When power goes out, so does the oxygen supply
peregrinus
Join Date: 2010-07-16 Member: 72445Members
<div class="IPBDescription">(only for special rooms on some maps!)</div>Imagine you're in a room fighting aliens. Suddenly the power goes out and you hear 'Power failure - oxygen supply terminating in 10....9.....8...'
Like I wrote in the title this would only be for maybe 1 room on certain maps, for novelty value. This kind of room, probably a big scientific experiment zone, would also be electrified when the power is on to balance the no oxygen mode. Aliens would then have to rely on range attacks to take the power out, as marines would rely on exosuits and macs to restore power. It could really raise the stakes in a map to have this kind of room.
Like I wrote in the title this would only be for maybe 1 room on certain maps, for novelty value. This kind of room, probably a big scientific experiment zone, would also be electrified when the power is on to balance the no oxygen mode. Aliens would then have to rely on range attacks to take the power out, as marines would rely on exosuits and macs to restore power. It could really raise the stakes in a map to have this kind of room.
Comments
another feautre that would add to the suspense (probably already planned) would be having all atmospheric sounds cut out when a power node is destroyed. for example, in a refinery i would imagine there to be alot of machinery making background noise, when a power node is cut all the sound stops and you are left in dead silence in a dark room... scary, no?
I assume you would be able to write a volume entity in lua which deals damage to anyone not in an exosuit/anyone not a marine and toggle its state based on the power in the area.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111899" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=111899</a>
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this is wrong, aliens do not need to breath (cough)
ive stated once (long long time ago) that aliens require air to breath, since they drown under water after a time, so why wont marines just vent the atmosphere in spacestations and ships, easily getting rid of any alien infestation? instead they go in, guns blazing, risking lives, causing damage with their weapons and bunnyhopping..... but then someone stated, i think it was even a uwe statement, that aliens do not breath. hmm, so it is not drowning, what is it? well.. aliens are just made of bacteria instead of cells, what do you do against bacteria. hmmm... you wash your hands.. WAIT! thats it! it is more like a alergic reaction to water which kills them off pretty fast.
otherwise they would just do the atmosphere venting thing, right?
maybe the TSA only recruits rednecks, and this whole purge the alien scum thing is just some extreme sport, because venting the air would be less fun.. or flooding the whole underwater research lab....
so, if the aliens are alergic to water, where is the tier 3 super soaker research , i want these waterballoon handgrenades asap !
YES! i found the reason why uwe wont implement water in NS2, its pure kryptonite for aliens!
seriously , do aliens realy not breath? marines can survive in vacuum, they have surely some sort of spacesuit, but aliens do not.
venting the whole thing, and not just a room would get rid so much easier of the problem.
Yea I thought about that. You couldn't have it sealed with regular doors because we know that dynamic infestation and the onos can break down doors, plus it would surely be a nightmare to code realistic air properties (has that ever even been done?)
So that's why I wrote it should be some kind of special room that doesnt have regular doors, or perhaps a series of double doors which will act as an airlock and aren't controlled by commanders or destructable. When the power goes off the doors are sealed and oxygen supply starts to fail. There could be some vents leading into the room which aliens and marines would have to use to get back in or escape through? I dunno, I'm sure there are a variety of ways mappers could implement this if they are interested. If not an oxygen room you could have an industrial microwave room mwhahaa.
<!--quoteo(post=1830713:date=Feb 9 2011, 05:47 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Feb 9 2011, 05:47 AM) <a href="index.php?act=findpost&pid=1830713"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Add in a loss of gravity and we're on our way to making a Dead Space clone.<!--QuoteEnd--></div><!--QuoteEEnd-->
hehe, Dead Space is a pastiche of every successful thing in horror/sci fi games. Dead Space can't accuse anyone of copying it - it's basically Resident Evil in Space.
I was thinking it would work like some old counter strike/half life/sven coop maps. Remember that map where there is a bunker? The door starts to close, a siren sounds, and anyone outside when the timer goes off is blown up. Maybe it was half life deathmatch?
But the Abomb bunker lvl was one of the weakest, if you ask me...
Best was truck transport, riddle maps, or hardcore teamwork with lots of cranes and cargo containers to transport ppl on higher lvls etc.
