Vents

TeiohTeioh Canadia Join Date: 2002-11-20 Member: 9453Members, Constellation
edited June 2003 in NS General Discussion
<div class="IPBDescription">Should vents look right into a hive?</div> With exploits and such I was wondering if vents that look into hive will have the lip (see my wonderful pic below). Once a hmg/jp guy gets in there, it's practically over.




edit: my lovely drawing won't work, I guess...

Comments

  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    Well.. guess what? Shadowics has played with a way to make vents impossible to get into by a marine... I'm surprised nobody's thought of it before!!! I mean, it's really easy.. and you can still shoot skulks in vents.. etc... it's just that No marine can get in... I dunno if he's tested a mairne following a skulk, but I don't even think that'll work... anyway, we could make it kill the marine....

    Basically... u can make maps so that they tell if an alien is right there, it deletes a see through 1 unit bar across the top of the vent *33 units high*, then puts it back *trigger presence, and func_wall_Toggle* The skulk can't tell the difference, yet mairnes are blocked... hehe.. no marines in vents!! *unless you want them to be able to be there!
  • Skillzilla1Skillzilla1 Join Date: 2003-05-14 Member: 16282Members
    You can still kill JP HMG in the vents... heard of flanking? Maybe Lerk spikes?
  • MrMoFoMrMoFo Join Date: 2003-05-10 Member: 16193Members
    sounds pretty dumb and cheap, why shouldnt marines be able to use vents
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    *decides to illucidate* And Yes, I'm too lazy to hit edit.. IE isn't likeing that right now neway....


    Ok, I make a vent 33 units high (the hight of skulks/crouching marines) and I put a func_wall_toggle across the opening, making it 1 unit high, then put a trigger presence on both sides of the func_wall_toggle. Set the trigger presence to only toggle the wall for aliens, and walla! Instant no marine vents!
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    Well... I know in our map.. we're going to have alternatrives for marines.. but I think marines in vents is kinda lame.... vents R the alien's fortay... especially since killing a HMG marins is nect to impossible.. while killing a skulk/gorge/lerk/fade in a vent is quite easy..... *except maybe umbra lerk, or a fade, but if u've got gl/hmg you can kill nething in a vent :-p*
  • TeiohTeioh Canadia Join Date: 2002-11-20 Member: 9453Members, Constellation
    <!--QuoteBegin--Skillzilla_+Jun 1 2003, 05:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skillzilla_ @ Jun 1 2003, 05:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You can still kill JP HMG in the vents... heard of flanking? Maybe Lerk spikes? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah, I've tried both, flanking doesn't work and lerk spikes don't work either due to a) the crouch bug and b) comm health/ammo spamming.
  • PetitMortePetitMorte Join Date: 2002-11-06 Member: 7232Members
    in 1.1, from what I hear, lerks get spores as a starting weapon. and anyone camping in a ven will be quickly spored out of existance.

    so it's mostly a moot issue, yes?
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    edited June 2003
    Thats provided someone goes lerk right away, If not, the marines can camp there
    But, no I'd say no marines in vents that open into hives

    Heres my attempt at the drawing

    ---------------
    .................X
    .
    .
    .
    .
    ---------------

    . = ignore
    - = top/bottom of vent
    X = lip thing

    That seems to work well, as opposed to pushing marines out of the vents
  • TeiohTeioh Canadia Join Date: 2002-11-20 Member: 9453Members, Constellation
    This would be ideal

