The Obs

FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
edited February 2012 in Ideas and Suggestions
I was thinking about the Obs how it funtions now and IMO it should provide more options and somwhow interact with the powergrid. Also it should be a better counter to cloak, because the regeneration times for the shade and the obs are the same for scan/cloak but cloak lasts longer.
Also the new beacon is to expensive to be usefull, because it only ports alive players.

So I thought about some ups for the OBS:

<b>Recall</b>
It is just the actual beacon but costs 5 Energy per marine ported back (min 2 rines max 16)

<b>Emergency Beacon</b>
Teleports all Marines back and spawns all Marines that are dead. Costs 25 Tres

<b>Powergrid injection</b>
The Obs injects specialised nanites in the powergrid it is build. This causes that Aliens can not cloak in this area because theyr bacteria cloud that cloakes em gets neutralised by those specialised nanites.
If this is activated the Obs would only regenerate 50% of its energy (maybe even 0%)

<b>DNA Warning System</b>
Research for 30 res. The Obs provides a DNA scan in the powergrid he is build on. It scans for INVALID DNA structures and sends, if such a DNA is regristred, the actual postion to nearby marines ( actually MT but only in the powergrid)

Or anoter wariation of the DNAWS

<b>Triangulation</b>

It is passive and for free. To be activated 3 Obs need to be on 3 different techpoint powergrids.
If this is the case (f.e. FC,SUB and cross) the 3 Obs generate a scan network provided in all but unpowered rooms, that triangulates any Marine/Aliens/Structures and sends its coordinates and info to all Marines. The view would be something like parasite. It shows you where and what it is.
Cloaked Aliens won't be registred.


Those injections and scans can be deactivated by the aliens by placing infestation on it so the nanites can't be injected anymore. (maybe they can obertake DNA scan and Injection by sending bacteria in the powergridsystem so that it works for them)

So hope i had some good ideas!

Greets

Edit: changed things a bit

Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1898886:date=Feb 2 2012, 09:58 AM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Feb 2 2012, 09:58 AM) <a href="index.php?act=findpost&pid=1898886"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Emergency Beacon</b>
    Teleports all Marines back and spawns all Marines that are in the 8s spawn times of the IP. More IPs = more spawning Marines. Costs 25 Tres<!--QuoteEnd--></div><!--QuoteEEnd-->
    If I'm not mistaken, I believe this is how the current beacon works (minus the TRes cost). Its all alive marines + marines currently being spawned (not queued).
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    Last time the com did a beacon I was about to spawn at the IP and the beacon had no effect. But I don't know if beacon is still a bit buggy or not (like the no spawns even if beaconed).
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited February 2012
    Reviving 1 marine per IP drastically decreases beacons usefulness, beacon is almost useless if all marines are dead.
    I would really like to see beacon revive all dead marines again.
    But it should delay marines in teching up(cost 10 teamres, more than that is just over the top).
    As for the cloak vs obs issue, I would rather like to see the cloak ability on the shade removed, or reworked.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    edited February 2012
    Yeah the shade cloak is compared to its only counter, the scan, to powerfull. It lasts longer than the scan and Lerks can fly silently with fullspeed.

    But to have only the scan as counter you will use the scan to scan the shade so aliens cant cloak nearby but you won't have enogh energy to do another one elsewhere.
    That's why I think passive decloak needs a comeback.

    Or does anybody know a conter to 3 gorges bilerushing the base and killing everything in 10s? Scan is only a counter if you know when and where to scan (besides the regular techpoint scans).

    And then we have camouflage that does not need the shade, but that is ok because you can hear the aliens cloaking then.

    So that is why I suggest 2 "beacons" 1 that ports your guys back for free energy or doing and <b>Emergency Beacon</b> that has the power to port up to 16 people back in game. Thats why it should cost alot more that only 10res. It needs to be used wisley else it gets spamed. It's really the last hope button then. Recall could be used as a fast way to resuply your marines after a hive kill resulting in a pres save.
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