Power Pack v2

PimpToadPimpToad Join Date: 2012-11-02 Member: 166005Members
<div class="IPBDescription">A portable generator for the base in need</div>Was bouncing around this idea for awhile now so just going to post it here to get it out of the way. The idea is to basically have the current Sentry Battery reverted back to the Power Pack with a twist. It will still act in its current iteration of the Sentry Battery, but have the ability to power structures for a limited amount of time if the power node goes down. I'm thinking somewhere along the lines of 30 seconds of power once the power node goes down for any structures within its radius. This would give the marines a limited opportunity of resecuring their base if the power goes out; which it usually does as it is one of the harder targets to defend and the weakest point in any marine base. It can also potentially create some interesting scenarios with temporary Phase Gate placements in obscure areas without power.

So something like:

<u>Power Pack</u>
*Same cost as the current Sentry Battery.
*Power Pack research costs 15 Team Resource, 60 second research time from Robotics Factory.
*Sentry Battery becomes Power Pack after research is completed.
*Radius is increased to 3-4 and allows structures to remain online even if power node goes down.
*Power lasts only 30s if no power node is online in the area.
*Power Pack will go inert for structures once the 30s has elapsed, but will still power Sentry Turrets.
*Will be unusable as a portable battery until recharged by an online power node.
*Limit 1 per room as with the current Sentry Battery.

Well now that I've gotten this out of my head...thoughts?

Comments

  • GhostshellGhostshell Join Date: 2012-11-23 Member: 172939Members
    if i understood u right: ( sorry im russian my english isnt that good )

    1. good idea a emergency power aggregate.Realy i like as a "last breath"

    2. if they got ur Power Node in ur mainbase.... u did something wrong and u will die after ur respawn ;)
    2a. If the commander dont tell u a base is under attack .....that a lack of communication and almost sabotage by the marines to not care about !
  • SaniKSaniK Join Date: 2012-11-04 Member: 166850Members
    some maps the aliens exploit angels and can kill your power node from very far away.
  • PimpToadPimpToad Join Date: 2012-11-02 Member: 166005Members
    <!--quoteo(post=2034422:date=Nov 25 2012, 03:20 PM:name=Ghostshell)--><div class='quotetop'>QUOTE (Ghostshell @ Nov 25 2012, 03:20 PM) <a href="index.php?act=findpost&pid=2034422"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if i understood u right: ( sorry im russian my english isnt that good )

    1. good idea a emergency power aggregate.Realy i like as a "last breath"

    2. if they got ur Power Node in ur mainbase.... u did something wrong and u will die after ur respawn ;)
    2a. If the commander dont tell u a base is under attack .....that a lack of communication and almost sabotage by the marines to not care about !<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes this acts as emergency power if in the likely event the power node at your tech point goes down. I just figured it would be a more forgiving game mechanic to have a backup in case the main power fails. It would also create a dynamic where the alien team must defend the power node for 30s to secure the victory rather than picking off Marines who may not be able to respawn.

    Sometimes the recall may be a split second too late and your whole base is annihilated. With this iteration of the power pack, the beacon still goes through even if the power is out and Marines will have to fight their way to the power node.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    so big fat powernodes that you can also build turrents around?! seems legit. might work. ill get twi to try it out and see how it works out.
Sign In or Register to comment.