Cool Nanite Ideas !

The_DisposedThe_Disposed Join Date: 2007-05-29 Member: 61052Members
It would be cool if all marines had a backpack thing that holds nanites. It would have a blue core with blue clouds flying around it, when you run the nanites trail behind the pack. The commander can see a radius around the marines and he can only drop structures in that area, its a big sized area too. So if the com wanted to drop a res tower the marines have to move close enough to the node so he can drop it, even the turrent factory need to be in the marines radius to be droped. some structues have their own nanite radius like the turrent factory, the com chair and the armory. The com can only drop meds and ammo in the marines radius too, this would stop the com from knowing where the hive is located at the start of the match because he cant drop the ammo on the hive or drop res towers without the marine being close.

U know how you run over a heavy armour on the ground and it just appears on you body, well i want the com to drop a nanite box labeled heavy armour and when the marine runs over it, it opens and you see a cloud of nanites cover your body then turn into the heavy armor, this would happen with jetpack too.

Also a special nanite item like a cube or something. It has a radius too. It has energy like the obs. Marines only get 1 of this item. It cannot be destroyed by the aliens. 1 marine can carry it and if any marines are in the radius they get a special buff, mayby a bit more armour. the commander can click on the item and use different powers it has, but they consume energy, like heal all marines in radius, light up dark areas, an electric attack, an attack that slows down aliens in radius, other stuff. This item would encourage marines to stay in a group. If the marine dies holding the item he drops it, aliens can try to stop the marines from picking it up, like a gorge could drop some oc's around it. If it lands on aliens infestation it will disable all the powers. An onos can devour the cube too, the marines can always see the location of the item on their maps so they can hunt down the onos. <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />

Also the guns should look more futuristic, because if that have nanites and stuff but old guns that's just weird.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    The idea of dropping in support and structures near marines will indeed fix the marine RT on hive location and it does remind me of the airborne campaign of Company of Heroes. They can also drop in support in a radius of friendly units.

    The pickup animation would also be quite awesome and to keep the idea of nanogrid alive. This could actually explain why it is possible for the commander to put down structures in infested areas with the help of marines in that location. It would seem logical for the nanogrid being disabled in infested areas without a concentrated nanite source near the drop location (marines).

    If dynamic infestation can take over an entire map (which I hope it can do) it would seem logical for the commander to be able to drop stuff in areas no yet infested without marines present imho. So this would limit the idea to infested areas.
  • MimmitarMimmitar Join Date: 2007-09-04 Member: 62163Members
    <!--quoteo(post=1651645:date=Sep 24 2007, 01:21 PM:name=The_Disposed)--><div class='quotetop'>QUOTE(The_Disposed @ Sep 24 2007, 01:21 PM) <a href="index.php?act=findpost&pid=1651645"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this would stop the com from knowing where the hive is located at the start of the match because he cant drop the ammo on the hive or drop res towers without the marine being close.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Am i the only one who uses the floating WP to find the hive? ^^ Anyway i like the idea of the backpack, even better that you can use the marines as a mobile nano grid in infested areas. Not so keen on the cube item.
  • The_DisposedThe_Disposed Join Date: 2007-05-29 Member: 61052Members
    edited September 2007
    What if there is a box or something blocking the marines path but its too heavy for the marines to lift. The marine asks the commander to move it. The marine moves close to the box, then the com just clicks on it and drags it out of the way. The marine can see the nanite cloud fly out of their backpack and cover the box, then see it move over. Mayby some really heavy items would need more than one marine to move it. An onos could just push the boxes or charge at the heavy things.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    i like this idea disposed, a gravity gun for the com, better than hack the main frame, or run around as a matrix ghost, no offence to those idea's but my seal is on this one.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1651858:date=Sep 25 2007, 01:52 PM:name=The_Disposed)--><div class='quotetop'>QUOTE(The_Disposed @ Sep 25 2007, 01:52 PM) <a href="index.php?act=findpost&pid=1651858"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What is there is a box or something blocking the marines path but its too heavy for the marines to lift. The marine asks the commander to move it. The marine moves close to the box, then the com just clicks on it and drags it out of the way. The marine can see the nanite cloud fly out of their backpack and cover the box, then see it move over. Mayby some really heavy items would need more than one marine to move it. An onos could just push the boxes or charge at the heavy things.<!--QuoteEnd--></div><!--QuoteEEnd-->


    fantastic <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    it would stop a lot of exploiting having the commander only able interact when marines are near that location. gravity gun for commander sounds awesome too.

    The cube idea , not too keen on, its a bit too futuristic, and ns is all about being gritty like the aliens movies <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> (hence the guns still using bullets)
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    I think the key thing to everything is context. Nanites to me indicates a technology that works with excellent but simple AI to do one function. Most of it sounds really futurist yet nano robots are being worked on now. This means from a military point of view everything needs to be simple and efficient and durable so nanites are perfect. This does not indicate they should be using laser weaponry or anything although I would assume it would be the normal progression. I think NS has that blend of new tech and reliable tech similar per say to "Aliens" or other movies that were still based with some technology and person could understand. I like the idea of Marines carring nanite "pods" of some kind with them to be able to build in infested areas. If this was default or researchable would depend. The secret cube idea has merrit but seems like it could suffer from a lot of balance issues aside from why can they only have one.

