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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
Trevelyan
I feel the marine team needs to be able to do something beyond blocking to kill a fade running away. We should reward careful planning... but currently there isn't anything combative wise that promotes this beyond what the com does.

Add a satchel charge (power could range from handgrenade to GL power) that a marine can remotely detonate at will. Mines are placed on surfaces... and with enemies that mostly fly (lerk/fade/wallwalking skulks) they just don't do the trick when creating an ambush situation.


Now that the idea is down on paper for others to view... implimentation should be considered (i mean... if you make an idea you obviously would want it implimented).

- A marine can hold one satchel at a time

- The satchel should cost between 1-3 res... no more otherwise you'll have to make it to powerful

- A possibility is to have it researched on the armory/armslab, but there are to many critical upgrades to research in a serious game (a reason Hand grenades are so rarely used). So i think the best supplying method would be com-dropping it ala mines.

- The satchel can be fit to any surface much like a mine... possibly with a deployment time to prevent a marine slapping one down. Remember the purpose of this idea is to allow marines who think ahead to benefit from the equipment they carry and how they use it, not to turn marines into suicide bombers.

- the remote should be able to be quickly selected and used... Can't think of a better place then the misc equipment slot (with welder/mines/handnades)

- An idea for an alternate use... if the marine drops the remote (like any other weapon in NS_ ) the satchel then becomes a mine basicly... for utility purposes.

- the possilbility of not letting gorge bilebomb detonating it should be considered. These are deliberately placed... not like mines that you just toss down and forget them.

Feel free to discuss and add your own thoughts on the weapon.


(Note: search for satchel charge and remote mine turned up nada)

marine.gif
Metalcat
the whole marine team would camp
Mchief
you know the timing you would need a whole team detenating there charge at one time would be practicaly unheard of
BadMouth
The problem I see with this is that the marine who planted it would have to be physcially there to know when to blow it up. And since marines move about the map a lot, the marine most likely wouldn' t be sticking to the same spot watching the satchel charge.

And I think it would drag out games where the marines know they are lost and just camp in the MS.
Trevelyan
the only complaint is "marines will camp". Sieges make marines camp. Electrification make marines camp. Motion tracking make marines camp. Phasegates make marines camp. Guns make marines camp.

You go ahead and camp... see how many games you win in Marine start.

QUOTE
The problem I see with this is that the marine who planted it would have to be physcially there to know when to blow it up. And since marines move about the map a lot, the marine most likely wouldn' t be sticking to the same spot watching the satchel charge.


Ah good thinking... perhaps allowing the commander the ability to detonate the charge (along with the remote). This way a marine doesn't have to stay defending for the charge to be used. The problem i saw with that is the charge couldn't be very cheap then. Coms would just place a charge at each resource node... and would basicly keep it safe from single skulk attacks for a short while (long enough to get a marine there to replace the charge). If com detonation were possible I'd say skulk's paracite should disarm the com's ability to detonate a charge, not the remote however.

Now as for moving around the map... when fades hit the field generally your marines are so slow that they'll be practicly standing still compared to the fade. Now i suggested a deployment time so marines can't slap one down and blow himself up when he is out of ammo in the middle of combat, but it shouldn't be TO long of a deployment time. Marines outside a hive, defending base, sieging situations, even during assaults fades run away from marines. Thats their skill... the ability to disengage at will. ideas that take this ability away from the fade (like a netgun for instance) aren't the greatest because then the whole skill aspect of the fade is just taken away by one weapon. However with careful planning you could surprise a fade, which is hard to do unless you have marines coming from the other direction (a rare yet effective strat... rare because its impossible to get marines into position in time with a blinking fade)

Throwing down a charge near a key location or where your marine's next target would be isn't out of the question... especially when you consider how cheap the satchels are

QUOTE
And I think it would drag out games where the marines know they are lost and just camp in the MS.


And you think this doesn't already happen?
Electrical_Tape
Satchel charges, I love that idea. But instead of making its power range from useless(hg) to practically useless(gl shot), and especially if it costs resources, make it pack the punch it needs to kill a running fade or onos... 500 damage sounds nice.
curlydave
One more workable option to play with, to add more variety and choices into the game would be great. I approve.
Trevelyan
QUOTE (Electrical Tape @ Jun 23 2005, 02:28 PM)
Satchel charges, I love that idea. But instead of making its power range from useless(hg) to practically useless(gl shot), and especially if it costs resources, make it pack the punch it needs to kill a running fade or onos... 500 damage sounds nice.

To much damage. The point is to kill a weakened creature or a lower life form outright/keep them at bay/take an alternate route.

