Comm chair upgrades
Racer1
Join Date: 2002-11-22 Member: 9615Members
The comm chair should be upgradeable like most other primary marine structures. It could have two or three levels which would provide additional abilities to the chair/commander.
Suggestions for abilities associated with upgraded comm chair abilities (for discussion purposes only):
[Level 0]
- comm chair would be open, meaning the aliens could directly attack the commander, knocking him/her out of the chair when attacked
- upgrades to other structures from that chair could only go to level 1
- comm could only see, hear, and place structures in areas within 20 meters of the comm chair/observatory and 5 meters from any marine (think spotlights around the marines)
- up to 1 additional comm chair could be built
- comm could only spam up to 5 meds + ammo per minute
[Level 1]
- comm chair would enclose commander, but enclosure would still be relatively weak. So aliens could still attack, break enclosure, and attack comm.
- upgrades to other structures would be unlimited
- comm could only see, hear, and place structures in areas within 30 meters of the comm chair/observatory and 15 meters from any marine
- up to 2 additional comm chairs could be built
- comm could only spam 20 meds + ammo per minute
[Level 2]
- comm chair would be completely enclosed, and add an attached turret (similar in power to regular turrets)
- upgrades to other structures would be unlimited, and take 30% less res than normal
- comm could see and hear entire map (similar to how it always is in NS1)
- unlimited number of comm chairs could be built
- comm could spam unlimited meds + ammo
Suggestions for abilities associated with upgraded comm chair abilities (for discussion purposes only):
[Level 0]
- comm chair would be open, meaning the aliens could directly attack the commander, knocking him/her out of the chair when attacked
- upgrades to other structures from that chair could only go to level 1
- comm could only see, hear, and place structures in areas within 20 meters of the comm chair/observatory and 5 meters from any marine (think spotlights around the marines)
- up to 1 additional comm chair could be built
- comm could only spam up to 5 meds + ammo per minute
[Level 1]
- comm chair would enclose commander, but enclosure would still be relatively weak. So aliens could still attack, break enclosure, and attack comm.
- upgrades to other structures would be unlimited
- comm could only see, hear, and place structures in areas within 30 meters of the comm chair/observatory and 15 meters from any marine
- up to 2 additional comm chairs could be built
- comm could only spam 20 meds + ammo per minute
[Level 2]
- comm chair would be completely enclosed, and add an attached turret (similar in power to regular turrets)
- upgrades to other structures would be unlimited, and take 30% less res than normal
- comm could see and hear entire map (similar to how it always is in NS1)
- unlimited number of comm chairs could be built
- comm could spam unlimited meds + ammo
Comments
I do agree with Clueless_Sheep in that it would make alien rushes in the beginning to be too good. This would need to be worked with a little bit first, but I like the idea.
Plus, are they not removing the need for the Comm to spam med/ammo?
QFT
Why would you want to upgrade the armory or the arms lab? Easy...to get upgrades. Upgrading the comm chair is no different.
One of the major decisions of the commander is which buildings to upgrade first. As long as the upgrades are actually worth it, then it makes just as much sense as upgrading anything else. It is up to the devs and playtesters to determine what these upgrades are.
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Tank Commander :)
Incorrect.
And the basic idea is flawed. Fully functioning (never firing) commchair out of the box > Upgrading for your own sake rather than the team's.
I'd rather say the people, but whatever.
this ###### has wheels
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Spellman and focusedwolf made me run for the 'ignore user' function. Fortunately this forum has one.