Allow marines to repair power nodes?

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Comments

  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    <!--quoteo(post=1837866:date=Mar 18 2011, 05:36 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Mar 18 2011, 05:36 PM) <a href="index.php?act=findpost&pid=1837866"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's an interesting idea, IeptBarakat. Perhaps to take the concept even further, only allow emergency lighting when the power node frame is placed, providing Kharaa and Frontiersmen visual indication that the Power Node repairs are in progress.

    This will encourage use of Alien Vision Mode and Flashlight in unpowered rooms, as it will remain pitch black without Commander assistance. It'll also make Kharaa structures stand out more in the dark.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This sounds interesting.
    But in this case the alien commander must be able to use the alienvision too, otherwise he has to guess where his structures might be in that room.
  • ClutchClutch Join Date: 2011-03-18 Member: 87029Members
    edited March 2011
    I do not believe allowing marines to repair power nodes is a good idea because it diminishes the commander role further than it is. The marine should guard the node while the MAC (commander) repairs it.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    I don't really see any reason to disagree with the decision.

    Mechanically power nodes exist to force marines to fight on alien terms, or vice versa. Marines cannot repair power nodes instantly or without risk so that they are forced to clear the area or defend the node before they can restore power.

    This mechanic remains unchanged, the only difference is that you can replace a MAC with a marine, if you need to, although I would still be inclined to send a mac if possible given that they are pretty cheap and don't have anything better to do.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited March 2011
    <!--quoteo(post=1837863:date=Mar 18 2011, 08:07 PM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Mar 18 2011, 08:07 PM) <a href="index.php?act=findpost&pid=1837863"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you think it would be shortsighted to add in laserguided smartbombs and hovercrafts?<!--QuoteEnd--></div><!--QuoteEEnd-->

    gg Venem... gg
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--quoteo(post=1837899:date=Mar 19 2011, 04:30 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Mar 19 2011, 04:30 AM) <a href="index.php?act=findpost&pid=1837899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't really see any reason to disagree with the decision.

    Mechanically power nodes exist to force marines to fight on alien terms, or vice versa. Marines cannot repair power nodes instantly or without risk so that they are forced to clear the area or defend the node before they can restore power.

    This mechanic remains unchanged, the only difference is that you can replace a MAC with a marine, if you need to, although I would still be inclined to send a mac if possible given that they are pretty cheap and don't have anything better to do.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yep you got it. I remember before they allowed marines to build we had whole threads of people crying it would make MACs obsolete... but clearly it didn't. Same goes here, MACs are similar to players in that having more on your team to carry out extra tasks while the players fight is very important and allowing marines to build/repair as well still doesn't take away the added benefit of having MACs available too.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I'm not sure but I think I remember reading portable power nodes will allow a structure to be powered in a unpowered area. I wouldn't quote me on that, although that's the teamwork you need with your commander in order to help clear an area so a MAC can repower the entire area.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Well right now a powernode can be dropped in an area by the comm and built by marines/mac (I wouldn't really call this portable more like droppable). I doubt this is the final behavior but it allows a couple powernodes to be placed in a room and aliens often can't chomp down the nodes quick enough to take out the power as more get built. I've actually taken down the alien start hive on rockdown as comm by doing this with a whole bunch of sentries sitting ontop of the crates in the back of the room. Not my usual strategy though lol.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1837945:date=Mar 19 2011, 06:09 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Mar 19 2011, 06:09 PM) <a href="index.php?act=findpost&pid=1837945"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yep you got it. I remember before they allowed marines to build we had whole threads of people crying it would make MACs obsolete... but clearly it didn't. Same goes here, MACs are similar to players in that having more on your team to carry out extra tasks while the players fight is very important and allowing marines to build/repair as well still doesn't take away the added benefit of having MACs available too.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah I used to think marine building would do that as well, but given the changes to macs to make them so easy to get, and how fast they build in groups, it didn't turn out to be the case.

    Assuming they keep macs easy to get and useable in groups (albeit sans the massive stacking you can do now) I don't mind marines being able to do building and repair jobs as well.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    edited March 2011
    I rather they fixed macs before allowing marines to repair power nodes. since commanders can drop portable power nodes wouldn't allowing marines power nodes be too much? what's their thought process here, really?

    if macs didn't exist, I wouldn't care if marines could fix power nodes or commander could drop portable power nodes, but the way macs work now they ruin gameplay. They brought nothing but problems. They removed everything marines should be doing, and divided commander and marine relationship ns1 had pretty much. Sure it might be "fun" seeing those macs because they're "new" but seeing the bigger picture of this they aren't worth it.

