The Nuke
1dominator1
Join Date: 2010-11-19 Member: 75011Members
<div class="IPBDescription">It explodes!</div>What do you guys think the nuke will do? Apart from exploding that is, I mean how will it be deployed, blast radius etc. I know were still very far from it's introduction, but it is fun to speculate on this stuff and who knows maybe this thread will give the devs a cool idea which they could apply later in production.
I think it would be a really cool mechanic if the nuke was a slow and heavy armoured tank (modded ARC?) that the marines had to escort to it's destination and then defend until it explodes. Right before all the marines get a free port back to home base as a freebie to prevent death. Make the radius big enough to take out one of the bigger rooms, so that it would be a huge deal if you landed one somewhere important.
What do you think?
I think it would be a really cool mechanic if the nuke was a slow and heavy armoured tank (modded ARC?) that the marines had to escort to it's destination and then defend until it explodes. Right before all the marines get a free port back to home base as a freebie to prevent death. Make the radius big enough to take out one of the bigger rooms, so that it would be a huge deal if you landed one somewhere important.
What do you think?
Comments
too much troll potential there.
but seriously, an end all weapon is never a good idea. unless the aliens get super weapon like zombie infestation.
* Only buildable on an empty tech point.
* Draws all power in the affected area. Other structures only function if there's a portable power supply. Does not allow construction of IPs near by like a CC would.
* After 10 minutes it will explode and end the game in a draw.
* Marines only get one shot at this. If their nuke is destroyed they don't have enough fissile material to build another one.
* Marines can't disable it once it has been built, making it a desperate, last ditch effort.
* It is made really obvious to the aliens that a nuke has been placed. I'm thinking something like an announcement and countdown to autodesctruct on the ship/station speakers.
It is not very effective for trolling, because placed, built and defended by just 1 troll the aliens can rip it apart without much trouble.
The nuke should be built on a tech point to give the trade-off of <whatever tech points give now> and <blowing the crap out of everything in the area>.
The range of the damage should be limited to the room it is in but should be fatal to all structures, players and workers on both teams.
To defuse it you should simply spread infestation to it. This way will take the alien team some time to remove the threat, allowing the marines to actually capitalise on locking off this section of the map but also add a timed element of pressure to both teams. The aliens can't really enter the area of X seconds but the marines can't really leave it alone or with just one or two guys or the aliens will send low cost lifeforms to take care of it.
It can be detonated in one of two ways: either by the marine commander and with a small timers with audio/visual notification (possibly via MAC to prevent insta-death out of nowhere for aliens) or it taking too much damage (intentional damage by the alien team only, friendly fire probably not for griefing sake or to avoid a disproportionate penalty for missing an attack [see: TKing a fade in mid-game of NS1 while under siege]). That way the marines can't just sit camping it or surround it by turrets and have it be fire and forget map control. It will also have an element of danger for both teams to fighting near it so it isn't just a mega-upgrade for the marines.
This way you can still pass through the area as an alien but it's a bit of a toss-up. It's up to the comm to weigh up whether he wants to give up area control to kill a lifeform and/or the cost of all marine equipment in the area.
The overall point is to provide temporary/maintainance needed area denial of the alien team in an attempt to tactically control their movement. You can also play fun mind-games.
Edit: Actually, forget it! To gain an advantage in a fight you'd want to split the alien team up further not funnel them through an area. This idea would just allow a last-stand kill everything for a failed siege attempt. It also wouldn't stop skulks from passing through the area to harass the marine economy. Back to the drawing board...
Also, if it's just a stale-mate game ender I will be annoyed. Are these really being implemented in the same way hive3 was in NS1? There are surely better mechanics than just 1. Build structure. 2. Win.
Hell, I support the teleport to your squad as powerful end-game tech for this very purpose as it allows you to smash your immense economy advantage against a stalwart defense to break a turtle.
It's not a win/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose scenario,
it's a lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose/lose scenario!
I mean, any overpaid game company would understand this <i>brilliant</i> uncounterable game mechanic and understand that it's <i>not frustrating</i> whatsoever for anybody at all.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->I'm not referring to ns2, just to make that clear.<!--sizec--></span><!--/sizec-->
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->I bet they will make something awesome and fun to deploy/counter for everybody.<!--sizec--></span><!--/sizec-->
End-game weapons are not bad as long as they have significant drawbacks. In fact, they are useful as a counter to turtling.
This is almost as bad as the taser idea, almost.
I would like to see some kind of massive bomb though, that must be defended while (slowly) being built and takes out every player, structure, infestation postule and powernode for both sides, in a big radius. It kinda overlaps with the ARC though, because theyre both late tech that need team effort to successfully use - maybe choosing tech would disable the other?
End of.
