Natural Selection 2 Welding vents?
Frozty
SWEDEN Join Date: 2012-01-22 Member: 141596Members
SWEDEN Join Date: 2012-01-22 Member: 141596Members
Comments
This would really affect competitive as well. It would force the alien team to use a gorge, thus eliminating the chances of a higher lifeform. And if they were just to remove it in comp mod, that's another way that the gap is being widened between vanilla and competitive.
Cool idea, but it just wouldn't work well
(one per vent and has maby 1000 hp so skulk must bite for a while or gorge bile it)
Though it would be great to have a wall tool available, deployable like mines, that takes like 15-20 sec for a skulk to chew through.
5-10 seconds would be better, given the fact that it removes the skulks ability to surprise the marines.
Uh who could imagine that going wrong.
It worked in NS1 because the team was usually so starved for res that welders were only handed out with a reason in mind. If every marine carries one pretty much all the time (at least I do in NS2) this can't work the same way.
Mappers should decide if a vent can be welded and possibly opened up again. There were many funny things to do with weld events - I made a weldpoint enable an elevator in my map.
This would force aliens to the primary corridors in the first instance, making those initial engagements all the more exciting.
Or allow vents to be welded, but have it take as much time as welding back up a destroyed power node - would be hard to justify the time spent, unless it was Skylights on Veil.