Power node overload attack
Azaral
Join Date: 2012-11-19 Member: 172408Members
Allow the commander to select a power node and overload it. It will charge for like 3 seconds generating a very audible noise and then shock anything within a small small radius(like 1 meter). Powerful enough to instagib a skulk with carapace (so 200 damage would be good). 30 second cooldown.
Not sure what good it would do, just an idea I had and thought I would share. Would only really work again unawares aliens, though it could be put to some use by clever commanders.
Not sure what good it would do, just an idea I had and thought I would share. Would only really work again unawares aliens, though it could be put to some use by clever commanders.
Comments
I really hope devs see this, they shuold be in game ASAP.
Nodes have the 3rd most amount health/armor of any structure, bar the CC/res tower. And they are free to repair, everything else needs 5 res to weld or be entirely replaced.
You could take down a prototype lab, arms lab, or an observatory faster than a node with a much more damaging; no upgrades, can't get to base; and a longer term effect 'cause these cost res & time to rebuild.
Seconds to kill as a skulk chomping w/o interruption:<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo--> (I did it by my mp3 clock so give or take a few seconds)<!--sizec--></span><!--/sizec-->
Node~26
Obs~11
Arms Lab~17
Proto Lab~21
Extractor~30 (At res points still go for the extractor over the node, Takes longer to kill but costs to replace and if shortly, reduces income)
Simplest idea is to give it a cooldown (global?)
OR, due to heat caused by the Overload, the Power Node will not be able to provide energy to the room for X seconds.
Not sure what good it would do, just an idea I had and thought I would share. Would only really work again unawares aliens, though it could be put to some use by clever commanders.<!--QuoteEnd--></div><!--QuoteEEnd-->
Cost?
Free, able to instakill skulks with carapace? Seems legit...
I don't support the suggestion anyway, power nodes are fine as they are.
I've already acknowledged my mistake earlier in the 2nd post. I thought I was in the I&S section.
Make it % based, as lonfg as the effect is AOE and power nodes have more health than skulks, a good comm would be able to use this to push skulks off untill higher life forms appear / the aliens wish to go shift first :)
Activation: Global powernode system that overcharchges one, but makes the power unusable for 30 seconds. And only one room at a time. Cost: Free. Fries skulks in a radius of 10 metres, roompower will have lighnting like on 50% damaged.
At least a feature that somewhats like electrify.
I personally do not like the idea. Free, and it insta kills me with no possible contention or counter from me? No thanks
Not sure what good it would do, just an idea I had and thought I would share. Would only really work again unawares aliens, though it could be put to some use by clever commanders.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the enthusiasm, but this is a pretty bad mechanic. Instagibs new players, not intuitive to people who die to it, easily avoided anyway, hard cooldown based. And so much more. 200 dmg for free?
What are you even trying to accomplish by adding it?
<!--QuoteBegin-whoppaxl+--><div class='quotetop'>QUOTE (whoppaxl)</div><div class='quotemain'><!--QuoteEBegin-->Awesome idea.
Activation: Global powernode system that overcharchges one, but makes the power unusable for 30 seconds. And only one room at a time. Cost: Free. Fries skulks in a radius of 10 metres, roompower will have lighnting like on 50% damaged.
At least a feature that somewhats like electrify.<!--QuoteEnd--></div><!--QuoteEEnd-->
Making it temporarily unpower all buildings means you're going to spam it everywhere but your base powernode, and even then it becomes useless against any semi-conscious player. Increasing the radius just makes it creep towards another stupid mechanic that nullifies skill and can't be avoided. (*edit* Ironhorse beat me to it) Add all the 'balancing tradeoffs' you want, having a button that can instantly purge a room of skulks (or even damage them slightly) is pretty silly and adds nothing to the game.
Adding aoe overload attacks to powernodes is nothing like adding electrify.
But really we are missing a great opportunity here... for ELECTRIFIED POWER NODES!