I can see it as something that will help break long-winded stalemates. NS had a lot of very long games that were only won by either Onos finally getting together or by all the marines rushing a hive, beacon, repeat. It's a very brute force way to win. They've said that they've wanted to design the game around shorter matches. Some mention about "end-all" tech being bad...but I can't think of any RTS or even real time tactics games where the game isn't played by making a race for resources, technology, or a map position. I think the end-all nuke (maybe -- whatever it is) is just there to have that goal. The game could end many times before even getting to that tech, probably.
Just saying -- I'm not against the idea. I'd like to see it someday, whether it works or not. I'm glad they are trying all sorts of stuff. These past few weeks of development have been interesting and exciting.
Also it could have thick neon cables comming out of it that could be plugged into other devices which i think would look good too.
- A marine has to sneak into a hive, build it
- There will be a timer.
- After X amount of seconds, it'll become audible to everyone
This encourages scouting on alien side, and sneaking on marines. The timer should adjusted so aliens can react if they are close enough (and not in the marine base for example). Also this way the marines can have a "a lost ditch effort" without it being much use without element of surprise.
If you also add the timer to be toggleable, then the commander could explode 3 hives at the same time if one marine sneaks a nuke to each of them. Man, that'd be epic scouting failure, even I admit it would be hilarious.
I mean, in the sense such a nuke is nothing but a sneaky phase gate with cool effects which should appeal to public gamers.
In any case I think it shouldn't something that is in every game but only used rarely. Such weapons tend to be lame in multiplayer games so it shouldn't be frequent.
If a nuke is added as a "game-ender" for marines, then what do the aliens get?
<i>you cant just design and give a game ender or stalemate/deadlock breaker weapon to one team and not the other.</i>
If a nuke is added as a "game-ender" for marines, then what do the aliens get?<!--QuoteEnd--></div><!--QuoteEEnd-->
either a scorpian or a bus. Everything else is out of question.
(or a hive queen, => costs a hive and makes u badass)
If a nuke is added as a "game-ender" for marines, then what do the aliens get?
<i>you cant just design and give a game ender or stalemate/deadlock breaker weapon to one team and not the other.</i><!--QuoteEnd--></div><!--QuoteEEnd-->
Marine Zombifying Structure that turns Marines killed in its vicinity into zombies for the alien team, causing team imbalance until the last Marine (likely the Commander) is zombified, therefore ending the game with no players available.
(or a hive queen, => costs a hive and makes u badass)<!--QuoteEnd--></div><!--QuoteEEnd-->
hmmm, if this hive queen creates indestructible infestation... hold up, that gives me an idea...
<!--quoteo(post=1846314:date=May 15 2011, 04:53 AM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ May 15 2011, 04:53 AM) <a href="index.php?act=findpost&pid=1846314"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marine Zombifying Structure that turns Marines killed in its vicinity into zombies for the alien team, causing team imbalance until the last Marine (likely the Commander) is zombified, therefore ending the game with no players available.<!--QuoteEnd--></div><!--QuoteEEnd-->
that would be so badass, but i doubt they would do that for the sake of seriousness :(
I got an idea for a game-ender for the alien side;
how about some fast spreading corrosive and toxic gas that floods the map slowly from a super upgraded hive; and kills everything other then alien buildings as soon as it touches it, coupled with some sort of liquid that rises from the floor and causes damage over time; this with indestructible dynamic infestation that grows uncontrollably, I think it would be badass and terrifying.
call it something like:
Caustic overflow, Caustic Surge, Caustic Barrage or Caustic Flood
* Only buildable on an empty tech point.
* Draws all power in the affected area. Other structures only function if there's a portable power supply. Does not allow construction of IPs near by like a CC would.
* After 10 minutes it will explode and end the game in a draw.
* Marines only get one shot at this. If their nuke is destroyed they don't have enough fissile material to build another one.
* Marines can't disable it once it has been built, making it a desperate, last ditch effort.
* It is made really obvious to the aliens that a nuke has been placed. I'm thinking something like an announcement and countdown to autodesctruct on the ship/station speakers.
It is not very effective for trolling, because placed, built and defended by just 1 troll the aliens can rip it apart without much trouble.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can definitely get behind this.
Should cost much resources to build, and be unlocked near end-game.
Destroys anything in the room, the blast will travel in nearby vents and corridors killing creatures in them (damage depends on range from the nuke, so its possible to survive if your near the edge).
It is built in the main base, and has to be pushed by 1 marine (weapon down while pushing). once in location the marine has to arm the nuke (takes maybe 30-60 sec and requires 1 marine) once armed the nuke has to sync (or something) with the command-center (a new cooldown). once synced the commander can detonate the nuke at will.
The emitting radiation will show up as a unique signature on the alien vision, also the nuke will have sirens or other warning sounds/lights once its armed and syncing.
Will cause whiteout and shaking across the map also disables electronics temporarily in a area around the blast.
Infestation will slow down syncing/arming, and with enough of it put it to a halt. marines can burn it off and restart with the arming process if they are quick, but if it's left
with enough infestation for long enough it will permanently be rendered useless and just be part of the scenery.