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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
odezzah
Remember the last hectic time when marines were siege one of your hives?
And 2 skulks went to the hive for healing , someone turned into a lerk-egg and then you respawned. And

BLAM ! biggrin-fix.gif

All 4 of you who were somewhat near the hive got sent back into the dust you came from. Would it not be nice if siege cannon only damaged buildings? I think this is a must do.

don't flame this thread if this got discussed before, the search function never gives me any answer ... confused-fix.gif
Al_Kaholic
Totally agree with this, especially seeing as how the siege damage code is rather buggy;you can sit upon a structure being sieged and not take damage, but stand 20m away from a structure as it's hit and you're pummeled for 165 incidental damage (I believe that's the value...). Marines already can attack your hive from within a sheltered corner, and any other tactic to assault a hive have a much higher chance of backfirinf due to the risks involved; Siege cannons have virtually no drawbacks.
Kenichi-SNK
Solution: Stand well back biggrin-fix.gif

Ideas: Heal Spray from a small distance you will be suprised at the reach of the spray. pudgy.gif
God_Killer
Beaing killed by sieges really sucks and doesn't make sense because!
QUOTE
you can sit upon a structure being sieged and not take damage, but stand 20m away from a structure as it's hit and you're pummeled for 165 incidental damage


Sieges should really make no damage to players.

Alkiller
Sieges are albeit quite buggy. I agree, the damage should either be fixed (you know when your going to get blasted to pieces) or be removed.
Recoup
I think it was meant to damage players because tons of gorges couldnt camp a set of DC's or OC's and spam healspray it while the commander sieged from a far location. It kept them from doing that, making it all the more reason to just consider your OC's or DC's lost. Too bad.
Da_Scarlet_M
well I think you should be able to counter the seige because when everyone is guarding it with a turents all around it aint that easy to counter! like something that makes it so you cant use the sweep on a hive room if there is something there like an OC perhaps? you would need to see it with a marine or have a stronger seige with more range and make it like a nuke in Starcraft with a marine placing a tracer on it i dunno
[(edit) fixed spelling and lil bit clearer to read]
SinSpawn
If seiges can kill I'd atleast like something done to bilebomb, I mean if you spit a big bilebomb at a marine it should do something!
Church
You can manually TARGET bilebombs. You can't manually target Seige turrets. Seige bases take lots of res to set up. Gorges costs 10.
Maian
Sieges should deal less damage to lifeforms. To compensate, increase seige damage. The result: gorges can more easily build distractions, but sieges would still be powerful.
Princess_of_Power
How about make the blast radius of the siege equal to the observatory scan? That way, you could get a rough idea of how far you should be away from the structures, plus it would encourage marines to come into the hive (so that aliens won't be able to tell how large the siege blast radius is).
AMB_Source
Why doesnt the siege damage marines, siege.gif
I mean it says "the splash damage" hurts the aliens, well you can hurt yourself on splash damage of a grenade, why not siege?
This would stop marines comming in and standing under the hive, getting cover fire from sieges.
Just my suggestion
rnn
QUOTE ($AMB // Source @ Aug 26 2004, 10:09 AM)
Why doesnt the siege damage marines,  siege.gif
I mean it says "the splash damage" hurts the aliens, well you can hurt yourself on splash damage of a grenade, why not siege?
This would stop marines comming in and standing under the hive, getting cover fire from sieges.
Just my suggestion

Siege do damage to marines when mp_friendlyfire is set to 1
The_Dot_of_Death
Certain weapons should always have friendly fire enabled...
RobB
since the range of the siege is so far, I totaly agree with this suggestion. sometimes the only way to break a siegespot is with an onos or fade rush - and most times you don't have enough room to back off from the hive and *blamm* - scrammbled eggs.

so: YES.
Commander_JAG
Make the seiges do 25 dmg to lifeforms That way it wont kill aliens unless there are like 8 seiges to do it. However it will be enough to make aliens fall back a bit.
Church
We can test it for a build and see how it affects seiging. Only field tests will show whether it's balanced or not.

Actually...I have another idea. Instead of seige damaging aliens, how about the sonic waves overload the alien's eardrums (or similar body structure) and the alien is stunned for half a second or a second? Since seiges fire so slowly you can't get chain stunned unless there are like 8 seiges (which probably requires at least 2 adv TFs because of the stupid, stupid no build radius) in which case you've probably lost that spot anyways.
AvengerX
siege should not damage aliens, maybe if anything that shock wave from the gravational vortex ( or however the heck sieges shot threw walls it says in the manual something about rearragning gravity) and so maybe it could shock the aliens for a second or so tops, but that should be it. com gets plenty of kills from his electric fences and turrut farms, he doesn't need free kills from sieging

so I agree with meatshield
RobB
what about this:
aliens get thrown around when they are to near to an siege-impact!
(and nothing else, until they drop into a trigger_hurt pit)
Night_Eagle
So, let's take this into perspective.
There is this weapon.
This weapon can blow up a building in one minute.
However, this weapon can not damage a single person for three years.

