Mchief
Oct 4 2004, 09:04 PM
My idea is to make the movement chamber a bit better in two ways
1 make the chamber when build eminate a electrical discharge that permeates the nerby ground to a raduis of its current adren rechange the electrical change would for story reason would scramble the microcircutry of the marines nanites rendering them uselees an unable to constucte the structures material form for the marines to set up
2 the above mentiond electrical field would also have a side effect off being of the same electrial feild generated buy all aliens in doing so the observators sweap would see on big circle insteaded of the actual builsdings and such making it so the marine couldent just seige it /////or the feild could compleatly remove the aleins electrica persacne so its still undetectable to obs scarrer sweap
Zunni
Oct 4 2004, 09:20 PM
Ok I almost understand this.. Can someone translate it for me?
Mchief
Oct 4 2004, 09:26 PM
ok here goes the movement chamber creates a field that shuts down nanites making comander droping a chair or something in side the chamers circle imposable
2nd thing was that the same field also eather removes alien bio signs or scrambles the observatiors scaner swaep making siege lock imposable
Zunni
Oct 4 2004, 10:39 PM
So you want to have the mc be a "no build zone" for marines?
Except ninja PG's are a big part of the game atm, and this would make them impossible since 1 MC in each hive would mean no ninja PG's ever....
Actually I kind of like this the more I think about it.. In order to ninja a PG, a player has to sacrifice himself and kill the MC chamber near or in the hive. Assuming he does that and the aliens don't rebuild, then the marines can ninja a PG...
Hmmmm, very interesting..
DragonMech
Oct 4 2004, 10:40 PM
The MC would probably have to be a little weaker HP wise to compensate, and to make it easier for a marine to start a PG/etc.
the_x5
Oct 4 2004, 11:12 PM
Ninja PGs are a good teamwork strategy and can be rather fun.
Like the idea but
*vote no*
Besides, this would cause issues with relocation. Remove my ability to relocate and I'll never the NS version that has this. I will
not be forced to hold my base in MS. I
always relocate when I command.
MC spam to create no-build zones all over the map will ruin the game. I mean as alien all you have to do is put an MC at every res node and you can easily win. Totally unbalancing.
~edit~ (after some thinking)
Perhaps this would be best of instead of making a no-build zone the electrical field cause nano-gridlock to shift in the aliens favor. Much like how SC and DC do. It could make motion tracking not work well in those areas (blue circle disappears) and make other nanite depending tasks like drops not work well. (in a well covered area marine commanders get 50% of their drop command ignored or something)
I love how you attribute you logic back to scientific fact.
However:
I might also want to mention a marine counter for their structures: magnetic shielding. (seen commonly in hard drives for instance)
-and-
No biological system can generate that much of an electric or magnetic field. We are talkign about microampres here. But you did remind me of something interesting. Biological systems can develope large electromagnetic potential (voltage) as is seen in skulks' xenocide and in earth lifeforms like electric eels or even at a much lower level in neuron signals. So perhaps the MC can have a touch-based self-defense. Where is a marine get close enough it has cnidariocytes like a cnidarian (jelly fish) and stings the attacker with elctricity and shoot mini-whips into the victims flesh and injects a poison. MC could evolve this trait in other colony creatures like the diploid units. (hive, skulk, lerk, gorge, fade, onos, etc.) Hmm or maybe this is all the function of a new chamber, not an MC but a special type of trait giving OC... Now I'm getting a new idea. Thanx for insipring me.
SmoodCroozn
Oct 5 2004, 12:28 AM
And if the MC was built in a vent next to an RT, a la subjunction vent...
Marine: dubya tee eff?
the_x5
Oct 5 2004, 12:39 AM
| QUOTE (SmoodCroozn @ Oct 4 2004, 07:28 PM) |
| Marine: dubya tee eff? |
Eh?
Only time I've heard the word "dubya" used is in "George Dubya Bush," lol.
~edit~
Kudos Bob.
BobTheJanitor
Oct 5 2004, 12:55 AM
This seems like something more in keeping with the function of SCs rather than MCs. SCs already render MT mostly useless within their range. And this would also make OCs basically useless. Why put OCs in a siege area to guard when you can just drop an MC and know that marines will HAVE to attack it to be able to put up a siege base? The OC could be blocked or ignored by constant medspam at least.
