Sonar Disruption

mezimorsmezimors Join Date: 2005-01-16 Member: 35865Members
<div class="IPBDescription">New Marine Tactical building</div><!--quoteo(post=1885480:date=Nov 18 2011, 12:45 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Nov 18 2011, 12:45 PM) <a href="index.php?act=findpost&pid=1885480"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Burning Lerk gas with the flamethrower is a task on our programming schedule.

We are also going to be doing another pass on the alien vision mode, to figure out a better look for it, and what the gameplay pros and cons of it should be, so the flamethrower blocking it could be a possibility -- though at the moment its not intended that alien vision is a heat vision effect, but more like sonar.

--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->

If this is the case, might the marines have figured this out, and then build a machine that would work in powered rooms (or by a power node) that would distort/disrupt the sonar? E.G. kill it completely, have way more marines than are in the room floating around on sonar, have random stuff on sonar blocking it, etc.

Comments

  • thefonzthefonz Join Date: 2011-06-22 Member: 105847Members
    Basically a Marine shade that only screws with AV?

    Seems possible. Maybe an alternate mode for the observatory?
  • mezimorsmezimors Join Date: 2005-01-16 Member: 35865Members
    basically, though with the fun of distorting it in one way or another that isnt immediately perceptible.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    It wouldn't be much use if it only worked in powered rooms.
  • mezimorsmezimors Join Date: 2005-01-16 Member: 35865Members
    As an alien I very rarely change my view away from alien view. and don't we have power nodes? you could set one up with a power node on the edge of room that's had its power shut down, no?
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited November 2011
    While it would make you change out of alien view, that kind of means the only reason to build it in a powered room is to give the aliens some visual variety. It doesn't really help the marines, it just gives the aliens an excuse to go out of green-vision.

    The latter scenario seems a bit... unlikely. If the room is full of aliens you can't generally build in it, and if it isn't full of aliens, fixing the power node would be faster surely? Not to mention cheaper.

    The idea of an alien vision disruptor isn't bad, just having it be a specific, one function structure that only works when powered, that's the problematic bit.

    The most useful and logical way to do it would probably be to make it a side effect of ARC bombardment, that allows marines to attack rooms easier if the arcs are firing into it, and also makes sense as the ARC seems to be a sonic weapon of some sort.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited November 2011
    Just make it an upgrade to the observatory which works only in power rooms through the nano matrix. Nanites are constantly in the air at a microscopic level battling the bacterium thus you have the continual flow and eb of territory control. The upgrade merely allows nanites to produce a low level sonic frequency which disrupts alien vision when in this mode. Could even give marines a grenade upgrade which works like a sonar based flash bang within unpowered rooms. Commander researches it at the observatory after getting the initial sonar distortion upgrade and the marines can then buy it at a very minimal cost: one or two res.

    Also it is fine if it only works in powered rooms, because it will give marines and aliens an even bigger reason to try and control the power matrix.
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