Question About 1.1
Young_Trotsky
Join Date: 2003-01-14 Member: 12285Members
<div class="IPBDescription">building in annoying places...</div> One of my big concerns about NS that I havent seen covered in any of the 1.1 info yet is about building at annoying places on the map. This includes gorges building chambers on the res node by accident and then being unable to build the resource tower (very annoying) and commanders/gorges dropping structures that sink into the ground (extremely annoying and a waste of res, especially for the gorge as the sunk structure still counts toward the area's "quota"). I was just wondering if anyone had seen anything posted about this and could point me to where its explained.
Also, I was wondering if it will be possible to recycle Advanced TF's, siege cannons and empty comm chairs in 1.1 (this also bugs me). Anyone know about that?
Also, I was wondering if it will be possible to recycle Advanced TF's, siege cannons and empty comm chairs in 1.1 (this also bugs me). Anyone know about that?
Comments
Nope.
/me prays like hell that Flayra posts in his thread.
( Gotcha Kenichi )
( Gotcha Kenichi ) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
you sir, need hurt, very very badly.
may I? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
as for the bug thing... course I hope it's repaired... but until then... don't build on a slope, don't build in vents, don't build on "fake floors" (miasma walkway style from nothing)
But that might be the whole point of building there. Annoying places and places that break game mechanics (e.g. on top of a resource node) are not identical sets.
If you see Cargo in ns_nothing you'll see what I mean. It seems the CC is the only non-buggy building. Never saw it fall through. A way to repair this problem?
But that might be the whole point of building there. Annoying places and places that break game mechanics (e.g. on top of a resource node) are not identical sets. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
annoying places? oh you mean places the marines want to go. Guess what its called real time STRATEGY. Blocking vents with them is perfectly viable. Blocking Resource nodes is stupid since both teams need them, BUT the the building on it can be killed. so, i could care less if they let you build there or not.
like building a tower under an ele is like 'infesting' it
interesting idea <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Not cause it's mean towards the other team
But that might be the whole point of building there. Annoying places and places that break game mechanics (e.g. on top of a resource node) are not identical sets. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
annoying places? oh you mean places the marines want to go. Guess what its called real time STRATEGY. Blocking vents with them is perfectly viable. Blocking Resource nodes is stupid since both teams need them, BUT the the building on it can be killed. so, i could care less if they let you build there or not.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Uh, I'm glad you're agreeing with me...
So the evil gorges can't only place SC's on res nodes to stop your res but can also recycle all other building's ?
hehe
Right
Buidl anything else than an RT on top of the resspoint as a gorge, and the tower will explode instantly, it scares the BEEEEP out of ya when ya experience it the dfirst time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Yes, you loose the ress, but no you don't loose the Ressnode <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
As for buidlings sinking into the ground:
As far as I know this will only happen if you build in a way that is impossible, lemme explain:
1. dropping a 4 feet high TF in a 2 feet high vent
2. building alien towers where there is simply no place for them, or no flat surface underneath
I'm sure lots of stuff sinks into the ground on lots of places for lots of reasons,
but if you aren't trying to create works of art with your buidlings (oh boy have I tried <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->) you won't have that much problems.
But I hope Flayra will indeed make a lil post here, and that it will be fized in 1.1
Personally, I am craving for 1.1, I'm an NS addict <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.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-->
PS: yes it does say "fized" that's a typo, but I like my new found word, so I'll just leave it as it is <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
also becuz the last survivor maybe could had rebuilded in a secured hive when he was in marinestart or in the other hive (if the cc was not recycled like above)
I mean it attracts laming/flaming and it doesnt really mather cuz when do u want to recycle a cc? Yeah when u want to relocate or when u want to make a wall and then when the cc is yellow u can recycle it again, thats laming again...
Or a noob went in de comm and builded a cc, ok so this one may happen once in a while, but how many times has this really happened to u?
About relocating I hope 1.1 will be totally different wich makes relocating a pain in the *ss...
I'm not sure if map makers can really address this issue. Could something like a thin brush of a trigger_hurt beneath the entire map be feasible? That would make those void-sinking o chambers go bye bye in a hurry.
Doesn't look like anyone's gonna post with news on whether this is being fixed... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Yeah, but actually the CC is the only building (Im pretty sure) that doesnt take damage when built on something that is suppose kill instantly. Try building a CC on the little electric island on the very bottom of the big pit with the catwalk over it in ns_bast, it wont die, but PGs and stuff will.