    I think having the commander be able to move objects because of nanites has some potential but again you have to work on balance. Having a marine on top of a massive box or crate so a Commander could drag it into a hive to block and entrance or drop it on a group of aliens. Would be really amusing to see it pushed off a catwalk high up on an onos that's for sure. I think the more of the game we see the more we will be able to decide what will make sense in it but I think most of these ideas would be great additions.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    the comm should be able to interact with anything not infested tho as well, its just when you go into alien territory you need the marines
  • The_DisposedThe_Disposed Join Date: 2007-05-29 Member: 61052Members
    edited September 2007
    <!--quoteo(post=1651923:date=Sep 25 2007, 07:36 PM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Sep 25 2007, 07:36 PM) <a href="index.php?act=findpost&pid=1651923"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the comm should be able to interact with anything not infested tho as well, its just when you go into alien territory you need the marines<!--QuoteEnd--></div><!--QuoteEEnd-->

    nah the com should always need marines to interact with stuff even out of infestation. if the com could just move everything out of the path and turn on lights or whatever at the start of the match that would be boring.

    i think the nanites wouldnt be all over the map anyway, the com shud only be able to drop stuff in the marines nanite fields and some structures. The marines need to build the structures anyway so they will be close.
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    Lore-wise, the commander *should* have control where the marine structure is intact. To incorporate the DI into this, having commander control disabled in infested areas sounds good. What exactly the commander should or should not be able to do is open for discussion. I for one, do like the marine/nanite idea; but indeed only for infested areas. I like the commander "moving" idea; where it can manipulate certain aspects of the map when marines are near. This can be expanded with some kind of marine-controlled item. To be more exact, I'll give an example.

    Say, a room has certain functions: Lights, a door and a crane. The commander would normally not be able to control these directly; however if a marine inserts a nanite-pod into a slot somewhere in the room, the commander would suddenly gain control over the room. Aliens could then in turn destroy the nanite pod to take the commanders control away again. This would allow for a more dynamic gameplay where the command gets more and more control over the map.
  • The_DisposedThe_Disposed Join Date: 2007-05-29 Member: 61052Members
    If the com can drop structures without the marines at the start of the match he will try to drop something in all hive areas and one area he wont be able to drop so he will know the hive is there. If the com can only drop stuff around marines this will fix the problem. Also i like that idea about the com only able to hear sounds around the marines because they have microphones.

    These ideas are meant to stop the marines from knowing where the hive is.

    And also the marines would look cool with nano backpacks.
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    Now I agree with Angelusz on the "Lore" part and the idea of having a self sustaning Pod that a marine can insert to give the commander control of a room or structures. I think this would at alot to a game. Wouldn't it be fun as a command to clock that fade in the head who's healing with a crane?
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    No.

    I might not have the time to 'camp' marine start to drop a building in base when I'm medspamming enigma. The marine would just run out and since all NS players are brain damaged, it'll take him 2 minutes to realize that I'm screaming at him to come back to base and ughh... NO.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    obiously the CC and a few other structures will have its own nanite pool to spawn from. you wont need any one at ms to build a base, but you will need osme one at ms if yo uwanted to drop a obst at say the furthest point at both ms's entrance's. other wise you will have to build out in those directions and recyle sort of like in C&C a heap of tiberian silos to exspand your base.

    also since this sort of brings up a side topic, even tho i am not all for makeing it a little more RTS, why dont marines need resrouce silos to save up res. it wouldnt be so bad it owuld kee pa com on his toes and he would need one or two silos to save up for a huge rush or so. CC's will obiously have like a 80 res storage with a glowing res storage bar on it, and a little structure like gas tank that resembles a unbuilt obst could hold say 120 res, and have a glowing how full am i bar, in turn giveing ehe kharaa and other option to counter a rus has apose to loseing a onos to a becon trying to take down a advanced lab or AA. multiple CCs and a few silos spread around wouldnt be to much of a hassel and a few extra silos would stop a single sulk from ruining your day, as a silo takeing damage would send all its res to another silo in the last second. - hum prolly needs its own thread. would be good if this was in game now.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    Ahurhurhur somebody give NEX9 English lessons.

    Silos are worthless in this game because its not like you should have more than 50 res at any point in time.
  • MimmitarMimmitar Join Date: 2007-09-04 Member: 62163Members
    I'm starting to love the tweaking of this idea. Especially being able to manupilate certain objects in marine controlled rooms. How about when moving into DI areas the nanites in your backpack could boost the lights a little assuming they are darker from the DI. More marines = more light just throwing it out there.
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