But i guess this wont be really helpfull on topic :P
<!--quoteo(post=1791812:date=Aug 4 2010, 05:38 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Aug 4 2010, 05:38 PM) <a href="index.php?act=findpost&pid=1791812"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is related to an idea i had a long time ago, where the marines (besides fighting aliens), had to fight the <i>map</i>.
For example, their would be times when the power, life-support, gravity would go out... and occasionally electrified rooms, and burning rooms, and flooded rooms etc.
So what if some players could be on the "maps" team, for the exact purpose of raising hell for both the aliens and marines. For example, in a simplified variation... it would be like like a game of zombie master, where the zombie-master is setting off traps throughout the map. It would definitely add another layer to the rts aspect of the game, besides adding (unpredictable disasters) realism :P<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1767677:date=Apr 18 2010, 03:37 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Apr 18 2010, 03:37 AM) <a href="index.php?act=findpost&pid=1767677"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[From list of potential game modes]
...
-NS-COMBAT-ENGINEERS : The marine team vs the alien team vs the map (welders and shotguns (and perhaps flamethrowers also since their more of a tool for taking down D.I.) come standard xD). Marine-built equipment will break randomly during the game, requiring repair... Sometimes the lights will die in a room (or the entire map), which means everyone gets a update on their minimap on where to go to restore power... The occasional fire or explosive airlock decompression or rooms filled with water will cause certain areas of the map to randomly seal and open. If your inside then maybe your teammates can repair the problem. Sometimes the artificial gravity will intermittently work... fun stuff like that. O and of course randomly accelerated-growth driven dynamic infestation equals a lot of people with flamethrowers to clean up the room, and having to crawl around air ducts to fix wiring in random locations (watch out for aliens). This is hell. Obviously we make the alien team impervious to these malfunctions because they are the indigenous population. Maybe we also have ways for the alien team to cause stuff to go wrong... i.e. "they cut the power". Or "wtf the aliens are changing again" equals sudden random alien lifeforms upgrade to higher life form... can't forget having it where the entire alien team automatically becomes onoses :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Lol i predicted dead space 2.
<!--quoteo(post=1723843:date=Aug 20 2009, 12:39 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Aug 20 2009, 12:39 PM) <a href="index.php?act=findpost&pid=1723843"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cool... but what about scripting a particular area of a map (like outside the ship) to have 0% air and 0% gravity, where you need a spacesuit with thrusters to fly to other airlocks on the ship, or weld stuff outside. Or have a battle on the hull of the ship where everyones wearing magnetic boots. Can this be implemented with lua on a map-by-map basis?
...
Btw, i hope ns2 still has areas with water and lava :P<!--QuoteEnd--></div><!--QuoteEEnd-->
I was thinking it would work like some old counter strike/half life/sven coop maps. Remember that map where there is a bunker? The door starts to close, a siren sounds, and anyone outside when the timer goes off is blown up. Maybe it was half life deathmatch?<!--QuoteEnd--></div><!--QuoteEEnd-->
I remember that :)
They were fun maps once you figured out how they worked. It was quite frustrating to not understand the objectives and then suddenly dying for no apparent reason.
I'm not opposed to this, but I think it should apply to both sides and have some clear GUI visuals indicating what is happening.
When the power goes out the enviro controls have to run on back up power and function at a lower level. This reduces the amount of oxygen in teh room.
The consequence of this is reduced sprint & jump capacity for the marines, say a 50% reduction in duration of sprint.
Maybe jumping could cause the marine to pause for say 0.5-1 second when they land.
This would be limited to the area that the power node controls but would help create a reason for the aliens to take down nodes and actually get a benefit from it.
Currently the reduced lighting is not a great incentive for the aliens and you could take it or leave it unless the rines have built a turret farm.
ive stated once (long long time ago) that aliens require air to breath, since they drown under water after a time, so why wont marines just vent the atmosphere in spacestations and ships, easily getting rid of any alien infestation? instead they go in, guns blazing, risking lives, causing damage with their weapons and bunnyhopping..... but then someone stated, i think it was even a uwe statement, that aliens do not breath. hmm, so it is not drowning, what is it? well.. aliens are just made of bacteria instead of cells, what do you do against bacteria. hmmm... you wash your hands.. WAIT! thats it! it is more like a alergic reaction to water which kills them off pretty fast.
otherwise they would just do the atmosphere venting thing, right?
maybe the TSA only recruits rednecks, and this whole purge the alien scum thing is just some extreme sport, because venting the air would be less fun.. or flooding the whole underwater research lab....
so, if the aliens are alergic to water, where is the tier 3 super soaker research , i want these waterballoon handgrenades asap !