kabo0m
Oct 5 2004, 01:27 AM
| QUOTE (x5 @ Oct 4 2004, 08:39 PM) |
| QUOTE (SmoodCroozn @ Oct 4 2004, 07:28 PM) | | Marine: dubya tee eff? |
Eh? Only time I've heard the word "dubya" used is in "George Dubya Bush," lol. ~edit~ Kudos Bob. |
ya it is a spelling of
WTH 
SmoodCroozn just put it phonetically lol Just like it is George W. Bush
the_x5
Oct 5 2004, 02:13 AM
| QUOTE (kabo0m @ Oct 4 2004, 08:27 PM) |
ya it is a spelling of
WTH 
SmoodCroozn just put it phonetically lol Just like it is George W. Bush |
Ah, phonetically. Now I get it.
back on topic:
*still vote no*
| QUOTE (x5 @ Oct 4 2004, 06:12 PM) |
MC spam to create no-build zones all over the map will ruin the game. I mean as alien all you have to do is put an MC at every res node and you can easily win. Totally unbalancing.
|
10 seconds of two marines attacking = dead mc. Hardly a game lock

. Besides, every 10 res spent on a mc is basically one less rt the aliens can put up early game. Seems balanced enough to me.
Dark_Shimmer1
Oct 5 2004, 02:41 AM
| QUOTE (5kyh16h91 @ Oct 4 2004, 09:36 PM) |
| QUOTE (x5 @ Oct 4 2004, 06:12 PM) | MC spam to create no-build zones all over the map will ruin the game. I mean as alien all you have to do is put an MC at every res node and you can easily win. Totally unbalancing.
|
10 seconds of two marines attacking = dead mc. Hardly a game lock  . Besides, every 10 res spent on a mc is basically one less rt the aliens can put up early game. Seems balanced enough to me. |
Agree.
Seti
Oct 5 2004, 02:46 AM
Or maybe the MC would let marines drop buildings, but no med or ammo spam.
Throw in increased build time for good measure also (increase of 1.5x maybe).
That way the chamber doesn't stop ninja's and surprise seiges, rather it slows them down (while the aliens might remain unaware). Also if the marine do get detected, they have a much greater likelyhood of getting killed and the phase destroyed before they get it up. This would still give forward MC's more of a use than allowing a gorge to spit, heal, or bilebomb indefinitely (which can be useful, but not worth 10 res).
krimson
Oct 5 2004, 03:05 AM
i kind of like it.
but, you wouldnt want the circle of no-buildability to be like enourmous... like definately no bigger than a room, and most rooms it wouldnt reach the outsides.
i think also it should only affect certain buildings... like CCs or ips, or things like that, but not rts and pgs... or maybe something like 2 MCs for certain buildings.
maybe even make the build time increase for marine buildings, or something like that.
because this, if not properly executed, could be a big abuse issue with a-hole gorges..
this also could help decide that mc is the first chamber
You want to know why this is bad?
In order to have a MC be effective it needs a certain radius. As shown radius' can go through walls. Thus you can PREVENT siege points by building behind a wall in a hive room preventing siege placement. This would drastically hamper the marines. Plus a MC logically would not be the #1 chamber producing interference with the nano-gridlock. Also the nano-gridlock prevents this from occuring supposedly. Maps would have to be redesigned for this to work.
MC currently are as EFFECTIVE as DC on the offense. They sit there and provide support to lifeforms that need adren and healing. Cloaking provides cover. All of them provide offense and defense somewhat equally. MC work especially well for higher lifeforms who use their adren much more quickly.
As for ninja phasegates. I consider it to be a very good twist in NS gameplay that can change the scales of who is winning. Same with a skulk which takes out a key structure when the time is right, and many other attributes. Taking this away is like taking a tech-branch away from the marines.
KeksImperium
Oct 5 2004, 11:34 AM
| QUOTE (Avs @ Oct 5 2004, 11:09 AM) |
You want to know why this is bad?
In order to have a MC be effective it needs a certain radius. As shown radius' can go through walls. Thus you can PREVENT siege points by building behind a wall in a hive room preventing siege placement. This would drastically hamper the marines. Plus a MC logically would not be the #1 chamber producing interference with the nano-gridlock. Also the nano-gridlock prevents this from occuring supposedly. Maps would have to be redesigned for this to work.
MC currently are as EFFECTIVE as DC on the offense. They sit there and provide support to lifeforms that need adren and healing. Cloaking provides cover. All of them provide offense and defense somewhat equally. MC work especially well for higher lifeforms who use their adren much more quickly.
As for ninja phasegates. I consider it to be a very good twist in NS gameplay that can change the scales of who is winning. Same with a skulk which takes out a key structure when the time is right, and many other attributes. Taking this away is like taking a tech-branch away from the marines. |
i agree to this!
Legat
Oct 5 2004, 12:36 PM
| QUOTE |
QUOTE (Avs @ Oct 5 2004, 11:09 AM) You want to know why this is bad?