Plus the charges need to stay cheap.
NEX9
ok honoust and serious question here to the devs, man i wish i could get a responce back for this

the weapon slots in belive there full in hl one, but how do they work, now i know alliens have a predefeined path, but marines get ot pick and choose, is there any were to say, or will allow the com to reasearch two types of exsplosive style things from the arms lab, and apon reasearching the second one the third one isnt reaseachable any more, so that the 30 weapon cap isnt breatched

if so i would sujest throwing in a serious arsinal of hand held exsplosive devices to thrown, proxy, Aoe incderty, and remote


the problem with remotes is a rine train could run thro start, throw one each were every they need

and run out, next aline rez wave or allien fall back and heal wave, yep onoe fade lurk boom and good bye hive room chambers and hello hive on red

so you would have to allow aliens well sulks to beable to bite the C4 and effectively get like a parasite word down the bottom saying, ingested mine

this could be exsplited tho

eh ill leave now
ShotInTheHead
people will camp ms (or drop an armory somewhere) and spam these, throwign one, then picking up another, adn repeating the process, and then camp and wait for an onos, and then blow up an onos with full cara before they can react.

no i dont like that idea.
Electrical_Tape
QUOTE (Trevelyan @ Jun 23 2005, 07:36 PM)
QUOTE (Electrical Tape @ Jun 23 2005, 02:28 PM)
Satchel charges, I love that idea. But instead of making its power range from useless(hg) to practically useless(gl shot), and especially if it costs resources, make it pack the punch it needs to kill a running fade or onos... 500 damage sounds nice.

To much damage. The point is to kill a weakened creature or a lower life form outright/keep them at bay/take an alternate route.

Plus the charges need to stay cheap.

Yes, true, and I believe 500 damage would be just fine in doing this.

A no cara hive one fade can take 600 damage, a caraed 3 hive fade, 1,060. Now, based on that, and the fact that a good coward fade blinks in, swipes once, and blinks out, a single satchle charge of 500 damage, if detonated directly under the blinking fade that has withstood a bit of fire from its 2 seconds in combat, would likely kill an unbuffed fade, and unlikely kill a buffed fade. But, in all ways, it couldnt be a one shot kill to a full health fade.

To make the satchle charge a viable option, ie, a good chance at killing a retreating alien, the damage must be high enough to deliver a kill shot, otherwise, you have wasted res on retreating alien. 500 damage does that well. like I said, while it would kill an unbuffed fade after just a few shots, a maxed out fade you would need at least three charges to kill it outright.

As for it staying cheap... even at 3 res, it still wouldnt be that commonly used, if at all. Its very circumstantial.

damage comes from http://www.unknownworlds.com/ns/comm_manua...eCalculator.htm , based on how many LMG shots x10 it would take.
RiotingNerd
2.01 fadetraps tbh

lame and unfun
rabbidmonkey4
marines could just set one and wait for a skulk to come and blow it. They would let marines kill skulks extremely easy. They would also be fairly annoying for fades. Getting killed as a fade is never fun and you dont want to make it too easy.


QUOTE
the only complaint is "marines will camp". Sieges make marines camp. Electrification make marines camp. Motion tracking make marines camp. Phasegates make marines camp. Guns make marines camp.

btw electrification doesn't encourage camping, it makes it so marines dont have to protect that rt or spot and lets them move out. Sieges are kind of anti alien camping and OC laming, they make rines camp right outside a hive instead of going in, but the rines are still outa base.
Trevelyan
QUOTE (RiotingNerd @ Jun 24 2005, 12:47 AM)
2.01 fadetraps tbh

lame and unfun

Which is why i wanted the damage to be low and the cost to be very cheap.

As for killing skulks easily... the marine is vulnerable placing the charge and then it is fixed to one location. I don't see it any different then a marine sitting in the same spot with a LMG out. You just don't charge the marine in a situation like that, you find an alternate route or attempt to draw him into a position where you can kill him.
EPcreep
for it to be nething above 250 dmg would just be asanine 3 res>fade i think not
SentrySteve
in all honesty it's just another useless thing no one would waste res on - along with hand nades and cat packs. It would have very little effect on the game.
ReK
Not so. In cometitive play, you'd be amazed at the level of teamwork. Pass out two of these and all of a sudden you have a fade death trap.

I really like this idea, it gives the marines another weapon, but one that requires skill and teamwork to use properly. It also will keep aliens on their toes, looking for these as well as mines.

I think 200 Damage would be best. It means one can take out anything lower than a fade, gorge or a carapaced lerk and two, with some gunfire, can take out anything under an onos. 3 with some HMG's would be a meat grinder for even oni.
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