[184] Observatory beaconing Marines after destroyed
vizioNz
InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
This is by far the most annoying bugs I've found so far. When an Observatory beacons and you destroy it before the beacon is completed, somehow the game still beacons the Marines after it's destroyed... Super annoying...
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Comments
legs, bowels
legs, bowels<!--QuoteEnd--></div><!--QuoteEEnd-->
fair enough i'd say.
or they spawn all over the map - walls, outer space, deathpits, etc.
legs, bowels<!--QuoteEnd--></div><!--QuoteEEnd-->
I disagree... If you destroy a Observatory before it fully beacons, it should not do anything. It doesn't make sense that it is still able to beacon after it's been destroyed...
I always looked at it like placing an order over the computer.
Even if i now burn down my computer, the delivery process is still working.
They only needed my computer to send the information (i want x, to location y).
So if my computer would explode right here, right now (or overheated again) i would still get my new heatsink in the mail, regardless of said computer still being in this mortal realm or not.
I myself see the beacon like that as well, it relays the action/position to the marine baracks/hq/whatever and they teleport the marines in.
I always looked at it like placing an order over the computer.
Even if i now burn down my computer, the delivery process is still working.
They only needed my computer to send the information (i want x, to location y).
So if my computer would explode right here, right now (or overheated again) i would still get my new heatsink in the mail, regardless of said computer still being in this mortal realm or not.
I myself see the beacon like that as well, it relays the action/position to the marine baracks/hq/whatever and they teleport the marines in.<!--QuoteEnd--></div><!--QuoteEEnd-->
what the... that's a silly analogy...
If your producing a mac, but the robo factory is destroyed, should it still spawn a MAC? If your upgrading a whip/shade/crag but it's destroyed before its complete, should you get the upgrade? If your upgrading armor/weapons and the arms lab is destroyed before its completed, should you get the upgrade? [just a few examples]
No, No and No.
If your producing a mac, but the robo factory is destroyed, should it still spawn a MAC? If your upgrading a whip/shade/crag but it's destroyed before its complete, should you get the upgrade? If your upgrading armor/weapons and the arms lab is destroyed before its completed, should you get the upgrade? [just a few examples]
No, No and No.<!--QuoteEnd--></div><!--QuoteEEnd-->
im just saying, the beacon only sends out the signal, it doesnt actually "produce" the callback.
The way i looked at it is the same as an alarm button they have in banks and stuff, even if you destroy the button after it has been pressed, the cops will still show up because the signal has already been send.
A robofac that makes a mac actually has to be alive to produce the mac because unlike the beacon it actually makes something.
the beacon is just a transmitter imo, not the item that actually does the marine teleporting.
Its not that i mind either way, just looking at it from a different angle.
for lore sake, the marines have to have an base or whatever somewhere "offscreen", where the hell do else all those reinforcements come from?
If you want to go lore on it, why are there IPs at all then? Or phase gates? An active destination target is needed for the use of the teleport from the dropship. IPs do this (as do marine armor electronics, for pick-up) one at a time and lower the power draw, while bacon overtaxes the ship's generators... but it's supposed to be an emergency measure, so is acceptable. Believe this was part of the NS1 lore... a shuttle was sent to insert the initial CC; why most Marine Start areas were built in cargo areas, landing docks and so on.
Honestly, I'd rather see everyone's respawn timer be reset if the Obs is killed before the bacon completes; lost-in-transmission or teleported into space. Time for the next clone/reinforcement. Make it an actual risk, in the event of an intelligent Kharaa team.