    Those who play aliens would agree, those who play marines especially commanders would disagree since they enjoy not depending on marines, and enjoy this easy-mode.
  • garthakgarthak Join Date: 2010-12-31 Member: 76073Members
    I dont care for the idea, at least without a welder tool, but I hate macs, they repair too fast and ruin my day. so to see macs disappear wouldnt really hurt my feelings either. to see macs fixed would be the best solution ever.
  • echsechs Join Date: 2002-12-27 Member: 11568Members, Constellation
    I'd hope if welders were to be added so Marines can repair structures/eachother, the welder would be a high tier research item. Afterall it's a sophisticated and powerful tool, it should cost alot and take a long while to unlock.

    But, another part of me ilkes the idea of only the MAC being able to weld things...
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    edited March 2011
    <!--quoteo(post=1837621:date=Mar 17 2011, 08:34 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Mar 17 2011, 08:34 PM) <a href="index.php?act=findpost&pid=1837621"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just keep wondering what do aliens get? I see no enhancement done to aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have been thinking about this for ages now...

    I haven't seen that many updates for the aliens for a while now. Maybe they are working on the Onos?



    And for the welders and stuff:

    <u>What about if the MAC could get an upgrade that would allow it to repair the armour of marines?</u>


    <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Good points about this:<!--colorc--></span><!--/colorc-->

    -It would connect the commander with his marines

    <!--coloro:#FFFFFF--><span style="color:#FFFFFF"><!--/coloro-->
    Netrual points about this:<!--colorc--></span><!--/colorc-->

    -It would make the MACs more useful
    -It would allow the MAC to have an attacking role


    <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Bad points about this:<!--colorc--></span><!--/colorc-->

    -MAC stacks could easily repair a H.E.X.O to full armour in a second
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The Onos model and animations look as though they were created first, as they were in the first ever trailer around 18 months ago.

    I'd be more than surprised if the Onos wasn't completed a long time ago within the last 18 months.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    I'm also for having ONLY the Mac repair power noes. Otherwise his usefulness is..well, nothing. Unless a comm has a team that doesn't listen, a Mac would serve no purpose.

    I also like it when we have to fight to keep the Mac alive, to repair a power node. Has invited great gameplay from both sides.
  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    <!--quoteo(post=1838611:date=Mar 24 2011, 02:04 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Mar 24 2011, 02:04 AM) <a href="index.php?act=findpost&pid=1838611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Onos model and animations look as though they were created first, as they were in the first ever trailer around 18 months ago.

    I'd be more than surprised if the Onos wasn't completed a long time ago within the last 18 months.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You are right, I guess.
    I think the exo suit with its weaponslots and maybe the way how to repair armor is not ready, thats why they hold the onos back.

    Imagine 2 oni running in marine base ATM. you will need at least 4 shotgunners to fight them back... and that would be pretty imba.
  • AvalonAvalon Join Date: 2007-03-04 Member: 60224Members
    <!--quoteo(post=1838609:date=Mar 24 2011, 10:59 AM:name=Papayas)--><div class='quotetop'>QUOTE (Papayas @ Mar 24 2011, 10:59 AM) <a href="index.php?act=findpost&pid=1838609"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have been thinking about this for ages now...

    I haven't seen that many updates for the aliens for a while now. Maybe they are working on the Onos?



    And for the welders and stuff:

    <u>What about if the MAC could get an upgrade that would allow it to repair the armour of marines?</u>


    <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->Good points about this:<!--colorc--></span><!--/colorc-->

    -It would connect the commander with his marines

    <!--coloro:#FFFFFF--><span style="color:#FFFFFF"><!--/coloro-->
    Netrual points about this:<!--colorc--></span><!--/colorc-->

    -It would make the MACs more useful
    -It would allow the MAC to have an attacking role


    <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Bad points about this:<!--colorc--></span><!--/colorc-->

    -MAC stacks could easily repair a H.E.X.O to full armour in a second<!--QuoteEnd--></div><!--QuoteEEnd-->

