Listen To Starting Hive
Eruyomo
Join Date: 2004-08-31 Member: 31098Members
<div class="IPBDescription">Should it be possible?</div> Changelog from beta 5:
O Alien resource nodes don't play gurgling sounds until a minute into the game. (prevents commander from listening for starting hive)
But the commander can still listen to the skulks running to find out which hive the aliens are starting with.
I'll guess it's kind of hard to prevent but the starting hive should be unknown to the marines in some kind of way. to make the first minutes a bit more "scary" for the marines.
If this has been discussed before I'm sorry, delete this post, I tried search but found nothing (I may be a bad searcher).
O Alien resource nodes don't play gurgling sounds until a minute into the game. (prevents commander from listening for starting hive)
But the commander can still listen to the skulks running to find out which hive the aliens are starting with.
I'll guess it's kind of hard to prevent but the starting hive should be unknown to the marines in some kind of way. to make the first minutes a bit more "scary" for the marines.
If this has been discussed before I'm sorry, delete this post, I tried search but found nothing (I may be a bad searcher).
Comments
Seriously, commanding is boring as is, and the community lacks decent commanders all around, dont take another element of experience/skill out please.
I also don't see how experience or skill is involved, it is just clicking on the map and then listening.
The fact that the dev team made an effort to stop this hive-finding method would show they don't want it.
It also brings to mind the random starting hives, why bother with it if the comm knows where you are the instant the game begins?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yesyes, and while you're at it, ban everyone that goes commander more than once!!!
Seriously, commanding is boring as is, and the community lacks decent commanders all around, dont take another element of experience/skill out please.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I don't think it's a skill thing or something that makes comming less boring. It's just running to the chair and spending a few seconds clicking back and forth between the hives. It makes the marine strategy more predictable, because they know they can expand into the far hive and that they won't be able to take the RT near the alien hive. A little uncertainty can make a game more exciting.
Plus, you can usually tell where the hive is from the early game skulk rush (I don't know if clans do this consistently, but in pubs, half the team always rushes first thing).
This is indeed correct and the way i determine the start hive, but hey, all's fair in love and war.
some hive locations you cant drop meds or ammo tho due to water etc, but you can usually still find out due to the process of illimination.
supirising how many people dont know this lol.
some hive locations you cant drop meds or ammo tho due to water etc, but you can usually still find out due to the process of illimination.
supirising how many people dont know this lol. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, ammo pack, as it's 1 less res. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
This would also fit the storyline.
Supposedly the station is in a microscopic battle, with the marines' nanites being strongest around their general area.
Take it one step further. The commander's actions are limited (no sound, no seeing aliens, no dropping items) until a marine is close enough. This is because it takes a marine with his nanite generating armor nearby to give the marine nanites enough power to overcome the bacterium enough for the commander to act.
Additionally, regarding water preventing the comm from dropping meds, I think that should be fixed as mentioned in -this- thread: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=80322' target='_blank'>http://www.unknownworlds.com/forums/index....showtopic=80322</a>
The fact the the comm can hear things he shouldn't be able to has been discussed many times and I agree that it should also be fixed, especially if the above items were also included.
Yea, because we all know that listening to gurgles takes skill.
Its easy to find out the hive by the direction the first wave of skulk come from.
One problem: This makes com'ing harder, by way to much . When I com I'm normally jumping all around the map cheaking stuff out droping res, phase etc. Now if they made it so you needed a marine close to the point you wish to drop a structure you would have to wait for one of your team members to get within range...meaning you would spend more time waiting to do stuff and less time doing stuff. Right now you can drop a phase send 2 marines to that location and continue droping meds at another location where the aliens are fighting the rest of your crew. If this was not possible the aliens would have a wayyy unfair advantage. leave this alone.
We should be getting reloadble granades instead!
Yea, because we all know that listening to gurgles takes skill. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
hehe <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
The comming system atm is fiiiine! (except the no dropping in water and stuff) Leave me with my exploits ^^
Oh and while your at it, fix the warning messages to play more often and give player requests priority over under attack things/upgrades done so i can press space to get the marine that needs ammo not the arms lab thats just got cat packs... It's anoying when you can't find that one marine that just wont shut up about ammo and theres 11 rines all over the place... but where is he?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> WHERE IS HE?!!!!1
1.) A commander cannot drop structures, medpacks, etc. where a hive would be if it were built, or where a hive is, unless there is a marine within 100 units of the hive.
2.) A commander cannot hear any alien activity within 700 units of the hive, unless there is a marine in this range. The 300 units surrounding the marine will be cleared, and noise will become noticable.
3.) A commander cannot drop a hive resource node until 1 minute into the game.
The reason for these changes: Bacterium. The bacterium is always infested near hive locations. So, the bacterial presence is so strong where the hive will be dropped, that nothing can be dropped there except when a marine is there (due to nanites). The bacterium also muffles all noise near a hive location, so unless a marine is there, there will be no noise.
Also, the RT change is just for balance.
Unless a marine is there*
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Better: A commander cannot drop a hive resource node until a marine is there.
hive res nodes are those, that are in or near the hive_room entity, right?
Better: A commander cannot drop a hive resource node until a marine is there.
hive res nodes are those, that are in or near the hive_room entity, right? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I like that idea.
"Aliens yada-yada-yada because of BACTERIUM!"
"Marines yada-yada-yada because of NANITES"
Whee.
but i suppose everyone has different opinions on the matter
A downside is that in a 1 vs 1 game the rines are even more royally screwed then they already are, so I guess this limitation will have to be removed if there is only 1 marine player and noone in the readyroom.
And yes, dropping medpacks on hives is bad. Clearly the devs want to make it so the marines have to make a real effort to locate the starting hive, and I too believe this really adds to the game. In some pubs the starting rush will give a good indication, but in many cases it isn't clear from the start where the aliens are.