Analysis of current gameplay with the welder / reason for development of this new item: Creative uses of the welder have come up several times as a topic in the mapping forum, and I think many players would like to see map designs become more versitile. Each of the ideas in the summary has been brought up as a possible use for welders (along with many others). One limitation of the welder from a mapmaker's perspective, however, iis the pay once, use infinite times nature of the weapon. Since a welder doesn't have any sort of ammunition or recharge time, a marine has unlimited uses for the 10 resource cost of the weapon. This means that everything that can be permanently welded to the marines' advantage has a potential combined cost of 10 resources (if the marine holding the welder doesn't die or if the welder is always picked up by a teammate after the marine holding it dies).
The welder is also a tool that becomes available very early in the game (22 res for spawn + 25 for armory + 10 for welder = 57 res, less than the starting total), so one or more rambos can potentially sprint to an area the aliens haven't covered yet and weld items shut in the early game. This rewards a rush mentality to cover as much area as possible because there is a permanent advantage to be gained that can outwiegh the cost of a single marine death--it's an attractive gamble if the weld is permanent, which it doesn't have to be (which I address next).
Since the resource cost for a welder is so low and more resources aren't required to maintain or reuse a welder, it's desirable to make any significant effect of a welder reversible. There are currently two possible solutions to this problem, and a third could potentially be added by changing the func_weldable entity:
- give the result of the welder limited health, allowing it to be destroyed -- this is a permanent effect because the func_weldable doesn't toggle in the current code.
- couple the result of the welder with a button, allowing the effect to be toggled -- e.g. weld a bar off a door, then open and close the door from the button.
- change the code to allow weldables to toggle, so that a weld can be broken and fixed multiple times. (as a level designer, I'd really like to see this added as a flag to func_weldable)
As a map designer, I would like to have the abliity to allow commanders to make a tradeoff between spending resources on marine unit improvements and spending to enhance map functionality. If commanders have the option to "buy" map changes one change at a time, I believe it will enhance the marine experience as teams decide whether they want to win using their own tech or by gradually morphing the map to suit their purposes. The concept of securing strategic power cell points encourages the hold-and-advance squad stategy that Natural Selection hopes to promote for the marine team. Under the current welder model, there is no reward for holding a permanent weld point (e.g. Sewer Vestibule's vent to Main Hold in Caged), and a breakable weld point partially removes the effectiveness of a choke point once it's been comprimised (e.g. the vent weld in Aft Junction on Bast).
I would also like the marines to be able to remove cells so that they can decide to change locations without fully abandoning their resources -- this is analogous to the recycling of buildings.
How the power cells would work in game: Power cells would be another item in slot #2 like the welder and mines--each marine can carry a limited number of cells (to be decided in playtesting, could be 1 cell per marine). Cells would be dropped by the comm within the armory radius or within the radius of a new building type in packs (number in a pack to be decided in playtesting, possibly but not necessarily equal to carry limit). The cost of cells should be agreed upon early in testing so that level designers know how prolific they will be. I'd suggest a cost of between 5 and 20 resources, placing their cost in a similar range to that of mines and the welder. The physical size of the cell and the number carried per marine should probably be scaled according to this value.
Cells would be set into one of several different socket models available to map makers (wall, floor, and standalone mounts). If a marine selects a cell as his current weapon and hits +use or +attack when pointing at an empty socket, the cell is placed into the socket and removed from the marine's inventory. If a marine is not already carring the upper limit of cells, he can remove a cell from a socket by pressing +use again to carry it to another socket. If a marine has power cells selected as his current weapon, hitting +attack should pick up a cell from a socket unless the marine is at the carry limit.
The perferred pickup order for cells would need to be determined in playtesting, but they should be given higher autopickup priority than the pistol when they are picked up off the ground to match other slot 2 items. The marine should be able to pick up a cell from a socket even if slot 2 isn't the current weapon slot, and should not automatically switch weapons when removing a cell from a socket. If a marine isn't eligible to carry the cell, it should remain in the socket with a "use denied" noise to indicate that the marine can't grab the cell.
Multiple sockets can be joined together in groups to power a single effect, varying the cost and number of marine trips required to change the map. Cells would be clearly visible while in sockets so that both teams can see if the socket is occupied. Socketed cells should be brighter than the surrounding map to aid this visibility. Aliens can damage cells that are in sockets or dropped on the ground -- each cell will have hit points determined in playtesting. If an alien destroys a cell in a socket, the socket is effectively emptied and resets. The sockets themselves should be invulnerable, allowing marines the opportunity to reclaim sockets in areas under alien control.
Differences between this system and the welder: The welder is a buy once, infinite use tool, but cells would be a pay-per-use solution. Each time the commander faces a decision about a map enhancement, he is given three options based on his evaluation of priorities -- spend more resources to enable the effect, trade one effect for another by moving cells, or ignore the effect in favor of unit upgrades, buildings, and weapons. The middle possiblity isn't possible under the current system.
One marine working solo can weld every point on the map. Using power cells, a map designer can decide how many trips marines must make from the cell drop area to sockets once the carry limit has been decided... it would be more efficient for marines to work as a team carrying multiple cells to a point in a single trip than for a single marine to make multiple trips. In addition, if cells and welders are both useful in a given room, marines with both types of loadout would want to coordinate since both weapons occupy slot 2.
Elements that would have to be added to Natural Selection (exact specification open to discussion):
A new point entity for mappers, team_powersocket, with the following fields:
- angle
- model type (dropdown list - floor, wall, standalone)
- target (sends on signal when filled, off signal when emptied)
A new weapon type, weapon_powercell, with the following special properties:
- attack only functions when pointing at a socket, and plugs in/removes the cell from the socket
- changes the functionality of +use key on team_powersocket when equipped to load/unload cell from inventory to socket
- can be damaged when not being carried by a marine (subject to melee damage, too, unlike mines), has static maximum hitpoints -- disappears in puff of smoke when killed)