    <img src='http://members.shaw.ca/adam-d/vent.jpg' border='0' alt='user posted image'>
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    Not sure I see what I'm saposed to in that picture... :-/
  • TeiohTeioh Canadia Join Date: 2002-11-20 Member: 9453Members, Constellation
    If you look inside, you can see an opening. Pretend thats a vent... try and imagine yourself in the vent looking out, all you'd see is a wall and in order to into the room, you'd need to fall down. You wouldn't be able to just shoot into the room from inside the vent.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    yea i dont get what you are trying to show in that pic :\ neways i think that vents should be for aliens only. They get arround by their sneakiness and if rines take control of the vents then the skulks have no chance.... especially in the beginning of a game with no ups... (not to be confused with U.P.S.)
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Spores won't do crap to prevent a JP/HMG soloing a hive from the vent. The comm will just health spam him like usual and there's no problem.
  • MilkyPMilkyP Join Date: 2003-04-25 Member: 15841Members
    What hes showing in that pic is that if the vent openings were all like that, the marines wouldnt have a line of sight from a vent straight to a hive, so they wouldnt be able to shoot a hive from a vent. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    Keep 'rines out of vents in the first place, and there's not an issue, is there?! *and you can be selective asbout which ones, using my method :-p
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--Macguyvok+Jun 1 2003, 09:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Macguyvok @ Jun 1 2003, 09:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Keep 'rines out of vents in the first place, and there's not an issue, is there?! *and you can be selective asbout which ones, using my method :-p <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you are selective about which ones you do this for, then people have to learn which vents they can enter.
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    Right, but that's part of learning a map, is it's little nuances, etc. Personally I prefer no 'rines in vents, (this coming form an avid marine player, hence avatar) however, if you want them.... then you could be selective.. and if you get creative, there could be a good reason why they can't get some place * damage, or w/e*
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    What you're talking about is a loss of precious entities to get an effect that isn't the desired purpose of the vent.

    Vents are not to be alien-only. The only real considerations to worry about are 1) Can this improve alien movement and tactics? and 2) Will marines be able to get back out once they get in? If you have a vent on ground level, it shouldn't have any massive drops or anything. Vents that have entrances higher on the walls and ceilings can get away with this since to get there in the first place the marines will likely have to try and use a jetpack and will have the necessary mobility when they finally get there.
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    Well, that's a very good point, coming from a person with much more mapping experiance, and skill than me. I still have feelings about marines in vents, and yes, the lose of entities is something you'd have to consider, if you really wanted to remove marines from them. Then again, everything's a trade off, and the topic of this thread seemed to me, "how to keep marines out of vents." <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Oh well..
  • I_of_The_EverlastingI_of_The_Everlasting Join Date: 2003-05-05 Member: 16088Members
    I personally love Macguyvok's idea of denying the marines access to select vents. I think most of you missed the point, though, that it would be the mappers decision to include this or not. Just like it was Merkaba's decision to include the 'boxed' vents in ns_hera.

    Marines attacking the hive from the safety of a vent IS a big problem, especially when jetpacks and hmg's are made abailable to the team (or rambo in some cases). It is close to impossible for the aliens to counter a hmg'er holed up in a vent w/out fades before the hive goes down.

    A few examples in which this lame tactic could (and has) determined the outcome of a game include Satallite Communications in Tanith, Cargo Bay in Nothing, Ventalation in Caged, Engine Room in Bast, Computer Core in Eclipse, and pretty much all the hives in Nancy (that is, if a marine knows how to navigate the system).
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Marines attacking the hive from the safety of a vent IS a big problem, especially when jetpacks and hmg's are made abailable to the team (or rambo in some cases). It is close to impossible for the aliens to counter a hmg'er holed up in a vent w/out fades before the hive goes down. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That's why my mapping partner, and myself are going to make sure that the critical vents, *and possibly all of them* aren't accessable for marines. I hate marines taking down hives from a vent... I think it's lame, although I think aliens need vents near hives, inorder to make sure they get places fast.

    My picture of aliens have always been kinda like a swarm... and I've always pictured access between hives to be fairly direct, especially if the story plot of a given map is constructed as such. Vents help that, and provide unique tactics for aliens, especially if mappers get creative. Marines, however, have to have tactics more, and they have to rely on the way the ship/base/whatever was orriginally designed for human access... how many ships/bases/whatevers do you think are going to have air vents that are large enough to fit a armored, full size marine into? I mean space is at a premium, and venteleation does not need to be very big. That's why I feel marines should be left out of vents as a plot device so to speak.

