Selective Beacon
Stripetails
Join Date: 2013-01-30 Member: 182644Members, NS2 Playtester
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?
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
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.
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).