Unpower Phasegates During Recycle

FlounderFlounder Join Date: 2004-09-12 Member: 31656Members
edited March 2012 in Ideas and Suggestions
<div class="IPBDescription">and prevent noob suicide</div>I've noticed that phasegates are still active even while in the process of recycling. This is a change from the NS1 mechanic in which phasegates became inactive immediately. The significant advantage of this was to prevent unnecessary player deaths from a doomed phasegate.

At the moment, the only way I can prevent player deaths from doomed phasegates as comm is to mic spam people to not phase. This has the odd effect of making people incredibly interesting in phasing, just to see what all the fuss is about. Inevitably, they lose their jp/torch to the two fades dp'ing the phasegate, then yell at the comm for ever dropping any phasegate in the first place.

There are other advantages, too, such as recycling one phasegate out of three, in order to prioritize one over the other for a hive rush.

Anyway, this is just a long winded request to change it back. In general, it would be nice to see any recycled structure be set to its "unpowered" state while going through the recycle process. That seems the most intuitive.

Comments

  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Anyway, this is just a long winded request to change it back. In general, it would be nice to see any recycled structure be set to its "unpowered" state while going through the recycle process. That seems the most intuitive.<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1.
    currently, you can do the following trick/abuse:
    1. start to recycle a building that is endangered, even if you are not sure if you have to recycle or not (e.g. fight taking place near an extractor and you don't know who will win)
    2. right before the recycle ends, decide if you want the recycle to finish or not (e.g. let it finish if the marines have lost the fight, interrupt it if they have won or if the time is up)
    3a. let recycle finish: since you were able to start the recycle way before you actually decided to recycle, the building will lose less health before being recycled, effectively returning you more ressources
    3b. interrupt the recycle: no disadvantage. if the fight is still going on, you can simply restart the recycle process -> step 1
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1910171:date=Mar 5 2012, 10:05 AM:name=Flounder)--><div class='quotetop'>QUOTE (Flounder @ Mar 5 2012, 10:05 AM) <a href="index.php?act=findpost&pid=1910171"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyway, this is just a long winded request to change it back. In general, it would be nice to see any recycled structure be set to its "unpowered" state while going through the recycle process. That seems the most intuitive.<!--QuoteEnd--></div><!--QuoteEEnd-->
    We definitely need this. There is no reason not to recycle an extractor when your Marines go to pick skulks off of it, because it continues to gather as normal and can be cancelled for free if they save it.

    Recycling should be a last-resort tactic, not your go-to contingency for any base that gets attacked. We need powerful consequences for recycling, the least of which should be lost power for the structure.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1910227:date=Mar 5 2012, 03:28 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Mar 5 2012, 03:28 PM) <a href="index.php?act=findpost&pid=1910227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We definitely need this. There is no reason not to recycle an extractor when your Marines go to pick skulks off of it, because it continues to gather as normal and can be cancelled for free if they save it.

    Recycling should be a last-resort tactic, not your go-to contingency for any base that gets attacked. We need powerful consequences for recycling, the least of which should be lost power for the structure.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This. I'm a bit sick of commanders recycling while I chomp, then cancelling if I fail with no penalty.
  • XosteanXostean Join Date: 2012-02-17 Member: 146370Members
    Im all for phase gates losing power if you hit the recycle button.

    As stated before, this would prevent players from phasing into a doomed PG that is being camped by 5 fades and it would also provide a penalty for the marines, stopping any further re-enforcements.

    So while you may lose the fight and the marines could cancel the recycle and move on, there would be a significant chance increase for the aliens since during that fight it could not be re-enforced.
  • RanakastraszRanakastrasz Join Date: 2012-02-26 Member: 147512Members
    Yep, Recycle should disable power for a building, and also be unstopable once started. Otherwise its just silly OP.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    I agree with making all structures lose power when they're being recycled. Aliens have really needed some way of knowing that it's happening and Marine commanders should be more careful with how often they use their recycling. This is a pretty elegant solution to both problems.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1910227:date=Mar 5 2012, 01:28 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Mar 5 2012, 01:28 PM) <a href="index.php?act=findpost&pid=1910227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We definitely need this. There is no reason not to recycle an extractor when your Marines go to pick skulks off of it, because it continues to gather as normal and can be cancelled for free if they save it.

    Recycling should be a last-resort tactic, not your go-to contingency for any base that gets attacked. We need powerful consequences for recycling, the least of which should be lost power for the structure.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well said. Recycling is already quite a powerful mechanism. Extractors that can gather resource while being attacked is simply too powerful.
  • MrGreenMrGreen Join Date: 2010-12-10 Member: 75602Members
    It would be good, for when the comm isn't recycling the phase gate that's being attacked, that there would be some kind of inidicator, like 'static' in the phase gate field or something whenever the corresponding gate is hit. Or some kind of simple effect.
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    edited March 2012
    Personally, I'd like to see the ability to cancel a recycle removed so that once recycle has been started, it can't be interrupted. That way, commanders need to be more decisive as opposed to reactionary when they choose to recycle stuff.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
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