Weld Points

RamaelRamael Join Date: 2007-09-15 Member: 62304Members
I dont know if this subject has been discussed yet, i did a search of the forums, but didnt find much. I know welding itself is a hot topic in NS2, but what about the points themselves, specifically the ones that lock doors or close vents?

Heres an idea i had.

When you weld these shut, its not the actual vent your welding shut, at least in NS. Its more like a control panel. If this kind of welding is going to survive in NS2, then first of all it would be interesting if the aliens were able to break the welded panel again and regain access to the sealed vent. This way if marines ever loose control of a certain part of the map, aliens can regain full control of the area.

But wait a minute! Im sure you've all heard that! This is where a new idea pops in! ...or maybe new, i donno. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Think about it, these are control panels... and marines, especially jet packers, can use vents. It would put an interesting twist on the game if after the panel is welded, rather than sealing the door or vent, it can kind of just control access to the vent. ie: Press e and the vent opens for a short time, go through it, let it close behind you. Quick and easy marine controlled access. If the aliens dont like it, they can try to regain control by taking back the area and destroying the panel again.

Its not a huge idea, i never said it was... But it would be a bit more interesting, and a bit more dynamic. Interactive panels on the maps. After all, the majority of these maps revolve around an alien infestation of a marine facility, so why dont the marines have access to the computers? Im not saying we should go into ns computer hacking and whatnot, that wouldnt be ns. Im just saying it would be fun if the panels themselves were a bit more interactive.

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ONE more thing. Just a question: Because this is NS2, are there going to be interactive props and whatnot, like in half life 2? coffee cups, wrenches, things lying around, actual movable cargo in the cargo bays? That would be interesting, although i have no idea how that would work for a multiplayer game.

Comments

  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I don't feel particularly averse to the idea.

    <!--quoteo(post=1677711:date=May 5 2008, 01:38 PM:name=Ramael)--><div class='quotetop'>QUOTE(Ramael @ May 5 2008, 01:38 PM) <a href="index.php?act=findpost&pid=1677711"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ONE more thing. Just a question: Because this is NS2, are there going to be interactive props and whatnot, like in half life 2? coffee cups, wrenches, things lying around, actual movable cargo in the cargo bays? That would be interesting, although i have no idea how that would work for a multiplayer game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hmm, you mean just for aesthetic purposes?
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Interactive props:
    From my experience with the hl2 mod II, where you can wallclimb with insects and interact with moveable stuff (physics objects in general), I don't think this would be a good idea.
    It's horribly annoying to move on physics objects or even just touching them can screw your movement.
    Considering the fast pace of ns and that you already have to struggle as skulk to quickly make your way to the enemy to attack, moveable objects in your way may cause frustration and moreover can be abused to block paths or attacks.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1677713:date=May 5 2008, 02:00 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE(pSyk0mAn @ May 5 2008, 02:00 AM) <a href="index.php?act=findpost&pid=1677713"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Interactive props:
    From my experience with the hl2 mod II, where you can wallclimb with insects and interact with moveable stuff (physics objects in general), I don't think this would be a good idea.
    It's horribly annoying to move on physics objects or even just touching them can screw your movement.
    Considering the fast pace of ns and that you already have to struggle as skulk to quickly make your way to the enemy to attack, moveable objects in your way may cause frustration and moreover can be abused to block paths or attacks.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, maybe the props could be affected by the player but not affect the player. Don't know if that's possible or not, but a must if they're to be included in any density beyond a few barrels.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1677760:date=May 6 2008, 01:08 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ May 6 2008, 01:08 AM) <a href="index.php?act=findpost&pid=1677760"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, maybe the props could be affected by the player but not affect the player. Don't know if that's possible or not, but a must if they're to be included in any density beyond a few barrels.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, definitely. That's what I meant by purely aesthetic purposes.

    Hmm, I remember playing this CSS map, and there were barrels around the map, and if you got caught on one of them you would rocket to the skybox :/ it was pretty damn weird.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    Blocking a vent with a crate could be fun and strategic
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    i like the idea of being able to block vents but no permitable, but I would prefer to stay away from inprovised type objects with lead to unseen exploitation and wierd collisions. I like the idea of wieldable vents and doors than can be be wielded shut and than destroyed by aliens serving only to slow them down. Then after they destory it the humans can invest in their time to wield/block the area again to delay the aliens. It's a trade off of time. Take time to wield to slow down enemy.
  • RamaelRamael Join Date: 2007-09-15 Member: 62304Members
    <!--quoteo(post=1677812:date=May 5 2008, 10:53 PM:name=Lt_Hendrickson)--><div class='quotetop'>QUOTE(Lt_Hendrickson @ May 5 2008, 10:53 PM) <a href="index.php?act=findpost&pid=1677812"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i like the idea of being able to block vents but no permitable, but I would prefer to stay away from inprovised type objects with lead to unseen exploitation and wierd collisions. I like the idea of wieldable vents and doors than can be be wielded shut and than destroyed by aliens serving only to slow them down. Then after they destory it the humans can invest in their time to wield/block the area again to delay the aliens. It's a trade off of time. Take time to wield to slow down enemy.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like what you say, but this would take time to break them down. Plus im talking about weld panels, not the doors or vents themselves. For example. A marine welds a panel to close a vent near the cieling, is theres an alien on the other side of the vent, it cant get through or even break through. It has to get into the room itself and break the panel to regain access to the vents. In marine secure areas, it would basically mean that vents are closed, as long as they keep the aliens from coming into the room via the doors.

    Also, what if this is a hive location, or something similar, and the marines loose the area, and are pushed all the way to the other side of the map. Because the marines had control over this area once, all vent access from the hive area would be blocked off for the rest of the game. The trick of the panels is that you cant break them while inside the vents themselves, but it doesnt mean that aliens should never get access to them again.

    Also another thing i though was cool was say theres a vent at the top of the room. Say it goes straight into a hive location. If its sealed, aliens cant get to you, but since the panel is repaired... theres no reason why marines cant use it to their advantage. They should be able to press the panel, which opens the vent for a short time, fly through it via the jet pack, only to have it seal up behind them. At this point, since the panel is only on one side, they cant go back.

    To be honest, this is what i wanted the focus of this thread to be on. I shouldnt have asked about the props or cargo... lol
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    edited May 2008
    Ah I see what your saying. The only problem with that though is vents are so crucial to flanking humans that closing off a room from a single direction is cripling. This is similar to mine placement except no suprise, but it would block off more than one alien. Basically, it would make it to easy for a marine to block of the vents and sit at the end of a long hallway. The only problem with this that I would find is that no matter how you try to counter balance it it would be overpowered and would put severe limitations on mappers. This is essentially dynamically increasing marine range advantage and turtleing ability and limits mappers.

    About the mapper comment. When designing a room a mapper could essentially make it anysize and shape he wants and simple add obstacles and vents locations to add vulnerability to humans. If vents can be blocked off from the inside then it would limit mappers to making smaller rooms, as the larger the room gets, the larger the advantage of the room becomes as you limit its access points. This would limit mappers to either balancing rooms by either ether making vents inaccessable to humans to begin to negate the effect or have mappers forced to limit room sizes.

    Edit: Actually after rethinking it would just require making mappers place crucial vents high up inaccessable to humans and a few on the ground that are less crucial.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    makes mapping more difficult, doesn't it?
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