Weldable doors / vents

J2pcJ2pc Join Date: 2002-12-05 Member: 10485Members
<div class="IPBDescription">Where are they?</div>The title kinda says it all.

One of the cool features in NS1, was the fact that marines could change the environment and block off certain paths (like vents) to limit alien mobility.

When i jumped into the beta (build 215) I hoppen in a CC (every team get's the commander they deserver :p ) and noticed (on docking) all kinds of 'weldable' objects from the command view.

The mac I sent at it at one point couldn't do anything about it, nor could I in another game, but the fact that it was there, and reporting health for th door got my expectations up.

Now we're in built 217, and we have an onos smashing down a (welded shut?) door, but I still don't see any signs of marines being able to close off doors/vents.
Apparently we're feature complete, so does this mean it's not going to happen anymore?

That'd be a shame in my opinion.
I don't think they should be welded shut permanently like in NS1, but they should slow down the alien team by having to bite through them/go around them.

Anyway, what do you guys think?

<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Did I just not notice the weldables in 217? Are they just broken? Have they been taken out? So many questions!<!--sizec--></span><!--/sizec-->

Comments

  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    Veil can certainly use some weldable vents, namely in nano grid.
  • arnyboy87arnyboy87 Join Date: 2012-08-13 Member: 155551Members
    I never played NS1 I do like the sound of welding the doors shut think that would be gd but only if they had HP that any lifeform could work its way throw not much more than the marine haversters but I don't vents are a gd idea coz this would only slow and annoy skulks were as I think the doors would be really gd against lerks and fades
  • CorpseyCorpsey Join Date: 2011-07-02 Member: 107538Members
    edited September 2012
    After watching mendasp's map building stream I also noticed (when he booted up NS1) right away there were small "lifts" that could fit 14-20 people triggered with switches at the top and bottom, as well as massive blast doors.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    i really hope this still goes in. you see it in various trailers and it is even advertised in the description text on naturalselection2.com!
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    yes yes bring them back! bring them back!

    a few builds ago you could weld doors, and a few builds ago before that the comm could lock doors. at the very least, doors!
  • arnyboy87arnyboy87 Join Date: 2012-08-13 Member: 155551Members
    Having looking over this subject I think it would be a very nice addition however I think it could go wrong if the vents are done aswell just because of the phase gates marines would just shut off the main base and build the protolab in foward base for the exo's also most maps the tech points don't have vent access this isn't the case for all same as having doors not all have them either so I like the idea for welding the doors that are already in. some maps have random doors which would need to be removed some even have doulbe doors in the same corrider and this would be to strong of an advantage. So in favour of door welding if done right and some map changes.

    However and heres the killer if marines could seal up vents on maps I think it would only hurt skulks and I see this as more of a oh ###### a fade quick push him back and get the door welded and this is when a gd team would have skulks in the vents waiting to get the marines welding the doors :P.

    The more I read this the more im starting to dislike the idea say they weld the door and there is a vent into the room this is just going to get a turret facing it maybe 2 and a marines waiting for the skulks to come in

    lol this is going to be hard to balance I pitty the Devs I don't think this is easy
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    edited September 2012
    Balance for this has to be done by the mapper. The doors need to be placed very strategical. They should never be able to shut an area tight. There should always be at least two ways into a room, even when welded.

    Also doors benefit marine movement way more than aliens movement. Welded doors would hinder marines much more than aliens. Onos can smash welded doors, so the only class, that really is affected by weldable doors is the gorge. Every other lifeform can use vents.

    So what to do? Weldable vents seem the only really useful solution. But than we would need more vents at all, so some can made weldable without blocking the aliens completely from parts of the map.
  • Raven_XIRaven_XI Join Date: 2003-01-08 Member: 12032Members, Constellation
    They need to make hive rooms with a door to it so a legit strat would be to weld the door and park a few ARCS outside. There would have to be vents or other ways into the room to balance it but I could see it being extremely cool.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    Beyond the sea, somewhere waiting for me
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    Every patch since around build 200 I grab a welder, close a door and start welding it.

    And nothing ever happens... ;_;
  • J2pcJ2pc Join Date: 2002-12-05 Member: 10485Members
    edited September 2012
    <!--quoteo(post=1970342:date=Sep 3 2012, 12:12 PM:name=arnyboy87)--><div class='quotetop'>QUOTE (arnyboy87 @ Sep 3 2012, 12:12 PM) <a href="index.php?act=findpost&pid=1970342"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Having looking over this subject I think it would be a very nice addition however I think it could go wrong if the vents are done aswell just because of the phase gates marines would just shut off the main base and build the protolab in foward base for the exo's also most maps the tech points don't have vent access this isn't the case for all same as having doors not all have them either so I like the idea for welding the doors that are already in. some maps have random doors which would need to be removed some even have doulbe doors in the same corrider and this would be to strong of an advantage. So in favour of door welding if done right and some map changes.

    However and heres the killer if marines could seal up vents on maps I think it would only hurt skulks and I see this as more of a oh ###### a fade quick push him back and get the door welded and this is when a gd team would have skulks in the vents waiting to get the marines welding the doors :P.

    The more I read this the more im starting to dislike the idea say they weld the door and there is a vent into the room this is just going to get a turret facing it maybe 2 and a marines waiting for the skulks to come in

    lol this is going to be hard to balance I pitty the Devs I don't think this is easy<!--QuoteEnd--></div><!--QuoteEEnd-->

    I see my post was not clear enough.

    (old fart talking :p )

    Back in the NS1 days, there were only a few vents that could be welded, not every vent was weldable. I wouldn't expect every door to be weldable either.

    Indeed, it would be up to the mappers to selectively make vents / doors weldable so that it doesn't'screw over the balance, but I think it would make for some nice tactics where complacent marines get screwed over by a skulk who took the time to chomp through a welded vent*

    But locking down the base by welding everything shut is not something I was thinking about (although it may be an entertaining mod, holding out against waves of aliens... hmmm)

    *note: this was not possible in ns1

    Still, I miss welding vents to limit the ambushes.
  • Raptor091288Raptor091288 Join Date: 2002-07-15 Member: 955Members, Reinforced - Shadow
    <!--quoteo(post=1970992:date=Sep 4 2012, 12:40 PM:name=J2pc)--><div class='quotetop'>QUOTE (J2pc @ Sep 4 2012, 12:40 PM) <a href="index.php?act=findpost&pid=1970992"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->although it may be an entertaining mod, holding out against waves of aliens... hmmm<!--QuoteEnd--></div><!--QuoteEEnd-->

    What's that? Marine Defense mod? Somebody make it so.

    As for welding, I'm not sure where and how they could even work, besides the double res in ns2_veil and the few doors that actually open/close on other maps. Then again, I wouldn't mind seeing an area that's far more useful for aliens to use than it is marines to be weldable, and then give onos the ability to smash through the door once it's been welded shut.
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