Power faliure and infestation
Cubed123
Join Date: 2012-06-15 Member: 153302Members
<div class="IPBDescription">Lights should stay off even if the power can be repaired</div>I was thinking about the fact that when the power node is destroyed and the lights turn off it is a really cool feature. But if feel that when the emergency lights come on it becomes far easier for the marines to see and it also indicates that the power node can be repaired. I feel that there shouldn't be emergency lights to ease the vision of the marines, there should also be a different indicator to show the power can be repaired like ONE emergency light above the powernode illuminating. This would provide more incentive for the marines to protect thier powernodes. But if this were to come into effect I feel it should be when the marins have more of an advantage against the aliens because if this were to be used in the game then the aliens would immediatly attack the power nodes.
I also feel that if infestation is able to be on the walls or the ceiling (I havent paided enough attention to see if it does) that the infestation should block the lights because they actually would be. Since the infestation appars to be thin the light could illuminate throught it. This would still dim the lights significatly but it would have the aliens utilize thier alien vision more.
tell me what you think?
Team Cube
Cubed123
I also feel that if infestation is able to be on the walls or the ceiling (I havent paided enough attention to see if it does) that the infestation should block the lights because they actually would be. Since the infestation appars to be thin the light could illuminate throught it. This would still dim the lights significatly but it would have the aliens utilize thier alien vision more.
tell me what you think?
Team Cube
Cubed123
Comments
We don't get to see darkness play enough of a tactical role, because it takes too long to bring down a powernode for how easy it is to put back up.
I don't want magical emergency lights that are somehow ALWAYS powered even though they're EMERGENCY lights.
Not like repairing a power node is hard, only takes a few seconds.
Unfortunately, that would make turret farms even more OP. Maybe turrets should have to be built around the robotics factory, and also maybe add unit upkeep, so only 4-6 turrets could be built per robotics factory. Instead of destroying power node to disable turrets, you would destroy the robotics factory. (You might even be able to upgrade the robotics factory so it could, I don't know, electrocute anything on it ;)