YES! i found the reason why uwe wont implement water in NS2, its pure kryptonite for aliens!
seriously , do aliens realy not breath? marines can survive in vacuum, they have surely some sort of spacesuit, but aliens do not.
venting the whole thing, and not just a room would get rid so much easier of the problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
bacteria requires oxygen to survive. washing hands with water doesnt kill bacteria unless you use anti microbial soap.
<!--quoteo(post=1830759:date=Feb 9 2011, 09:48 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Feb 9 2011, 09:48 PM) <a href="index.php?act=findpost&pid=1830759"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yea I thought about that. You couldn't have it sealed with regular doors because we know that dynamic infestation and the onos can break down doors, plus it would surely be a nightmare to code realistic air properties (has that ever even been done?)
So that's why I wrote it should be some kind of special room that doesnt have regular doors, or perhaps a series of double doors which will act as an airlock and aren't controlled by commanders or destructable. When the power goes off the doors are sealed and oxygen supply starts to fail. There could be some vents leading into the room which aliens and marines would have to use to get back in or escape through? I dunno, I'm sure there are a variety of ways mappers could implement this if they are interested. If not an oxygen room you could have an industrial microwave room mwhahaa.<!--QuoteEnd--></div><!--QuoteEEnd-->
the vents would also need to be sealed off with airlock type doors then. i dont think its worth denying marines a room if aliens are denying themselves that room as well
The consequence of this is reduced sprint & jump capacity for the marines, say a 50% reduction in duration of sprint.
Maybe jumping could cause the marine to pause for say 0.5-1 second when they land.
This would be limited to the area that the power node controls but would help create a reason for the aliens to take down nodes and actually get a benefit from it.
Currently the reduced lighting is not a great incentive for the aliens and you could take it or leave it unless the rines have built a turret farm.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with you - right now alien players dont often focus on taking out powernodes. As alien comm I'm always saying 'take out powernodes!!!' because theyre ignored. Players dont see that as an important strategy.
I'm not a big fan of having an area of effect 'spell' that will make marines run slower or have trouble moving. I think its more likely to frustrate and annoy than give the map a cool factor, especially if they cant see what is hampering their abilities. On Dynamic Infestation it's understandable for marine to have slower movement, harder to accept if you cant see anything different besides low light.
<!--quoteo(post=1831263:date=Feb 11 2011, 04:24 AM:name=Loey)--><div class='quotetop'>QUOTE (Loey @ Feb 11 2011, 04:24 AM) <a href="index.php?act=findpost&pid=1831263"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the vents would also need to be sealed off with airlock type doors then. i dont think its worth denying marines a room if aliens are denying themselves that room as well<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe the room could be accessible on each side through a double door style airlock. Marines with exo-suit could then go into the 'oxygenless' room to repair the powernode/guard MACs. Don't see why aliens shouldnt be able to go into a room without oxygen - maybe they <i>can</i> go in if there are crags nearby to heal them? For the sake of argument we can say that crags deliver whatever the aliens need to breathe.
A room with some industrial danger is much easier to put in a game. We know there is some refinery map that has that lava looking liquid metal. You could have a room where power failure will cause the superheated metals to flow under the room and send smoke into the air. It would become like an oven and be tough for both sides to survive inside.
Even easier - when power fails, green toxic gases will burst out of a pipe and only aliens can withstand them physically? Then you don't need to think about oxygen physics, as the toxic gases wont be potent far away from the point they are concentrated at (broken pipes).
One important thing is that whatever the danger is, the room must have some transparent glass/other material windows. We should be able to see what happens to people stuck inside the room ^^
I don't know if this is possible....could there be some monitor outside the room with a logic based puzzle for marines to solve in order to get the power back? Like a flash game or whatever.