Open Letter To Tsa High Command.

BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
<div class="IPBDescription">Regarding in the field armoury problem</div> Dear TSA High Command

I fear the asthetic designer of the standard and advanced armourys did not consider in the field problems caused by their designs.

As it stands the armoury just looks too attractive, my marines spawn and are instantly mesmerised by its good looks and sit there humping away leaving my cries of 'phase now! phase phase go go go' unheeded. Often they'll even spawn and start humping without checking for skulks, resulting in a rapid leg chewing. For most marines this is enough to break them from their beloved armoury but some will continue draging their leg (And attached skulk) in a circle around the armoury in pitiful effort to get in one last hump befor they die.

I fear for the continued sucess of my exploits against the hated alien menace without a rapid re-design of the armoury structure.

BlueGhost

nb - humping is a techincal term in common usage amongst TSA commanders to discribe the reciving of a single clip from an armoury.
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Comments

  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Technically, it's a half-clip. ^^

    Cute letter, I wish it weren't so true. My advice: build the armory far, far away from the IPs. ^^
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    I do agree that players tend to want to load up on ammo, rather than actually completing short term objectives such as killing the skulk that is about to eat them, or running throuhg a phase to save a forward base.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Ah Coil a common error, you refer to a 'half hump'.

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    Suggestion for evil comms:

    Recycle your armory and build it where you need your marines (On the other end of the phase in that case.) And its always good to spawn an armory where you build a phase so marines dont run out of ammo when they try to take out the hive or some OC. I hate it if a comm orders us to shoot at a hive or some chambers and forgets to give us ammo/armory for refill.
  • ignotignot Join Date: 2002-10-30 Member: 1762Members
    Particularily annoying when the base is under seige by Fades, and the Marines are adamant they will need a full 6 clips before they get killed after firing 30 rounds :/
  • fwd-Randomfwd-Random Join Date: 2002-12-30 Member: 11618Members
    Had a game earlier today as marines on bast. After the initital IPs and TF had been built i noticed there was no armory.
    After several people asked for one, the comm informed us we didnt need an armory in his strategy heh.
    Suffice to say i was sceptical but curiosty got the better of me and I decided to see how his strategy played out, basicly we lost and quite quickly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->.
  • Eternal_BlissEternal_Bliss Join Date: 2002-11-07 Member: 7633Members, NS1 Playtester, Contributor
    they will learn to look before humping the armoury ;/
    just a matter of time..
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    <!--QuoteBegin--Eternal Bliss+Jan 19 2003, 02:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eternal Bliss @ Jan 19 2003, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->they will learn to look before humping the armoury ;/
    just a matter of time..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hell, my problem now is that I don't take enough ammo into the fight. The upside is that when you get down to your last 12 rounds you get SUPER accurate.
  • freeofreeo Join Date: 2002-11-03 Member: 5518Members
    <!--QuoteBegin--Legionnaired+Jan 19 2003, 01:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legionnaired @ Jan 19 2003, 01:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Eternal Bliss+Jan 19 2003, 02:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eternal Bliss @ Jan 19 2003, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->they will learn to look before humping the armoury ;/
    just a matter of time..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hell, my problem now is that I don't take enough ammo into the fight. The upside is that when you get down to your last 12 rounds you get SUPER accurate.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    oh so true. when you're low on ammo, you tend to want to make every shot count. i've annihilated 4 skulks in a row with just two lmg clips and my pistol (50/50 on the lmg, 10/10 on the pistol). now, if i had full ammo, i'd be more prone to spray and pray (wasting tons of bullets) instead of taking the more aimed shots.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Yeah, previously I always mashed the shoot button when I had pistol out and aliens were coming to get me, generally resulting in fast emptyance of clip in general direction of enemy(floor 1 foot away from me). Nowadays I tend to AIM(omg) before I shoot with teh pistal.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    You dont need 300 rounds of lmg on one skulk. Kill it, and come back.
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    if i take 350/40 rounds out as a spawn marine and go off to do the comm's orders, it seems that i die before getting my second or third clip off.

    however, if i leave immediately after spawning (100/20), i find that somehow i am guaranteed to survive so long i will be knifing them <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Do not listen to BlueGhost. After intensive study, I have found that 9 out of 10 Skulks prefer the taste of a marine that has had his daily allowance of Armory Humping.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    This may sound stupid... but any chance of a 'power down' button in <i>addition</i> to the recycle button, but on the lower-left instead of the lower-right?

    I.E. Marines humping at the Armory too much when they need to go through the phase? Power down the Armory so it says "Commander has currently denied any further ammunition from this Armory. Request further orders for clarification."
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    That would be funny... power down a gate near the combat zone: "I'm sorry, the option you have selected: <i>Running from the enemy</i>, is not in service. Please approach the phase gate and try your teleport again."
  • CommandoCommando Join Date: 2002-05-22 Member: 657Members, NS1 Playtester
    It would be nice if marines spawned with more ammo. I can understand why you start with less, but it seems to mostly only be a good idea in theory.

