Disabled doors

slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
Something I would like to see is this...

The mapper should be able to decide whether doors are able to open/close depending on if the Power Node is built/destroyed.

If a Power Node is destroyed or hasn't been built yet, any doors (decided by the mapper) affected by that power node in that area should remain locked.

This would allow for shortcuts to be opened/closed and make maps more dynamic.

An "Ignore Power Grid" setting would be fine.

Comments

  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    That would change the gameplay for the "avarage" alien players.
    Sounds good to me that people start using the VENTS more.
    In public a typical alien player just walljumps to their target and maybe 1-2 times each game uses the vents.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    I would love some more ventplay. I was hoping that when they said aliens can't use buttons it would mean they'd have to go around the doors until they were destroyed, but It wasn't the case.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Nice idea.

    weldable vents to help the marines
    and jam-able doors to help the aliens.
  • cH40z-LordcH40z-Lord Join Date: 2009-07-26 Member: 68269Members, Reinforced - Shadow
    Sounds like a neat idea :)
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1915353:date=Mar 20 2012, 11:02 AM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Mar 20 2012, 11:02 AM) <a href="index.php?act=findpost&pid=1915353"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Something I would like to see is this...

    The mapper should be able to decide whether doors are able to open/close depending on if the Power Node is built/destroyed.

    If a Power Node is destroyed or hasn't been built yet, any doors (decided by the mapper) affected by that power node in that area should remain locked.

    This would allow for shortcuts to be opened/closed and make maps more dynamic.

    An "Ignore Power Grid" setting would be fine.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sounds like safety states currently found in certain automatic valves in chemical and similar industry: if the plant experiences an energy failure, all valves revert to default, secure state - which means either open or closed, depending on their function.

    for versatility, this secure state shouldn't be limited to closed.

    I could imagine that a tech point opens up the south gate and locks the north gate if captured by marines, and reverses that when populated by aliens.
  • Gravity GraveGravity Grave California Join Date: 2012-03-10 Member: 148556Members, Reinforced - Shadow
    <!--quoteo(post=1915423:date=Mar 20 2012, 06:38 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Mar 20 2012, 06:38 AM) <a href="index.php?act=findpost&pid=1915423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->weldable vents to help the marines
    and jam-able doors to help the aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->

    YES!
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