Selective Beacon

StripetailsStripetails Join Date: 2013-01-30 Member: 182644Members, NS2 Playtester
edited February 2013 in Ideas and Suggestions
What if the Beacon mechanic was changed to allow the Marine commander to select a group of Marines (Either via click and drag or via control groups) Prior to activating a beacon, allowing him to send what he feels to be the appropriate number of marines or the appropriate people for the defense, instead of simply going (HOLY GOD) While mashing that big, red, button?

If the marine commander has no marines selected then it could default to beacon all the marines, or select the first control group.

Any thoughts?

Comments

  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    the purpose of the bacon is an all or nothing, if you can choose however many you need then.. quite frankly, it removes the purpose of it.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    The entire point of the beacon is to be an emergency functionality that you only use when you have to. Pulling all players away from their current activity because you would otherwise lose a base is the price you have to pay. If you could just beacon two marines to your base to take care of that Skulk on the power node or at the close RT or just to safe the jetpacker with his shotgun who is at low HP, comms would constantly beacon without much of a drawback.

    Plus forcing a beacon is the only real way that aliens have to break up a heavy marine push with Exos on their base. Force the commander to beacon all players away and thus open a window for an attack on the lone Exos.
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    I definitely think it should be all or nothing like it is, but I don't like the dual cost. You have to pull back your entire team and lose your attack AND it costs 10res which is often a pretty big deal if you are needing to beacon in the first place. I think maybe ditch the res cost and give it a cooldown.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    i definately think it should cost 10 res, because it currently costs 15+15 to get a beacon +15 for any more. srsly. too much.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    AuroN2 is confusing beaconing (Observatory) with Phase Gates.

    The 10 res for beaconing are fine because there should be some cost to marines for being able to instantly get into a room and potentially killing a high lifeform with their entire team's power. Plus it gives aliens a chance to wear marines down to the point where they can't beacon infinitely between two bases all the time if they don't have much map control.
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    CrushaK wrote: »
    AuroN2 is confusing beaconing (Observatory) with Phase Gates.

    The 10 res for beaconing are fine because there should be some cost to marines for being able to instantly get into a room and potentially killing a high lifeform with their entire team's power. Plus it gives aliens a chance to wear marines down to the point where they can't beacon infinitely between two bases all the time if they don't have much map control.

    Yeah, and that cost comes in the form of losing their ongoing assault and forcing the entire marine team into a defensive (ie losing) posture. Aliens forcing a beacon pretty much means aliens winning the game. I agree though that the marines shouldn't be able to bounce between bases for nothing though, which is why I suggested a cooldown (thinking 1 minute).
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