Siege must do damage to aliens.
BTW: About your some weapons must always have friendly fire on. Make a server and turn friendly fire on, because your allies should take damage when you shoot them in the head 50 times.
asrifle.gif asrifle.gif pudgy.gif
RobB
QUOTE
This weapon can blow up a building in one minute.
However, this weapon can not damage a single person for three years.

Siege must do damage to aliens.


can you explain, why? Bilebomb doesn't damage marines, too...
Don't say "but you can aim bilebomb" - 5 gorges cant take out a base in a minute, but 5 sieges can waste a hiveroom.
Toxeia
From a physics stand point, the weapons shouldn't even be able to hurt the structures =|


As to why the siege cannons can shoot through walls, they use sound. Sound happens to have this whole thing with super sonic frequencies that's capable of moving through solid subtances. I imagine the waya real "Siege Cannon" would work, would be by matching the frequency of the sound attack to the harmonic frequency of the structure. (This is something that can really be done. A building was demolished with a small electronic device that made a sound that matched the harmonic frequency of the buildings infrastructure. It began to wobble, and crashed to the ground)

Perhaps a fair mod to the siege cannon, would be it targets a structure, and only hurts structures of this type in the area. (I doubt a defense chamber and a offense chamber share the same mass properties.) This would help with the OC Farms in some areas. As for hurting aliens, I think the fact it deals 125 (Double VS Structures) would be enough to keep you happy. Maybe if for some reason the devs want to get rid of a Sensory Skill, a good idea would be something along Selective Hearing.

I imagine sieges (using sound) would cause aliens (a highly sensitive race) to have bit of a twinge in the ear. That should deal some damage, but the Selective Hearing might lower the damage, or null the effect completely. of course, this would be useless in CO. So it's not too likely.
Dantemss
I totally agree with sieges dealing no or less damage to aliens, BUT only if healspray is nerfed to half of what it is now. (In relation to hives, mainly) Would solve the problem of the hive in combat being unkillable when there are some gorges (large teams) and the siege cannon would have a counter.

Btw, sieges use gravity, not sound. biggrin-fix.gif

Oh wait, on second though this doesn't seem to be so good for combat...
MarineAnimal
QUOTE (Dantemss @ Aug 28 2004, 11:09 AM)
I totally agree with sieges dealing no or less damage to aliens, BUT only if healspray is nerfed to half of what it is now. (In relation to hives, mainly) Would solve the problem of the hive in combat being unkillable when there are some gorges (large teams) and the siege cannon would have a counter.

That is why the marines have feet, so they can walk into the hive.
the_x5
QUOTE (|ds|meatshield @ Aug 25 2004, 08:54 PM)
You can manually TARGET bilebombs. You can't manually target Seige turrets. Seige bases take lots of res to set up. Gorges costs 10.

A siege will not save your base if you are marine. It will not target anything other than structures.

Now the same way how a bomb won't deliver a structure-only strike, neither will a siege. If you are next to or on a bomb-site when it explodes it is the enemy's fault? Ha, tough luck sucka. It is actually a good marine strat to have the splash damages and discourages the gorge to surround himself with chambers.

It's balanced.

I remember how one person got squished as an onos when marines pushed a button that made a door close on him. He blamed the map maker's doors. LoL. That's silly, just face the fact that you got owned by marines using their environment to the advantage. We usually call that skill.

So in conclusion while I am glad someone check this idea, I have to say no.
RobB
afaik is that what you hear already selected through the nano organisms crawling the environment. did you ever noticed ears on the aliens (except kylies hamster mod for the gorge if so)?
the nano-orgs transmit it directly into the brain of your current ingame-avatar, much like the hivesight.
and yes, sonic blasts are able to kill you in reality - but how can they kill you when you have no ears? the supersonic-building-crushing effect descriped up their could be effected by destroying the molecule connections through microscopic movements caused from the sonic waves - but this needs direct contact with the device and is highly inefective!
ever noticed the floor shaking when you turn up that subwoofer to loud?

<e>typos
crazyperson
sieges need to do at least 60% less damage to the aliens simply because sieges can wipe out respawned aliens to easily right now. there have been times ive played and there was only 1-2 siege cannons, no phasegate, no turrets. after the team killed off all but one marine the queue at our only hive began, but the cannons were killing off the reinforcements soon after spawning.

perhaps a compromise - only skulks are immune to the siege cannon. skulks are a minimal lifeform and only gorges do less damage, but gorges heal.

i do like the 'only deal the type of targeted stucture' but then i get to thinking will all the sieges target the same buildings or not, since sieging is more effective with 2-4 siege cannons, and if they dont then this idea is not going to change much.
RobB
...and the stress would kill the whole hull integrety and your ship would go *crash*

rest in pieces.
Hybridclaw
QUOTE
Since aliens themselves don't hold the same shape very long (i.e. they tend to move … a lot) they, and other mobile targets, don't register

hmmm.....
i could be blinking as a fade and still be damaged by it...
and no i wasn't very close to any chambers...
the_x5
QUOTE (mirrodin @ Aug 28 2004, 03:17 PM)
Sound? I thought the seiges used gravity to mess with the stuff and allow it to project through walls. If your area suddenly has 100G instead of 1G then you will go squish. biggrin-fix.gif Fun though.

