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Full Version: Relocating and Beacon
Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum
NukeSpoon
This is probably a bit minor, but perhaps you should make the beacon spawn all the marines around the current location of the command console, rather than the map-defined spawn points?
It's all too irritating to have the commander call a distress beacon, hoping to spawn at the relocated base but find yourself at the original base location, quite possibly infested with the aliens.
I'm not really sure if base relocation should be part of the gameplay, or if you want it to be promoted or whatever, but I'm guessing that you can build a new CC for a reason.
I realise that it's probably insanely complicated to implicate, but I'm just bringing the issue to your attention, in case the team wants to take any action.
Align
1. Problems with getting stuck in the map
2. "CC rushing", build a CC outside the hive (and dont forget you dont need to be near them once built and they have 10k hp) and then beacon beacon beacon

Although you could perhaps solve 2 by making the marines spawn around the oldest CC.
Chocolate
There is a long discussion about this on this thread. There is a nice good chunk of discussion there.

Back to this thread, the way I see it is that when you relocate you sacrifice beacon (and time) for something else, whether it be res proximity, hive proximity, to block off a bottle neck etc. If that trade off didn't exsist, relocating would be too tempting for any decent marine team and aliens would be way to hard pressed to combat the relocation (the aliens would be forced to stop the relocation in its tracks or suffer a slow but inevitable death [assuming the marine team knows what their doing]).

What might be a better idea is that the comm can choose to beacon anywhere within 'x' radius of the CC every 'y' number of seconds. If it happens to be a problem that many Comm's begin to rambo CC beacon alien hives you can add a feature making the beacon only possible with 'z' number of IP's nearby.

Only problem I would see is how the CC would be able to choose where to beacon in each player, I think it is impossible with our current mapping software. It might be possible if the dev's release a new entity specifying where the players would spawn, but that would require reworking ALL the official maps as well as being inefficient for the mapper.
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