoteEEnd-->
Lol, CC blocking is always fun for marines, especially with electrified tf's, but often pisses off the alien team and no one can see what's going on passed the com chairs. This at least would be a.... built in alternative to try to sway the ###### from aliens with cries of abuse. Although I love playing aliens, I never had a problem with people spending the res to cc block. Aliens can take it down just as easy as it was put up!
Thing is you don't want to be able to passivly cut off too much, as the game is ment to involve alot of ACTIVE defending. You can dissuade attacks, but things like this in too high of number become a mounting stacking passive defense.
There were two kind of forcefields, ones that slowed down the enemy, while they are passing trough it (was about 1½ seconds from when you entered till you got out)
The other kind were steady forcefields, as in unpassable, untill you destroyed the beacon that made it (This one I wouldn't like to see in ns2)
The good thing about the forcefield was, that you could'nt shoot trough it, so you weren't going to camp a place and wait for people to run in and get slowed down.
I could easily see this being used in a game at positions where you'd have a fade blinking away from your base, and then have a slowfield set up so that the rines would catch up and bbq his butt.
I dunno, maybe I'm too fixed on having marines requiring too much aim and aliens to be dependent on good movement rather than making the game all about a RTS where you buy counters to every lifeform and a lifeform for every tech and try to win the game solely on strategy and no FPS skill component.