Command Station Upgrades

SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<div class="IPBDescription">attachment for the CS</div>Hi,
I had today an idea how to solve the problem about early skulk rushes and the "forward beacon".
After I thought a bit about it I realized that it's just a rip off from starcraft 2 upgrading the command structure. But anyway, here it is, I think it could solve a few problems: I actually see the obs forward beacon as a bug. It's absolutely possible that I'm wrong here, but I don't like that since it removes some value from the phase gate. So my idea is the following: you can choose an upgrade at the command station.
the upgrades are mutual exclusive, you can chose either

a) a 360* turret attachment for early base defense

or

b) a sensor upgrade, which enables the command station to trigger beacon.

Along with that changes, beacon will be removed from the observatory. So it will only be used for scanning and phase tech. I was also thinking about improving scan a bit, so that it shows all scanned enemies directly in the marine HUD (like motion tracking)

The turret attachment needs to be tweaked to be an equal option to the sensor attachment, but also not too strong. Both should be equally useful and both should be the "correct" choice. Both attachments cannot get damaged directly and are only disabled once the command station is destroyed. But I need to think about it once more and maybe they should have a separate HP pool and hitbox.

what do you think about it?
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Comments

  • NixxenNixxen Join Date: 2004-02-11 Member: 26401Members
    I like it.
    But the turret upgrade has to be useful otherwise we'll end up with only sensor upgrade CCs.

    By useful I mean the turret has to be able to hit enemies at point blank range, and especially skulks sneaking in the deadzones at the bottom of the CC.

    On the other hand I think both the turret and sensor upgrades should be undo-able as well as destroyable.
    Emphasis on destroyable, so that aliens can take out the sensor first before starting on the base itself.
    Alternately if the TRes cost for beacon is implemented the upgrades can be "immortal" and only way to destroy them would be destroying the CC as you mentioned. The bottom line being that aliens should have a way to block a beacon without having to take out the CC.

    If we continue to use the energy approach we currently have, the health of the upgrade model could be somewhere along the lines of a turret in 185. May be even a bit lower.
    If the upgrade it taken out, a short "refurbish attachment slot" time before restarting the upgrade should be in place to keep a new sensor/turret upgrade from popping up instantly.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    those 2 upgrade buttons at the cc could make the current upgrade simply disappear in the moment you press that button. the upgrade time itself then could be something like 20 seconds. I think that would be enough
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    This is the most epic idea i ever read. Maybe you could try that out on your mod, im curious now.
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    Sounds good, I like it
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    <img src="http://www.unknownworlds.com/ns2/wiki/images/6/6c/Command_station_empty.png" border="0" class="linked-image" />

    but where do you wanna put those things?
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited September 2011
    Designing the placement of the turret can be tricky... A floating sentry bot perhaps?

    This may sound boring, but how about an electrified Comm Station upgrade?
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    I had thought about this when ironsoul made his power node thread.
    What I came up with was a roof mounted turret in each spawn room that can be unlocked and used. It's placement would have to be put in the map by the map designer though. Like a small little compartment which opens up and this massive sentry drone just hangs out of.
  • NixxenNixxen Join Date: 2004-02-11 Member: 26401Members
    The CC is designed as a fancy cardboard box except for the front which is thicker and more beefy. Extending the front upwards a bit will give it even more "beef". Once the upgrade is purchased the front section splits and the turret or scanner is revealed and lifted up a bit so that it's at a higher altitude than the CC itself.
    Downside is that the front side of the CC has to be redesigned.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    I gonna just put the attachment on the front side of the CC. and I will simply let the turret shoot through the CC. it's just a concept and doesn't have to be perfect. I will try that out once I have more time, since most of you like the idea :)
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited September 2011
    I don't think thats the right solution for the problem.
    Just make Distress Beacon cost 15 res, like it did in NS1.
    If marines had no res, they could not beacon. And forward beacons would be too expensive.
    Right now you can just spam beacon if you got more than one observatory. Doesn't really help the stalemates.
  • AtoneAtone Join Date: 2009-09-21 Member: 68839Members
    I like forward beacons and think they should be left in the game as a valid strategy. But beacon needs to be more expensive.
  • LeegionLeegion Join Date: 2011-08-22 Member: 117882Members
    I love the CC add on concept, but also I like having the obs for the strategy of sneaking a marine in to alien start and placing an obs / power node and doing a beacon and turning the tables if marine spawn is under attack
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    that strategy can be achieved with phase gates. it worked in NS1, it would work in ns2, people just don't do it. If you have the choice between forward beacon and sneaky phase gate, you will always chose the beacon, since it's just more effective and FORCES all players to "sneak" in the hive. but that doesn't remove the choice of using PGs instead, you just don't need them currently.

    i will try the command station upgrade idea. if it turns out to be completely nonsense, well, it's just in my mod and I can remove it again :)
  • LeegionLeegion Join Date: 2011-08-22 Member: 117882Members
    <!--quoteo(post=1874020:date=Sep 10 2011, 04:31 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Sep 10 2011, 04:31 PM) <a href="index.php?act=findpost&pid=1874020"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that strategy can be achieved with phase gates. it worked in NS1, it would work in ns2, people just don't do it. If you have the choice between forward beacon and sneaky phase gate, you will always chose the beacon, since it's just more effective and FORCES all players to "sneak" in the hive. but that doesn't remove the choice of using PGs instead, you just don't need them currently.

    i will try the command station upgrade idea. if it turns out to be completely nonsense, well, it's just in my mod and I can remove it again :)<!--QuoteEnd--></div><!--QuoteEEnd-->


    Good point :)
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    I added now models for both upgrades. they don't look awesome or anything, but people will recognize them. The turret upgrade is already working :)
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    I love the Scan idea! Know if the commander scan I have to press the map button and the map blocks my view (even with menumod) and I am more concentraded on the Map than in the fight (where the com scanned).

