In marcos' second pic, where I'm saying "LOL", it's because I was standing on the edge of the elevator and a skulk bit me so I fell off. Just for your information <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Yes, this RT setup meant marines actually won a game and pretty convincingly too!
EDIT: For those who don't know, after a **** load of PTs and marines winning only and the aliens constantly swimming in res regardless of what happened we decided to change things. We removed the tram tunnel resource tower and the databank resource tower and put a new RT in at the bottom of the lift from main aft to refinery.
Nah, changing the RT locations around that little bit didn't make anything feel empty, I think the new rt is in a good spot, it spread them our a little more. And made the tram runnel relocation of doom a little less viable. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The newer, darker tram tunnel. Not quite as dark as in previous builds when the marines had relocated there and I could only find the IPs by their health rings. Also note the missing RT. Tram maintanence remains important as a siege spot, but now the aliens don't get as much chance of having an effective double res spot right off the line.
The newer, darker tram tunnel. Not quite as dark as in previous builds when the marines had relocated there and I could only find the IPs by their health rings. Also note the missing RT. Tram maintanence remains important as a siege spot, but now the aliens don't get as much chance of having an effective double res spot right off the line. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Get with the system, boy! There's crates in Tram Tunnel now.
<!--QuoteBegin-relsan+Mar 22 2004, 04:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (relsan @ Mar 22 2004, 04:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've been looking around the thread and can't find an answer to my question. Is the engine room onos-friendly now? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You know what, in the whole playtest I did I have not once been in engine room hive <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
the exits are more onos friendly now... :\ there are still some things to do for the onos <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Forgot to say:
Tram tunnel looks darker simply because we forgot to include the new overlay on the .rad file and it isn't emmiting any light...
<!--QuoteBegin-Mendasp+Mar 22 2004, 07:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Mar 22 2004, 07:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the exits are more onos friendly now... :\ there are still some things to do for the onos <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Forgot to say:
Tram tunnel looks darker simply because we forgot to include the new overlay on the .rad file and it isn't emmiting any light... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> But it looks sooo wubbly lika that <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
<!--QuoteBegin-Mr.Ben+Mar 22 2004, 12:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ Mar 22 2004, 12:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nah, they were removed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Tram needs SOME sort of cover for skulks <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Also the tram door at the end should be able to fit an onos without it having to crouch <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
It's not going to be like a flashbang, just a bit brighter so you can see! and we know about the cover, the crates just... didn't feel right, we'll add different cover.
Oh, and I emailed Flayra just to let him know that we could probably get a new version ready for Beta 4.
<!--QuoteBegin-Mendasp+Mar 22 2004, 08:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Mar 22 2004, 08:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's not going to be like a flashbang, just a bit brighter so you can see! and we know about the cover, the crates just... didn't feel right, we'll add different cover.
Oh, and I emailed Flayra just to let him know that we could probably get a new version ready for Beta 4. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Beta 4? did i hear it? did i. cool another new beta ! Hopes Charles le the beta out with bast!
<!--QuoteBegin-Sm|o||o|th+Mar 22 2004, 08:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sm|o||o|th @ Mar 22 2004, 08:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mr.Ben+Mar 22 2004, 12:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ Mar 22 2004, 12:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nah, they were removed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Tram needs SOME sort of cover for skulks <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Also the tram door at the end should be able to fit an onos without it having to crouch <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No. By two hives, the skulk can leap there, drop down from the vent (perhaps give that vent multiple exits spread along the tunnel?), or come out from the vent next to the res that was formerly below feed. 3 completely viable entrances to the end of the tunnel. It only takes some smart skulks to use it.
Yes, skulks can get into tram tunnel. Thank you for pointing out this obvious fact. They still need cover, however. Even a blind marine with a rubber band gun could kill a skulk in the time it takes to run/bunny hop/leap down that loooooong tram tunnel.
I'm really glad the crates were taken back out, though. They just looked goofy. I mean, who stores cargo on a train track? Did the aliens push them out there at some point after taking over the ship?
<!--QuoteBegin-BobTheJanitor+Mar 22 2004, 12:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Mar 22 2004, 12:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, skulks can get into tram tunnel. Thank you for pointing out this obvious fact. They still need cover, however. Even a blind marine with a rubber band gun could kill a skulk in the time it takes to run/bunny hop/leap down that loooooong tram tunnel. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Through the two vents, you can reach the other end in pretty good cover (if a vent is not good cover, what is?). Unless the marines are situated EXACTLY in the middle, you can reach em without getting fired at, no problem. And IF they are in the middle, the hallway wont be so long now, would it?
