Weldables

homerxhomerx Join Date: 2003-04-01 Member: 15094Members
<div class="IPBDescription">what is your opinion?</div> I'll make this as short as possible.

Do you think vents/passages should be able to be welded for multiple amount of times?

I mean, not just once, like what we have now, when you open it, you can't close it, OR when you close it, you can't open it.

I was thinking along the lines of 3-5 times before it stays put.

Feedback Please. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->

Comments

  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited June 2003
    Why?
    EDIT: \/ "why not?" : because welding it once is better?
    Besides: If you want to weld something you have to make a decision, either 1. allow the aliens an easy route, or 2. disallow JPs and vent crawlers from reaching their intended destination.
  • homerxhomerx Join Date: 2003-04-01 Member: 15094Members
  • ChackChack Join Date: 2003-01-11 Member: 12192Members
    Either make it weldable just once (like it is now) or an unlimited ammount of times. I'd go with the second, tho I don't really think it'd happen a lot that a vent/door/whatever get's welded twice.
  • homerxhomerx Join Date: 2003-04-01 Member: 15094Members
    Unlimited amount of times would work too.

    I think it would be better than what we have now.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    Can be specified by the map maker is what i'd like to see.

    That way you can have a weldable that can be welded AND broken 1000's of times (if it could be broken) that way a vital vent entrance into the marine spawn can be closed early game, and re-opened later all the while a chance of the aliens breaking it.
  • grepdashvgrepdashv Lord of the Bugs Join Date: 2002-11-13 Member: 8487Members, Retired Developer, NS1 Playtester
    Isn't he asking about marines being able to toggle the "open" or "closed" state of a weldable object using the welder? For instance, weld a vent closed until you want to JP through it, then weld it open again. I think giving this option to mappers would be great. It adds another <i>potential</i> option for mappers with no impact to existing maps and no obvious downside unless it's poorly implemented in a map (which could be said of doors, for that matter). <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Misfit1Misfit1 Join Date: 2003-06-26 Member: 17708Members
    I think it should be allowed to be welded an infinite number of times. Plus I just like the idea of finding a welded entrance and busting through, much to the surprise of the marine in front of it.

    But maybe that's just me. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    Just make it so you weld a switch (as in Hera) and you can use the access point as often as you like. It's up to mappers to implement this.

    Regards,

    Savant
  • TotalNooBTotalNooB Join Date: 2003-05-21 Member: 16563Members
    Yeah, the switches in hera are a fun way to do vent-sealing.

    Is it possible to do other things with weldables, other than open/close things?
    ie: could I get a weldable grate in a sewer that would get rid of all the water? Or clog the vent and flood the room even higher?
  • neonfaktoryneonfaktory Join Date: 2002-07-13 Member: 939Members
    I think it would be kind of cool to have a random jam attribute to a weldable. It would be a specified percentage a mapper could choose after each time it's welded that it will jam stuck in that position for the game.
  • homerxhomerx Join Date: 2003-04-01 Member: 15094Members
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    <!--QuoteBegin--TotalNooB+Jun 27 2003, 09:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TotalNooB @ Jun 27 2003, 09:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [...]Or clog the vent and flood the room even higher? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Teh 3vil, considering marines have a hard time fighting underwater.
  • WelderWelder Join Date: 2003-06-10 Member: 17191Members
    I think anything involving more welding is an improvement! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Brave_UlyssesBrave_Ulysses Join Date: 2003-04-28 Member: 15922Members
    Doesn't the vent leading to marine start in NS_BAST allow you to weld it multiple times? I've welded it a couple of times because a gorge has opened it up after I welded it shut.
  • Chopper_Dave1Chopper_Dave1 Join Date: 2002-11-01 Member: 2353Members
    Yeah, it'd be cool if gorge spray worked like a welder. For whatever circuits the welder fixes, the gorge spray messes up again =). It'd make holding locations a little bit more interesting.
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