Power Nodes

Sharp-ShooterSharp-Shooter Join Date: 2011-05-11 Member: 98364Members
SO i love the power nodes idea, but i think it could be better gameplay wise if my idea works,

my idea is this,
I think there should be a "emergency power switch" beside EVERY power node, its a switch to activate the emergency lights for the marines, i think it would be cool for a skulk to kill a power node and have the room STAY dark until a marine uses the switch to turn on the red lights, think about it if you were skulk how fun it would be to destroy a power node wait for a marine to come and ambush him in the dark while he was going to turn on the switch, or how erie it would be if you were a marine walking in to a dark room...

i also think that marines should NOT be able to BUILD power nodes, i think this is a job for the MAC, and should cost resources to BUILD one, BUT i think marines and macs should be able to Repair nodes via welder.. what do you guys think? personally i hate it when i take my time to kill node, die come back 16 seconds later to find its 100% health agian, makes it frusterating for me to think that it was for nothing, where as if my idea was implemented atleast i can say, well atleast they had to use res to build it again..

oh and about the emergency lights i love the idea, but i think the red is too overpowering and they should still make the room darker, just with a tinge of red lighting up the main parts of the room, but not vents etc etc

what do you guys think? good idea or bad?

Comments

  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    To keep the idea but reduce implementation costs (artwork, etc.), just make it such that the power node needs to be repaired up to say 5 or 10% in order to activate the emergency lighting.

    I really like the concept though! Marines should be scared, waving their flashlights about when entering enemy territory.
  • Sharp-ShooterSharp-Shooter Join Date: 2011-05-11 Member: 98364Members
    thats fine, does not have to be a switch, but pressing use key on broken power node to "short out a wire to activate the lights' is fine lol
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    I made a similar suggestion <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113290" target="_blank">here</a>.

    Basically, when a Power Node is destroyed, the lights go out and stay out until a Marine starts to repair it, at which point the emergency lights come on and stay on until the Node is reduced to 0% again.
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