In order to have a MC be effective it needs a certain radius. As shown radius' can go through walls. Thus you can PREVENT siege points by building behind a wall in a hive room preventing siege placement. This would drastically hamper the marines. Plus a MC logically would not be the #1 chamber producing interference with the nano-gridlock. Also the nano-gridlock prevents this from occuring supposedly. Maps would have to be redesigned for this to work.
MC currently are as EFFECTIVE as DC on the offense. They sit there and provide support to lifeforms that need adren and healing. Cloaking provides cover. All of them provide offense and defense somewhat equally. MC work especially well for higher lifeforms who use their adren much more quickly.
As for ninja phasegates. I consider it to be a very good twist in NS gameplay that can change the scales of who is winning. Same with a skulk which takes out a key structure when the time is right, and many other attributes. Taking this away is like taking a tech-branch away from the marines.
i agree to this!
|
why?
The range of MCs is quite limited, and early game spamming is impossible because of resshortage.
Besides, this will only mean that the marines have to build the phasegate at a certain distance of the hive, so rushing would become a bit more difficult and alien response time would be longer. Both is not a bad thing imho, shotgunrushing is simply too easy.
As for the siegerange, that could be a problem, but only if the siegerange is smaller than the MCs area effect, which are both numbers that can be tweaked.
Besides, why not implement a marine counter to this nullification? Lets say it is nessesary to scan the area in order to drop a building.
the scannersweep allows a reconnection to the nano network and thus the comm can phase in the structure.
So unless the MC is located and destroyed, the comm simply has to scan repededly in order to drop the required structures.
just a suggestion...
Stakhanov
Oct 5 2004, 03:11 PM
I'd say make OCs prevent structure dropping in a small area (so you can still siege them with ease) , and MCs prevent equipment dropping. So if a gorge could sneak both in the marine start , they would be in trouble...
Another merit is that luring OCs with structures would be much harder.
Zunni
Oct 5 2004, 03:16 PM
After reading the pros and cons, I'm not convinced that this would be a bad thing.
As for seige points, I'm a little tired tbh, that marines can with very little effort on their part get an entire base built out side an alien encampment, it takes teamwork rarely found on pubs to take it out.
All this would mean is the sg'ers would have to rush the hive, take out the MC and then retreat to build their base, I think it's fair (in certain respects) that marines should have to stick their necks out for a few seconds..
TBH, this sort of idea probably won't go in ever.. But it's certainly an intriguing enough idea to continue to be talked about..
MC range is considerably shorter than siege range. You wouldn't be able to block all siege spots with one MC in the hive. I like this idea, but I disagree with the concept of MCs being unsiegable; what if instead, structures in the chamber's radius couldn't be sieged, but the MC itself could be? That way, an MC that's built close enough to block a siege spot could be sieged itself if the marines went a little further back.
Legat
Oct 5 2004, 05:09 PM
| QUOTE (Stakhanov @ Oct 5 2004, 10:11 AM) |
I'd say make OCs prevent structure dropping in a small area (so you can still siege them with ease) , and MCs prevent equipment dropping. So if a gorge could sneak both in the marine start , they would be in trouble...
Another merit is that luring OCs with structures would be much harder. |
Yes, I guess that is a nice idea. Why should the MC be the chamber to prevent Marine expansion anyway? It does not fit to the concept of a movement chamber.
The OC would somehow be more fitting for this kind of effect. OCs preventing marines from buildling in their proximity seems plausibel for me.
This Nano Gridlock ability could be the area effect benefit for the offense chamber. It actually lacks a benefit exept shooting anyway.
This could also prevent extended turretfarming, if there are hidden OCs in the proximity to the TF, the marines would be unable to build turrets until they find and destroy them.
As counter for this, there might be another upgrade like electrification for TFs, which allows strucktures to be built regardless of gridlock. Lets call it "nano amplifier" or whatever.
So if you allow TFs to be built everywhere, it would still take some time to upgrade the TF so it can amplify the comms signal and allows additional buildings like sentries or phasegates to be phased in.
This way, the first building nessesary would be the TF. This TF must be defended for a certain amount of time. Lets say 150 seconds until sentries or a phasegate could be built. This would give aliens some time to react.
S_Badguy
Nov 1 2004, 10:35 PM
oh poo, I just replied on a thread about making use of the MC in terms of structural or something, not just player.
