Listen To Starting Hive

EruyomoEruyomo 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).
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Comments

  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    Shouldn't be too hard, just disallow the commander from hearing anything but what his marines hear.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    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.
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    Commanding being boring is debatable, but I don't see how hearing things that the marines don't changes this. Shouldn't you be watching your marines and dealing with things where they are anyhow?
    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?
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    I think marines should be required to do at least a little scouting or get an early obs if they want to know where the hive is.

    <!--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).
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    You'd still be able to tell which hive it was if you wanted - just try to drop an RT on each resource node, then recycle them. It's work the few resources that you end up losing. And this is exactly what people would end up doing.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Actually, I think you can just drop an ammo pack where the hive would be and see whether it hits the ground immediately or takes time to go through the hive. I could be wrong, though.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--QuoteBegin-im lost+Jan 22 2005, 09:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Jan 22 2005, 09:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, I think you can just drop an ammo pack where the hive would be and see whether it hits the ground immediately or takes time to go through the hive. I could be wrong, though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This is indeed correct and the way i determine the start hive, but hey, all's fair in love and war.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    yea medpack or ammo pack where the hives locations are, just dro pit and and if it spawns int he air, bingo a hive.

    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.
  • DuoGodOfDeathDuoGodOfDeath Join Date: 2002-08-01 Member: 1044Members
    Either listen to skulks jumping around or if your team is smart they can tell what the hive is in 20 seconds. Thats if they leave base immediatly. Playing in scrims its VERY easy to tell what hive they have.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin-keep it Gangsta+Jan 22 2005, 05:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (keep it Gangsta @ Jan 22 2005, 05:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yea medpack or ammo pack where the hives locations are, just dro pit and and if it spawns int he air, bingo a hive.

    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-->
  • EruyomoEruyomo Join Date: 2004-08-31 Member: 31098Members
    Well if it's easy anyway, then why bother disable gurgling sounds?
  • EruyomoEruyomo Join Date: 2004-08-31 Member: 31098Members
    Or make the commander unable to build if a marins isn't within 300 units (i'm not sure how much it really is). That would stop the commandet from building rt a dropping medpack/ammopack.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    <!--QuoteBegin-Eruyomo+Jan 22 2005, 05:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eruyomo @ Jan 22 2005, 05:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Or make the commander unable to build if a marins isn't within 300 units (i'm not sure how much it really is). That would stop the commandet from building rt a dropping medpack/ammopack. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • KaliasKalias Superskulk Join Date: 2002-11-01 Member: 2560Members
    Re: Building near marines, I made some suggestions a while back regarding this here in public beta and I&S, see the I&S thread here: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=80252' target='_blank'>http://www.unknownworlds.com/forums/index....showtopic=80252</a>

    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.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    <!--QuoteBegin-tjosan+Jan 21 2005, 08:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Jan 21 2005, 08:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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-->
    Yea, because we all know that listening to gurgles takes skill.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Its a moot point.

    Its easy to find out the hive by the direction the first wave of skulk come from.
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    <!--QuoteBegin-Eruyomo+Jan 22 2005, 06:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eruyomo @ Jan 22 2005, 06:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Or make the commander unable to build if a marins isn't within 300 units (i'm not sure how much it really is). That would stop the commandet from building rt a dropping medpack/ammopack. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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!
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--QuoteBegin-SmoodCroozn+Jan 24 2005, 01:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SmoodCroozn @ Jan 24 2005, 01:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-tjosan+Jan 21 2005, 08:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Jan 21 2005, 08:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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-->
    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-->
  • AnbuAnbu Join Date: 2005-01-06 Member: 33008Members
    YES! reloadable hand grenades = teh win, would make the res spent getting the nades worth it. Has some one made a thread about that? cause i really like that idea.
  • CoalehCoaleh Not Pepseh Join Date: 2003-10-11 Member: 21602Members, Constellation, Reinforced - Shadow
    If the hearing thing does get changed then i want hearing around marine structures so i can tell whats attacking them, same with dropping stuff. e.g. everyone on team is dead but the comm and he has to relocate somewhere.. or drop an IP in base.

    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
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    Ok...ideas and backstory:

    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.
  • CoalehCoaleh Not Pepseh Join Date: 2003-10-11 Member: 21602Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-NolSinkler+Jan 30 2005, 08:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NolSinkler @ Jan 30 2005, 08:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 3.) A commander cannot drop a hive resource node until 1 minute into the game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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-->
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <!--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-->3.) A commander cannot drop a hive resource node until 1 minute into the game.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    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?
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-RobB+Jan 30 2005, 05:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RobB @ Jan 30 2005, 05:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->3.) A commander cannot drop a hive resource node until 1 minute into the game.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    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.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Wow this is funny!
    "Aliens yada-yada-yada because of BACTERIUM!"
    "Marines yada-yada-yada because of NANITES"
    Whee.
  • kiddiegrinderkiddiegrinder Join Date: 2004-01-09 Member: 25181Members, Constellation
    I still the the simple method of being able to find a hive using the ammo exploit is quite a good thing (even though considered an exploit)

    but i suppose everyone has different opinions on the matter
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    I don't really have a problem with it, its not like ALiens don't know where marines are... seeing how they have only 1 marine start in all.... so the aliens shouldn't really complain
  • AddictedAddicted Join Date: 2004-07-18 Member: 29974Members
    Is dropping medpacks on hives bad?
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Just make it so you can't drop buildings and ammo/meds unless a marine OR marine structure is within 300 units of the target (or perhaps even 500 would suffice). This way you can extend to an existing base without a marine present, or build structures near marines for them to build but you can't drop stuff all the way across the map where its only conceivable purpose is an exploit of some way.
    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.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    but the marine CC is plugged into the nano grid... it can put anything anywhere it wants
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