    Could just remove stackable repair benefits, that would solve excessive EXO repairing as well as too fast power node repairing.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    When you're basing balance around justifying the presence of macs, you've taken a wrong turn somewhere. So far any change in the game has made the mac less useful, and I'm really starting to wonder whether the damn rust-box shouldn't just be scrapped, it was a nice idea but it doesn't work (at least up til now).
  • ns_insiderns_insider Join Date: 2007-09-30 Member: 62484Members, Reinforced - Shadow
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited March 2011
    Honestly the MAC is best suited as an assistant to help along small games/pubs where getting players where you need them all the time is tougher to accomplish. This use won't go away even if marines can do everything the MAC can. I think it was sometime around half a year ago it got established that relying on MACs too heavily (such as being the only builders at the time) was a bad idea and is why marines can build again too. I'm also pretty sure there is a lot more the MAC will be able to do in the future (like attack?). Notice when you press use on it it often asks you to upgrade its firmware and you put away your weapon as if building? Not sure if this is in part bug, or if in the future marines will be able to upgrade/interact with MACs? I don't want to see it gone (will push us back towards team size determining balance), they're just a bit exploitable right now while they don't clip and can stack.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    i think it's a commander vs. commander thing. after you build your structures, what do you do? alien comm gets to spread infestation and trigger fun abilities like fury and umbra, marine comm gets to drop ammo/medpacks and scan things. repairing things with a mac is the equivalent of structure regeneration for the aliens. players repairing things should be the equivalent of a gorge healing structures (and therefore should come with a cost).

    ^my argument for a welder
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited May 2011
    <!--quoteo(post=1838654:date=Mar 24 2011, 12:55 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Mar 24 2011, 12:55 PM) <a href="index.php?act=findpost&pid=1838654"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i think it's a commander vs. commander thing. after you build your structures, what do you do? alien comm gets to spread infestation and trigger fun abilities like fury and umbra, marine comm gets to drop ammo/medpacks and scan things. repairing things with a mac is the equivalent of structure regeneration for the aliens. players repairing things should be the equivalent of a gorge healing structures (and therefore should come with a cost).

    ^my argument for a welder<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->+1<!--colorc--></span><!--/colorc-->

    Really hard to argue that, sir.
  • SatanLovesYOuSatanLovesYOu Join Date: 2004-05-03 Member: 28410Members, Reinforced - Shadow
    <!--quoteo(post=1838654:date=Mar 24 2011, 10:55 AM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Mar 24 2011, 10:55 AM) <a href="index.php?act=findpost&pid=1838654"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i think it's a commander vs. commander thing. after you build your structures, what do you do? alien comm gets to spread infestation and trigger fun abilities like fury and umbra, marine comm gets to drop ammo/medpacks and scan things. repairing things with a mac is the equivalent of structure regeneration for the aliens. players repairing things should be the equivalent of a gorge healing structures (and therefore should come with a cost).

    ^my argument for a welder<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1
  • DaxedDaxed Join Date: 2008-03-19 Member: 63905Members
    When trying to power a room, fighting over keeping the MAC alive/aliens trying to kill the MAC while the commander micros the MAC around to avoid damage is fun. Gives everyone something to do in a given engagement. And the aliens know if they at least kill the MAC, they can delay the power a little longer (strategic decision introduced). Now there's no point in killing a MAC, rines can do everything it would've done anyway.
  • AltF4AltF4 Join Date: 2003-11-11 Member: 22587Members
    just buy a welder ...
  • gorge.ousgorge.ous Join Date: 2011-01-07 Member: 76481Members
    edited March 2011
    + 1 for buyable welder. But it should be rather "cheap" (because it's not a "always usefull" expense like a weapon)
    Or it should be expenisve and higher tear tech, but then should last after death(?)

    Another idea: welder lasts after death but you only have a fixed amount of "ammunition" that is not reset by death. So if you want to weld more, you would have to rebuy it.

    At least I'm in for buyable welder ;)
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    <!--quoteo(post=1838654:date=Mar 24 2011, 04:55 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Mar 24 2011, 04:55 PM) <a href="index.php?act=findpost&pid=1838654"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i think it's a commander vs. commander thing. after you build your structures, what do you do? alien comm gets to spread infestation and trigger fun abilities like fury and umbra, marine comm gets to drop ammo/medpacks and scan things. repairing things with a mac is the equivalent of structure regeneration for the aliens. players repairing things should be the equivalent of a gorge healing structures (and therefore should come with a cost).

    ^my argument for a welder<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->+1<!--colorc--></span><!--/colorc-->
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