Summer-Wolf
BetaMax Beta CRONOS.
110
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Posted - 2013.06.20 01:54:00 -
[1] - Quote
I want this
Noc Tempre wrote:The code is available to have one terminal control multiple assets. What was interesting to learn, it can control the owner of any asset, not just null cannons. This can be used to make the current skirmish a little better while we wait for 3.0.
How it works - add a new console, the "Defense Command Terminal". If your team captures it, all turrets on the socket belong to you. To make this meaningful, all turrets would no longer be hack-able individually. An additional "Support Command Terminal" would do the same for CRUs and supply depots.
What it means - you have new objectives that don't directly help you win, but are still necessary to balance your tactics around. It spreads out important places to be which penalizes zerging. It make the turrets themselves more valuable since taking over the socket will flip the entire perimeter defense at once, not just the current location that is likely already cleared.
When is it - it could happen very quickly, before Uprising 1.2 even, but only if the community wants it because it would replace entirely the current mechanics if introduced for Skirmish, and would be unwise to introduce as a new queue at this time. So does this appeal to you? Why? Does it sound terrible? Why not then?
Also, turrets need at least supply depot health, it's silly they can be 1-2 shot by common fits. But that only partially is on-topic.
With this.
Xocoyol Zaraoul wrote:Why not have three turrets?
Small: Like the ones that vanished shortly after Craterlake, hackable, low HP, droppable, great AI to make them a severe threat against infantry if not controlled, customizable by players in the future.
Large: Like the ones we have now, customizable by players in the future and droppable.
Fortress: Ones even bulkier then the ones we have now with significantly more HP, NOT droppable, customizable in the future by players for player bases thus already present at the start of a "game," NOT hackable and activated by hackable terminals in a network. This third type could be considered a "new" or "separate" type then the normal turrets (like our Null cannons) if that would be easier code wise then modifying current turrets to be hackable or not.
The new "fortress" type would allow you to not worry about super-HP turrets being deploy-spammed as they are a visibly separate type of turret that are restricted to being part of a static base network.
As for reusing old codes, if they havent been updated for SK 2.0. they are pretty much unusable. Its like using an old file from WordPerfect and trying to reformat it manually to look nice in the latest Office Word without using automated conversion. Copy pasting codes is... a pain in the butt. wut wut in da butt. |