Maybe not so much a build zone killer is the right idea the MC, but maybe more along the lines of a siege inhibitor in a very short range (detonates siege blast about 10-20 units out LOS).
storytime
"The MC was an unanticipated adaptation for the growing threat of the marines' technology" "the hive mind felt an alteration in physics which it hadn't seen before, which was destroying its lifeforms without ANY major tactical disadvantages" "the marines could annihilate any futile resistance THROUGH SOLID MATTER which could not be compensated for!" "after contemplation the hive mind recognized a pattern in the disturbances caused by this weapon, and began to catalyze a instantaneous reaction to destabilize the attack preemptively before it caused harm to nearby structures" "unfortunately the neurological response was not completely fast enough to cancel out the disturbance before it came in close proximity merely because of the split second response time needed, instead it would detonate the siege preemptively" "in reality the MC was capable of at least protecting structures in direct range of its neurological response"
cookman
Nov 1 2004, 10:42 PM
I think it's brilliant.
It wouldn't be anything totally unbalancing in the favour of the aliens, because MCs are already very fragile and 1½ LMG mag is enough to clear it away.
It would also be a very good solution to prevent CC blocking and using TFs as OC bait.
I can't see why this boost to MC should go unaccounted for because MC isn't the most useful chamber as it is (unless hive 2 in which case celerity gets very important).
Crispy
Nov 1 2004, 11:26 PM
| QUOTE (Legat @ Oct 5 2004, 12:09 PM) |
| Yes, I guess that is a nice idea. Why should the MC be the chamber to prevent Marine expansion anyway? It does not fit to the concept of a movement chamber. |
It denies the expansion of the other team, which is a sort of movement(?)
Someone also said something about changing the siege radius. That just won't happen as ALL maps would have to be altered + the Mapping Guidelines, meaning that you wouldn't get any new maps until everyone had remapped the Hives and chokepoints. I don't think this is really an issue anyway as you can just send in a squad to take out the offending chambers, and it's not as if Aliens don't need to spend resources on 8 chambers around the Hive perimiter and in siege positions.
I like no-build zone but am against the other nerfs previously suggested (scan etc.)
I don't think that putting MCs in vents should be too much of a problem, it would just encourage Marine teamwork to boost someone into the Hive to flush it out and in the later game make JPs more valued or even a neccessary counter to 1st Hive MCs. Don't forget that with MCs first Aliens would be completely without Regen or Carapace, something that a lot of people take for granted as a given.
I really like how this could open up the ?-?-? order of chambers, something that desperately needs doing. Do you get MCs first to secure the Res areas but risk low health for speed and lightning attacks? Or do you go for the regular Res nodes and put down some MCs in the Hives. Cloaked MCs could mean that we see DC pushed to the back of the chain (lol that'll never happen!).
I'd like to see more C&C on this, it's sparked some interest in me...
Church
Nov 2 2004, 05:08 AM
I think this would overpower the aliens.
I think the MCs should just prevent the building of Tfacs in its radius, AND its radius has almost no vertical component. This will help against a gorge just dropping an MC in a vent, and the marines not being to do anything about it until JPs. I can just imagine the vents under power sub junction in eclipse. *shudders*
Pika-Cthulhu
Nov 4 2004, 01:54 AM
I dont think this would overpower aliens at all, it would just add a new element to gameplay. The gorge can decide to either gather RT, or deny marines of RT at a cost to the team (10 Res for one single Movement tower, at the cost of putting up an RT will slow the aliens severely early game, and is not a viable choice for early game play, so, that wont happen)
But it makes marines actually have to do something actively when siegeing a base, they need to rush in and kill the movement chamber, so that they can setup a mini siegebase, and in close proximity to the movement chamber, they are unable to recieve massive medspam (Medkits nad ammo are slowed at drop rate in AOE of MC) so its not as simple as running in killing hte MC then setting up a Ninja PG/Siegebase.
How about making it so the MC doesnt nullify scan sweep, but distorts siege cannon fire, making it unpredictable, and random, so you can still scansweep siege, but your chances of hitting the hive or MC are mid to low. (Personally, id just love to see random siege spam in a hive, making the entire floor a deathgrid for aliens)
This wont effect early game very much, only in certain maps, but its more geared for mid to endgame defence. A lone MC in a vent shouldnt be that hard to take out, and I highly doubt that the aliens could deny every single RT on the map in the first minutes of a game. Just make/edit certain maps/vents with no Build zones perhaps. Seeing as mines can be used as a ladder to get to a vent, I really dont see much of a problem, apart from marine inconvenience at having to crawl through a vent.
DC_Darkling
Nov 4 2004, 11:30 AM
I don't think its that good.
We simply place a few MCs midgame here and there, in corners and stuff, near that nice little WOL we made, etc.
Anywhere where there is a group of structures or a hive we place 1 or more MCs, never siege, never build, let them take it all down by GL and silly weapons.
gg
vote no
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