EDIT:
[QUOTE = http://www.natural-selection.org/manual/weapons_siege.html]
The turret manipulates its gravitational field to induce a catastrophic effect ? much like a sonic boom ? that ignores intervening barriers and walls. [/QUOTE]

Thanx. Glad to know people actually read the material. The other one that bugs me is Kharaa and Earth stuff. Ok manual says Adrian arm of galaxy, therefore not Milky Way.

PS: speaking of gravity... came up with a way to make 54 working RTs off of the same node. How? sv_gravity -5, hit the Rt to move it. This is also at same time I love to switch the negative gravity to a positive 9999. Which is an instant death everywhere. Just a little something fun you might want to try as admin when your angry. Here a bind:

CODE
bind "x" "sv_gravity -10; wait; wait; wait; sv_gravity 9999; wait; sv_gravity 800"
Church
*bump* I still want my idea to be implemented tounge.gif The one about seiges only stunning aliens for a set amount of time instead of damaging them.
VETMAL
Some sites have mods that allow sporifying the res towers. How about something like an upgrade to a sensory tower that will effectively cloak all structures within its range against a siege (or set of sieges) until marines enter the area and decloak a structure by firing upon it. And if the marine stops firing the structures recloak against the siege.

Along those same lines... How about giving aliens the ability to upgrade an OC into an Alien OC siege structure for line of site structures and Marines.

I don't know how long it should take to upgrade the structures, maybe two or three times the amount of time to build a regular structure.
Windelkron
no, I don't support this;
1) sieges are barely effective now as it is, this is just another nerf
2) doesn't make sense to call them "siege" cannons if they can't siege a stronghold... in the olden mediaeval (or whatever) days, sieges ONLY killed the people, and didn't do anything to the structures smile-fix.gif
3) doesn't logically fit (big explosion, but no damage? wtg?)
4) killing players provides marines with a working tactic to oppose an alien turtle (ie aliens who hide behind D chambers)
5) sieges have been hurting players since the beginning. no need to overturn EVERY idea.
Hybridclaw
can't defend the hive if you die when you spawn in
c_oma
my €0.02:

sieges should prioritze structures over players. just like with sentry turrets, but the other way around smile-fix.gif

i that way, as long as the hive lives, it's defendable
Windelkron
[c]oma, sieges don't target players. but if a player is close enough to a building when it gets hit by a siege, then the player will be hurt/killed.
c_oma
hmmm, in that case... i like the option for sieges not to damage players at all. but cost a bit less res maybe. this doesn't hurt the game too much i think, as there will usually be some marines around the sieges to kill of the aliens that come to the hive under attack, anyway.
m0nk3y
The reason why siege canons can hurt players is to prevent the gorges from healing the hive.
odezzah
if the reason for siege to damage alien player is that of gorge healing hive then do this:

siege stun the hive! Hive self-heal stops and dcs and gorges canīt heal it for a 5 second period. (I think sieges fire every 5s).

This way , we can still have gorges, lerks and fades in the hive area without the fear of a random supersiege killing you. This will also have the effect of improved teamplay. Since hive does not heal when stunned, gorges are needed below hive to heal the fades and lerks that attack the siegespot.

I change my suggestion into this.
Siege stun hive, siege canīt hurt alien players, hive canīt be healed while stunned and hive canīt heal anyone while stunned.
RobB
Then the commanders will place realy MASSIVE amounts of sieges, after this formula:

siege number = ( damage to hive / time to fire )

the closer the actual number is, the faster the hive will go down because there is practical no time to reastablish the hive health.
its even possible that one tf is build, it's build range spammed with turrets, another TF build + siege upgrade, then this tf spammed with sieges, another siege tf and an turret only tf to secure the backside.... DO YOU REALY WANT THAT?
odezzah
QUOTE (RobB @ Sep 1 2004, 01:31 PM)
Then the commanders will place realy MASSIVE amounts of sieges, after this formula:

siege number = ( damage to hive / time to fire )

the closer the actual number is, the faster the hive will go down because there is practical no time to reastablish the hive health.
its even possible that one tf is build, it's build range spammed with turrets, another TF build + siege upgrade, then this tf spammed with sieges, another siege tf and an turret only tf to secure the backside.... DO YOU REALY WANT THAT?

I am sorry RobB, I donīt really get your msg. If commander has the res for 20 siege he can (and always could) siege the hive down in 20s.

With some teamplay in alien team (gorges healing others below hive, rushing together at siege spot) it should be better this way.

Donīt you want that RobB ?
Dantemss
Instead of that, you could up the siege damage, but remove damaging players.
Zunni
Fixed in B6.
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