    The CC upgrades, hmm, I need to test it to give an opinion. I know this system from other Games and it played quiet well!
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    the scan thing requires little bit more work, it's just something that I consider for future features (once I feel bored or am out of ideas).
  • SteinhauerSteinhauer Join Date: 2010-07-17 Member: 72493Members
    edited September 2011
    <!--quoteo(post=1873993:date=Sep 9 2011, 08:28 PM:name=Atone)--><div class='quotetop'>QUOTE (Atone @ Sep 9 2011, 08:28 PM) <a href="index.php?act=findpost&pid=1873993"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like forward beacons and think they should be left in the game as a valid strategy. But beacon needs to be more expensive.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree. OR, possibly have the CC upgrade available after building an obs and etc., and having the CC upgrade charge as quickly as the bacon currently does. Then, make OBSERVATORY bacon take longer to charge, to reduce forward bacon spamming. I personally would really like to keep the strategic element of forward bacon in the game. It takes a good risk to put one up, and they can be destroyed pretty easily, it's just cool.

    You could even say it would promote forward comm chairs, because then having one in heliport would be a strategic advantage.
  • GreatOmnipotentDictatorGreatOmnipotentDictator Join Date: 2011-06-09 Member: 103473Members
    edited September 2011
    Just throwing ideas out there, but since the devs want to implement squad spawning, maybe have the beacon unlock a low health mini-beacon that allows marines to spawn in around it (and maybe is placed by marines "on the ground"). This would also overlap with the phase gate, but I can't think of an implementation of squad spawning that doesn't.
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    How about obs becomes required place for phase tec and squad respawn and the command station is for the beacon. This would make beaconing a defensive act. Also these would provide better reason for marines to build second command centers. You don't see that too much now do you?
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    I'm not a big fan of the forward beacon (reasons described few posts before), and also not of the squad spawning. It has already a lot time passed since squad spawning, and squads in general, came into discussion and I had a lot of thoughts about it. And currently I don't see any way how to implement it in a good way, since NS1 worked so well without it, im inclined to say we actually don't need it. One thing that might come in handy: Target indications of squad mates (player X is shooting at alien Y, so draw a red cross hair over that alien in the marine hud with a number on it = number of players targeting / shooting that alien).

    I also want scan to create motion tracking blips (the one from NS1) on all aliens, through walls, for aliens being scanned (since you can see them already on the mini map). that would give you now 2 reasons to stick in a squad or to catch up with one after death:

    - target indications
    - scans (they would be used for group of marines before entering a room, for rambos it would be a waste of obs energy)
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    So what do you think about an attachment for the cs that acts as a beacon and the obs becomes used for phase tec and squad spawning. This prevents foward obs and it also makes beaconing a defensive act. also give a little use for multiple com chairs. There could be other attachments as well such as turrets or something that interacts with the room the cs is in.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1875440:date=Sep 18 2011, 05:14 PM:name=SkymanderX)--><div class='quotetop'>QUOTE (SkymanderX @ Sep 18 2011, 05:14 PM) <a href="index.php?act=findpost&pid=1875440"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...and the obs becomes used for phase tec and squad spawning..<!--QuoteEnd--></div><!--QuoteEEnd-->

    ok, the big question (since the other stuff is already implemented) remains open: What exactly is squad spawning and how should it behave? If it's just a plain copy of distress beacon, or just another way of getting marines to the front-line, I disagree that it would be a good idea. If it's an "improved" respawn system that affects the IP, it would be a cool addition (in my opinion). Something that "synchronizes" all IPs at 1 comm station, or something that that the sensor station provides if upgraded at the obs. I really don't like to give the Obs more than tech upgrades and scans. phase tech + scans is already pretty much for 1 structure, and already very useful.
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    true. i'm pretty sure that the squad spawning allows for players to respawn with squad members
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    so anyone like the idea of making a turret up grade and beacon up grade on the com chair and then squad respond and scan and phase tec on the obs?
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    Acid Sprinkler system for MS that kills everything except mechanical buildings =D
  • SkymanderXSkymanderX Green Marine - The Few, The Proud, The Green. Join Date: 2011-07-29 Member: 113006Members
    <!--quoteo(post=1876875:date=Sep 25 2011, 02:17 PM:name=RisingSun)--><div class='quotetop'>QUOTE (RisingSun @ Sep 25 2011, 02:17 PM) <a href="index.php?act=findpost&pid=1876875"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Acid Sprinkler system for MS that kills everything except mechanical buildings =D<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1
    with a limited range though.
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    Shirt torrents better
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    Since the hive is a living creature, shouldn’t it also have the ability to defend itself?

    Just some food for thought…
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1877478:date=Sep 29 2011, 06:39 PM:name=Hybridclaw)--><div class='quotetop'>QUOTE (Hybridclaw @ Sep 29 2011, 06:39 PM) <a href="index.php?act=findpost&pid=1877478"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since the hive is a living creature, shouldn’t it also have the ability to defend itself?

    Just some food for thought…<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's what Kharaa bioforms area; the hive's defenses (and tools).
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