If i remember correctly, it takes about 1 - 1.5 leaps to reach the other end from one end. If they can pop you down in that time, then no cover would have saved you anyway.
You guys were having trouble reaching the feed end of the tunnel without getting killed, no? Use the map to your advantage.
I think the tram is at the last stop (or the first) tram maintenance is where the tram would be pulled to to have work done on it while other trams were used. Rather than make the tram move I'd like to see a switch to make the tracks live. Perhaps one at either end where both must be on to electrify the tracks.
Result - safe to walk along (assuming the enemy isn't at both ends) but impossible to relocate to, lame up, or camp.
Ill say this again, because I think its a rather good idea if you guys really need more cover around the tram (nubs <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->). Expand on the vent above the tram. Thicken it so multiple skulks can traverse it at the same time. Lengthen it to cover the whole tunnel and give it a few more exits along the whole tram tunnel. Disallow building within this vent. Make an exit on the ref end of the tunnel.
This should give ample cover for those who need it without ruining the look of the tunnel.
Comments
In the meantime, here's a few screens:
The marines seem rather startled to discover a rapidly inboud Fade:
These little babies took care of Feedwater:
hmmm, I took two pics... from the MS D:
<img src='http://usuarios.lycos.es/mendasp/screenies/ns_bast_remake0051.jpg' border='0' alt='user posted image' />
<img src='http://usuarios.lycos.es/mendasp/screenies/ns_bast_remake0052.jpg' border='0' alt='user posted image' />
I think the new rt works pretty well.
EDIT: For those who don't know, after a **** load of PTs and marines winning only and the aliens constantly swimming in res regardless of what happened we decided to change things. We removed the tram tunnel resource tower and the databank resource tower and put a new RT in at the bottom of the lift from main aft to refinery.
Did this balance gameplay a bit more?
The newer, darker tram tunnel. Not quite as dark as in previous builds when the marines had relocated there and I could only find the IPs by their health rings. Also note the missing RT. Tram maintanence remains important as a siege spot, but now the aliens don't get as much chance of having an effective double res spot right off the line.
The newer, darker tram tunnel. Not quite as dark as in previous builds when the marines had relocated there and I could only find the IPs by their health rings. Also note the missing RT. Tram maintanence remains important as a siege spot, but now the aliens don't get as much chance of having an effective double res spot right off the line. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Get with the system, boy! There's crates in Tram Tunnel now.
i can't wait to hopefully playtest this build.
You know what, in the whole playtest I did I have not once been in engine room hive <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Forgot to say:
Tram tunnel looks darker simply because we forgot to include the new overlay on the .rad file and it isn't emmiting any light...
Forgot to say:
Tram tunnel looks darker simply because we forgot to include the new overlay on the .rad file and it isn't emmiting any light... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
But it looks sooo wubbly lika that <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Tram needs SOME sort of cover for skulks <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Also the tram door at the end should be able to fit an onos without it having to crouch <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Oh, and I emailed Flayra just to let him know that we could probably get a new version ready for Beta 4.
Oh, and I emailed Flayra just to let him know that we could probably get a new version ready for Beta 4. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Beta 4? did i hear it? did i. cool another new beta ! Hopes Charles le the beta out with bast!
Tram needs SOME sort of cover for skulks <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Also the tram door at the end should be able to fit an onos without it having to crouch <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No. By two hives, the skulk can leap there, drop down from the vent (perhaps give that vent multiple exits spread along the tunnel?), or come out from the vent next to the res that was formerly below feed. 3 completely viable entrances to the end of the tunnel. It only takes some smart skulks to use it.
I'm really glad the crates were taken back out, though. They just looked goofy. I mean, who stores cargo on a train track? Did the aliens push them out there at some point after taking over the ship?
I'm sure that would go a long way towards cover.
Through the two vents, you can reach the other end in pretty good cover (if a vent is not good cover, what is?). Unless the marines are situated EXACTLY in the middle, you can reach em without getting fired at, no problem. And IF they are in the middle, the hallway wont be so long now, would it?
If i remember correctly, it takes about 1 - 1.5 leaps to reach the other end from one end. If they can pop you down in that time, then no cover would have saved you anyway.
You guys were having trouble reaching the feed end of the tunnel without getting killed, no? Use the map to your advantage.
Result - safe to walk along (assuming the enemy isn't at both ends) but impossible to relocate to, lame up, or camp.
This should give ample cover for those who need it without ruining the look of the tunnel.