    Take this situation, if an alien is in the base chewing on some structures, no other marines are present and a recently died marine spawns:

    -If the alien is a skulk/lurk/gorge the marine should have few problems killing it with the amount of ammo he starts with.
    -If the alien is a fade/onos the marine would still be doomed with a large amount of ammo as he has no equipment or backup.

    With more than one low level alien the situation would be different, the marine would most likely be in big trouble. Assuming he survives rapidly approaching skulks a marine with more ammo may be able to fend off an attack although generally he would meet his end at the first reload.

    So most of the time the amount of ammo carried will not make much difference. I can understand that it was used to make it harder for marines to defend via respawning but most of the time it will not have much effect.

    However, more ammo would reduce the marines requirements to get building, encouraging a rush and make it easier to defend against a skulk rush.

    My solution would be to increase the spawn ammo for marines <i>after they have built an armory</i>. This would prevent rushes of instantly well equipped marines at the start and stop the armory humping every respawn.
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    Hmm yes, I like this idea Commando.
  • VecdranVecdran Join Date: 2002-11-01 Member: 2323Members
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Commando+Jan 19 2003, 02:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Commando @ Jan 19 2003, 02:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->My solution would be to increase the spawn ammo for marines <i>after they have built an armory</i>. This would prevent rushes of instantly well equipped marines at the start and stop the armory humping every respawn.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That's a damn good idea, Commando. I hope that gets implemented since it's probably a very minor bit of code to accomplish.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    It could go from an upgraded armory, a regular armory is quickly built ...
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    how about each arms lab weapon upgrade gives you another full clip of ammo for your spawn weapons?
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Good idea. Probably want the effect a little later game than just when the Armory goes up (as has been pointed out), but very good idea.
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    I agree with that idea, it would probably lessen the armory humping problem although probably not solve it all together.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    This thread just cracks me up. I'm not sure about all these ideas, but they are certainly viable.
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    That's always worth something....
  • ZenduTGZenduTG Join Date: 2003-01-12 Member: 12229Members
    how about a slap command like Dungeon Keeper?
    everyonce in a while i do take that extra second to get one more clip, just so i can shoot it at half my team humping the armory, then run along and actually *gasp* use it!
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    edited January 2003
    <!--QuoteBegin--Flayra+Jan 21 2003, 06:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Jan 21 2003, 06:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This thread just cracks me up.  I'm not sure about all these ideas, but they are certainly viable.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Heh yes, the biggest threat to survival of the human species is the hypnotic power of the auspicious Armory. This box mesmerizes all around it with a power that exceeds Pokemon's enrapturing effects of small kids <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    No what _I_ suggest is to hang an armory dangling from a stick, and tie it to the marine's back. Thus he will constantly chase the dangling armory in his front like the donkey chases the carrot.
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    Giving 'em an extra LMG and pistol clip for having an advanced armory would be nice. Wouldn't stop the idiots from filling up in lieu of actually going through the phase and stopping the aliens from winning, but it would help those of us who dive into the phases without getting extra ammo.
  • VimstlVimstl Join Date: 2002-11-28 Member: 10145Members
    edited January 2003
    IMMEDIATE
    UNCLAS
    201923Z JAN 03

    FROM: TSA HICOMHQ GAMMA SECTOR
    TO: COMMANDER BLUEGHOST
    INFO: ALL CDRS GAMMA SECTOR

    SUBJ: TSA ARMORY DESIGN

    REF: YOUR 190203Z JAN 03

    1. INPUT FM FIELD CDRS MOST WELCOME AT THIS HQ

    2. MARINE ARMORY-HUMP PHENOMENA SUBJECTED TO INTENSIVE STUDY BY TSA PSYCH COM

    3. SIGNIFICANT RESEARCH INTO ARMORY HUMP BEHAVIOR, ESPECIALLY UNDER COMBAT CONDITONS AS DESCRIBED AT REF, INDICATES THAT IT RESULTS FROM EXTREMELY HIGH STUPIDITY LEVELS, DESCRIBED AS NEURALLY OBSESSIVE ODD BEHAVIOR (NOOB), WHICH MAY BE CURABLE OVER TIME BUT IN THE SHORT RUN HAS NO KNOWN TREATMENT

    4. DENIAL OF AMMUNITION TO SKILLED MARINES TO PREVENT ARMOURY HUMP BEHAVIOR BY NOOB MARINES IS CONSIDERED TACTICALLY UNSOUND AND POTENTIALLY DANGEROUS BY THIS HQ

    END MSG
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    I agree with immacolata and sekdar.

    I vote for extra starting clip with upgraded armory (not normal one), and extra starting clip with each arms lab upgrades (i guess weapon upgrade would make the most sense here).

    I prefer not just "giving out gifts" to solve problems, but involving some sort of feature integrated into gameplay.
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