    Anyway, it IS the mapper's personal choice to remove marines from vents, or not.. I just suggested a way to do this. Also, I don't want to take credit for it, it's not my idea, it was Shadowics who thought it up, tested it, and told me about it. He deserves the credit if anyone uses this, and wants to credit someone, not me.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    I like Dead Dan's idea MUCH more.
    1) It means that marines can't sit in a vent blowing a hive to bits with no skulk capable of running down there and eating them and
    2) It is much more intuitive. Why shouldn't a mrine be allowed to go down a vent? He is slowed down considerably (in real life, he would be crawling along flat on his stomach) and the vents are big enough to allow entrance. If you want to limit access to vents, place them higher up or make them smaller so a marine can't get in (and if a crouched marine is just as high as a skulk,tough luck soldier). A vent at ground level that you can't get in "just because the mapper says so" will be a real nuisance, and a map using something like that probably will never be official. There are enough lessons to learn in NS already, we don't need the "what vents you are not supposed to enter"-lesson too.
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    edited June 2003
    I just realized that if some mapper would like to make vents more Kharaa friendly(because they are pretty marine friendly now), he could just make vents REALLY crooked:
    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    -----------I      I------I
    _____    I___I        I-------
            I________I____
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    It's pretty simple and marines would have hard time travelling in them because they move so slow and JP's would be less effective in them because of the quickturns and Marines couldn't take advantage of their longrange weapons. Skulks would really pwn and scare the crap out of marines just by popping behind a corner <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Edit: And I'd really like to see those vents that point right in to the hive removed. I think Marines should at least drop in to the Hive-room if they want to kill the hive.
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    Hopefully when (if?) the marine/skulk crouch hitbox bug is fixed, marines won't be invincible in vents. Currently it is ridiculous because marines can OWN vents because they are invincible in them. I'm not sure if that was Flayra's original intent, but it seems ridiculous to me. Aliens should own vents not marines. Both the vent hood and "vent blocker" strategy would work. In "large" vents, more like conduits, it makes sense to allow marines, but I don't see it as adding at all to the gameplay to allow marines to blast around like pacman in 1-foot-square vents. The "vent hood" strategy still doesn't compensate for a full team of JP marines rocketing straight to your hive (although other JP tweaks might fix that). In my opinion, even if you allow marines in vents, it doesn't make sense to make JP effective in vents (without arguing the level of "reality" it still seems like it detracts from the game to allow marines to rocket all over vents).
  • CowswinCowswin Join Date: 2003-03-17 Member: 14623Banned, Constellation
    edited June 2003
    The most prominent of examples would probably be Sat Comm vent. Fade acid rockets won't shoot inside unless you get a gorge to build a structure tower or a skulk/lerk to "lift" you up there. They have a direct line of sight to the hive and nothing to shoot at them (OC = sucky blobs of goo). The new OC might be helpful enough to actually hit a crouching marine or just shoot inside of a vent in general as the old ones don't hit jack. It still leaves the problem they can pretty much sit back at their leisure and blast away.

    Maybe friction vs. walls needs to be turned up for JPers so they can't slide their heads along the ceiling getting that super speed boost. Would probably solve the problem but I can already hear the whining, even though it's gameplay AND realism. Ever seen someone run their head along the ceiling and speed up because of it? Nah.

    I'd go with that or changing the vents like in Dan's idea, no direct fire point on the hive. We don't get to chose our placement so why not make them quasi protected? Doors/entrances are still fair game of course, it's just those vents <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Btw, ever notice how marines usually have a max of 2 entrances to their base while aliens almost always have 3 or more?
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    It simply isn't realistic to have marines in vents.

    As it is now, a crouching marine is the same size as a skulk. This allows marine to fit into vents so small that their head actually sticks out of the top and they can see into the void (Fades too, but that's another issue). In my mind, vents are supposed to be an alien advantage - letting them move quickly and relatively invisibly all over the map. The problem is - as soon as marines get JPs it becomes a marine advantage, letting them mow down skulks in the cramped compartment and take the express route to the hive. Think about it realistically for a second, imagine a marine, in body armor, with a Jet pack, carrying a machine gun, and trying to crawl trough an air vent. It's not going to happen. At the most, he could crawl on his belly and be slow and defenseless. Vents just aren't big enough for marines to fit if they are barely big enough for skulks - that would make sense - having a marine crouching in body armor walking through an air vent doesn't make sense.
  • kroxigorkroxigor Join Date: 2003-01-27 Member: 12808Members
    I recomend having a lip or the vent not facing the hive. There is plenty of reasons for this. What is better than having your hive die to duel LMGers with no way to stop them because its so early in the game you have no lerks? For example, the cargo bay in ns_nothing. One marine can take out the hive at the start of the game if the com gives him ammo and the gorge isnt constantly healing the hive. The skulks try to run at the marines but get killed very easily.
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