Joe2
May 22 2005, 12:39 PM
When you spawn in the Sensory Chamber area, you must be already cloacked...
typical_skeleton
May 22 2005, 12:43 PM
I actually think this is a good idea.
Could be a nice compromise for the spawn camper problem, and it seems to make enough sense.
Lt_Patch
May 22 2005, 01:26 PM
I'm trying to understand the mechanics of the Khaara spawn process, seeing as the skulks actually spawn a few units above the intended landing texture, then, according to the Half-Life engine, the entity is actually moving, and (according to the "Rules" of NS) not acually covered by the cloaking effect of the Sensory Chamber.
I pretty sure this has something to do with early balance methods, and is just left alone to stop marines wondering why they have just been killed by a bitegun, when they are standing in a seemingly empty spawn room.
It would be a nice touch to the SC's effectiveness in stopping the lone rambo marines, but the mechanics of it would be too hard to adjust, seeing as the models visibly drop when the player is ready to move, and how the hives are probably suspended about 12" from the floor.
The only problem with this is that it would bring about the old fable of "Why is that marine spawncamping? Are we really that bad that one rambo is nailing everyone?". It might actually bring about an increased awareness of the marine players, but invariably, the alien players may become to depend upon the aura of the SC, which might hurt future expansion skills of the newer players.
I would give this a thumbs up, but for the huge chnges it would bring about in the mentalities of the players, it gets a thumbs down. Sorry.
Pithlit
May 22 2005, 01:41 PM
make it so!
typical_skeleton
May 22 2005, 04:57 PM
I don't see how it'd change the mentality of players.
You spawn cloaked if you're in an SC's radius, and say... three seconds later, the insta-cloak disappears, and normal cloaking begins.
A marine wondering why he was just killed by a bitegun in an empty hive room means very little to me. Marines may well wonder this anywhere with the new cloaking mechanics.
It's up to the marine to act accordingly in order to avoid this sort of thing. The game can only go so far to hold the hands of new players, eventually they have to "figure it out".
EDIT: Patch, I can't really even understand your post at all.
| QUOTE |
| The only problem with this is that it would bring about the old fable of "Why is that marine spawncamping? Are we really that bad that one rambo is nailing everyone?". It might actually bring about an increased awareness of the marine players, but invariably, the alien players may become to depend upon the aura of the SC, which might hurt future expansion skills of the newer players. |
?
I don't even understand this paragraph at all, overall. Partially because it doesn't make sense.
I've never heard of it as the "old fable", but it's brought about once every few weeks or so already. The idea is to prevent that type of rambo, so I don't know why adding this would bring the "fable about".
It would bring awareness up on the marine side, atleast when they know the aliens have SC and they're in a hive room... just as SC brings up the awareness of marines anywhere.
The alien players who are trying not to be spawn camped will depend on the aura of SC. So...? That's the whole idea.
I don't see how relying on spawn cloaking when you're in the radius of an SC would hurt the "future expansion" skills of newer players. Elaborate.
A_Boojum_Snark
May 22 2005, 05:38 PM
But LtPatch, decloaking with movement only happens with the upgrade, when you are near a chamber you can run around all you want and stay cloaked. So that is not an issue.
PRTe
May 23 2005, 05:38 AM
don't exactly hate this idea but i don't exactly like it either. It gives aliens a chamber ability at spawn just like the MC and DC, which the SC is currently lacking, but it may be too overpowering
typical_skeleton
May 23 2005, 10:00 AM
The SC normally cloaks the hive. This is comparable to the AoE healing of DC, or the hive transporting of MC.
Zunni
May 23 2005, 10:59 AM
Perhaps a slight modification of when you spawn your immediately cloak at a 75% faster rate?
Or something, but I do like this idea..
6john
May 23 2005, 12:10 PM
i saw you spawn 50% cloaked or something.
TOmekki
Jun 5 2005, 02:17 PM
i say you spawn at 0% cloaked, because the sc really doesnt need a buff anymore. its suicidal enough already to enter a hive that has an sc in it.
2_of_Eight
Jun 5 2005, 02:28 PM
| QUOTE (Zunni @ May 23 2005, 02:59 PM) |
Perhaps a slight modification of when you spawn your immediately cloak at a 75% faster rate?
Or something, but I do like this idea.. |
I like this! Won't be as overpowering as giving instant cloak, it's a nice change.
That, or spawning partially cloaked.
So in other words, when spawn-camping, the marines either have to build an observatory, or have the commander do several scanner sweeps.
RobB
Jun 6 2005, 09:28 AM
| QUOTE (TOmekki @ Jun 5 2005, 11:17 PM) |
| i say you spawn at 0% cloaked, because the sc really doesnt need a buff anymore. its suicidal enough already to enter a hive that has an sc in it. |
but its a piece of cake to enter any other hive then.
I say: 100% cloak when the spawning hive is in the AoE of an SC.
Same with CO: If you have cloaking, you spawn / redemp with 100% cloaking.
or whatever value is current...
Ballisto
Jun 6 2005, 01:14 PM
Sc makes hiverushes hard enough already - a good sensory network will spot a large group of marines moving, or will spot a marine building a phase outside a hive.
Aliens can currently see the hiverush coming (already enough to doom a hiverush!) AND can cloak and wait for the marines!
I don't think they need a special boost.
RobB
Jun 7 2005, 10:37 AM
Scan.
The most aggressive recon tool ever.
Use it next time, and SC is not a problem.
Sandstorm
Jun 11 2005, 04:14 AM
When a player spawns in, they are 100% visible. The game only adjusts cloaking levels at a specific rate, so Marines have ample time to spot the player before they reach 100% cloak.
I personally think players should spawn in 100% cloaked, regardless of the presense of a Sensory Chamber. If there is no Sensory Chamber, they will "fade in" to existance, rather than just instantly appearing fully-visible. If there is a Sensory Chamber, the spawn-camping Marines won't see them without help from Scan or an Observatory, but they will still hear the "plop".
RobB
Jun 13 2005, 07:33 AM
| QUOTE (Sandstorm @ Jun 11 2005, 01:14 PM) |
When a player spawns in, they are 100% visible. The game only adjusts cloaking levels at a specific rate, so Marines have ample time to spot the player before they reach 100% cloak.
I personally think players should spawn in 100% cloaked, regardless of the presense of a Sensory Chamber. If there is no Sensory Chamber, they will "fade in" to existance, rather than just instantly appearing fully-visible. If there is a Sensory Chamber, the spawn-camping Marines won't see them without help from Scan or an Observatory, but they will still hear the "plop". |
QF"MANT"!
(Quoted for "Make A New Thread", dude!)
Joe2
Nov 1 2006, 03:53 PM
I hope my idea is implemented in NS 3.2
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