Do Not Get Rid Of Teleport Ability

SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
<div class="IPBDescription">omg</div> movement chambers might lose teleport ability? Well if thats the case, marine needs to lose hive site.

If marines can jump anywhere on the map that they want, aliens should at least be able to move to a hive of theirs thats under attack...

add your name to the list, save teleport for movement chambers!

Comments

  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well if thats the case, marine needs to lose hive site.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I think you typed the wrong thing there.
  • RotA_PlagueRotA_Plague Join Date: 2002-11-03 Member: 6768Members
    Personally, I think it should be removed for aliens and Phase to be one of the last things marines can get(high up on tech tree). I see this by the majority of RTS games, instant transportation is often one of the last things on the tech tree, because it is soo effective. Having key points on the map have phase gates means that you can get base to base to base in a few seconds. This is only good because aliens have to do a planned attack, but it still takes a lot of effort to just drop one area even if isn't a hive. Heck, sometimes it can be close to impossible if you have 1 hive and marines are using phases often.

    Also why I see alien movements are not needed is because the majority of aliens can go very fast compaired to a Marine and get to the hive in a few seconds.

    Sorry for the bad grammer.
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    yea i agree movements and teleporting to another hive is important <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    if it was taken away then the only thing movements would be good for is upgrades
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    no, its not a typo. For 45 res, marines can get an alien ability...i still dont agree with it.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Movements would be amazing for pretty much any defending alien with the new energy regen feature(which doesn't make much sense for a MOVEMENT chamber, but... eh.). Still, hive teleporting is something that Aliens <u>really</u> do need, especially with how incredibly fast a few HMGs will bring down a hive(not to mention the random spawning thing). They're the Alien equivalent to phase gates, and removing them would be a pretty severe disadvantage.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    If movment chambers lose teleport, they really will be a lot less usefull than D and S, regening engery faster is good..but its not *that* usefull.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    The new chamber modification is a step in the right direction, but it's not good enough. Firstly, the business about movements teleporting is very important for getting to a hive under fire or for allowing fades back into a hive which has a very high WoL blocking the entrances.

    The other reason is that they add nothing to WoLs, and still don't compare to DCs. If they were to, say, primal scream everything near it (including upping the fire rate of OCs) they would actually be comparable in strategic importance to having a place to heal. A WoL which can bring down marines faster would compensate for it not being able to heal itself, and could be a viable alternative. There isn't a great deal of point in making MTs regen energy - if you really really need your energy you use adrenaline, and otherwise it recharges fast enough in between fights for you to use. Energy != ammo, MTs != armouries. Unlike health, you don't have to fall back to a chamber\the hive when you get low on energy.

    On the one hand, it'll be interesting to see how this plays. However, I don't think it compares to DCs (and isn't the whole point to try to make either chamber viable, invalidating D->M->S?)
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    /me starts a 'Try it before you buy it' campain
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    OH EM GEE!

    ALL CHANGE IS THE BADNESS!
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    I think the movement chamber should lose the teleport ability, because the teleport ability is much more useful at two or three hives than at one hive, thus securing movement's place at second or third hive.
  • BedwettingTypeBedwettingType Join Date: 2002-07-26 Member: 1001Members
    I don't have a problem with removing the teleport ability. They're like phase gates that you can't destroy, because they're not there. They're clear across the map.

    But concerning enhancements to OC's, I think SoulSkorpion is right on the money. We're trying to make all chambers a valid first choice, but movement can't compete as well with sensory and defense anymore because it doesn't benefit OC's like the other chambers do. I agree with the idea of increasing the fire rate of OC's within range.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    I can't even think of the number of times that the MC teleport to hive under attack has saved a good game for the aliens, I will dearly miss this wonderous marvel if it hits the chopping block, but if the NS team wants to change it, then they can becuase it's there game, all we can do is voice our oppinions (see above for oppinons) and wait for 1.1



    here is a random gorge to lighten the mood
    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Dunkin_DynamiteDunkin_Dynamite Join Date: 2003-02-08 Member: 13260Members
    don't take away phase gates; remember that in other RTSes you can choose your training points and how many troops you want; you have only IPs and team size in NS.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin---=|Dunkin Dynamite=->+Mar 29 2003, 03:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-=|Dunkin Dynamite=-> @ Mar 29 2003, 03:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> don't take away phase gates; remember that in other RTSes you can choose your training points and how many troops you want; you have only IPs and team size in NS. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    We're talking about movement chambers, not phase gates <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    If the teleport ability does go away, hives need 15000 hp instead of 6000. Otherwise, a lone HAMGEE can empty 2 clips(killing the hive) with only skulks disturbing him, unless the marine didn't look first for fades and UmbraMen.
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