Weldable doors / vents
J2pc
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-->
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
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!
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
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.
And nothing ever happens... ;_;
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.
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.