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Thread: Current reason to fight over power?

  1. #11
    Whitelisted Captain BatHoovyDood's Avatar
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    With all the new reworks to defenses and what not, giving power defcon some love could definitely be nice.
    - Squad Leader Cassandra 'Boston' Ellis (and overconfident CO)

    (Probably already dead)


  2. #12
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    Quote Originally Posted by CABAL View Post
    No, only Engineering APC cuts all of the power. Other APC's only cut it to the certain parts around them and they don't count for nothing.
    Then sure, could be fun. But it still means marines would have to guard Engineering, which means at least 2-3 marines who like endless guard duty. Not a lot of those around.

  3. #13
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    Quote Originally Posted by xenofood View Post
    Then sure, could be fun. But it still means marines would have to guard Engineering, which means at least 2-3 marines who like endless guard duty. Not a lot of those around.
    Doesnt that mildly alleviate some of the Massive Deathball Rush by splitting the fronts? You'd want to dedicate a squad or half a squad to maintaining the power against xeno's that are motivated to take it out. You could also think of a positive benefit for the xeno's taking the power out or holding that area themselves. Im sure it wouldnt be hard to make up some bonus for them instead of them just denying marine defcon.

  4. #14
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    Quote Originally Posted by xbobsherex View Post
    Doesnt that mildly alleviate some of the Massive Deathball Rush by splitting the fronts? You'd want to dedicate a squad or half a squad to maintaining the power against xeno's that are motivated to take it out. You could also think of a positive benefit for the xeno's taking the power out or holding that area themselves. Im sure it wouldnt be hard to make up some bonus for them instead of them just denying marine defcon.
    Oh don't take me wrong, I'd be up for at least trying this to see how it goes. I'm more concerned about Marines not guarding Engineering at all because the DEFCON gain is lower/slower than getting bodies, because pushes have more direct influence, or because very few people enjoy being stuck guarding a single room. And on the other side, it's a big maybe if Xenos would decide to split forces to try to assault Engineering at all, when they could be just Murderball instead. I could be wrong, of course.

    One idea that would force both sides to have to guard/assault Engineering to maintain/disable power, is that instead of a trickle to DEFCON, power off would mean straight up DEFCON unable to lower, but that doesn't make the least bit of sense and let's be honest here, it's a really stupid idea that would be more annoying than anything, which is why we need a better idea.

    I think you're on to something here, rather than tying Engineering/power to DEFCON, let's scrap that idea and think of something it COULD be tied to. Like working Comms, for example. No power, no comms. Now there's a non-DEFCON incentive for both sides to fight over Engineering. It still needs fine tuning, though. Like for example, if Comms are set up at FOB, will you lose them only if the Engineering APC is slashed, or will slashing whichever APC is at FOB help? What if you slash one of the APCs that's on the way? (that last thing probably shouldn't matter to end-to-end power distribution)

    How about this for a rough draft of an idea for you all to consider and critique:
    - Marine set-up Comms need power to function
    - Comms need to be set up near an APC, because if APC gets slashed, Comms go down.
    - This allows Marines to decide where the Comms will be set up. I presume most choices would be either FOB as usual, or in Engineering, to guard both power and Comms at the same time
    - Actual reason to fight over Engineering

    Alternative idea:
    - Marine set-up Comms need power to function
    - Comms need to be set up near an APC
    - Xenos can no longer damage or destroy APCs (and wires, if they could do that before)
    - but Xenos can now damage generators instead. A broken generator will revert to the state it was in when Marines first deploy and can be repaired
    - Basically the same idea as the first one, but slightly altered
    - Downside for Xenos - can't slash APCs to turn off lights in separate buildings, would have to break generators to cut off lights globally

  5. #15
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    Quote Originally Posted by xbobsherex View Post
    Doesnt that mildly alleviate some of the Massive Deathball Rush by splitting the fronts? You'd want to dedicate a squad or half a squad to maintaining the power against xeno's that are motivated to take it out. You could also think of a positive benefit for the xeno's taking the power out or holding that area themselves. Im sure it wouldnt be hard to make up some bonus for them instead of them just denying marine defcon.
    The ambient radiation from the generators gives them evolve points, even if Queen is de-ovi’d.

    There.

    Now the xenos have a very large reason to take engineering.

    And the defcon gain should be continuous for keeping the power up. Gives the marines a good reason to keep it.

  6. #16
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    Quote Originally Posted by Moosetasm View Post
    The ambient radiation from the generators gives them evolve points, even if Queen is de-ovi’d.
    How does a geothermal generator generate radiation?

  7. #17
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    Quote Originally Posted by xenofood View Post
    How does a geothermal generator generate radiation?
    Make the generators destroyable/buildable, place a vent or something under them that the xeno's can build on to give them evolve points. Make coms run off of power, so you have to either bring tons of batteries to keep the coms apc running or you have to secure engineering, and maybe add a small defcon trickle for keeping it up?

  8. #18
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    Quote Originally Posted by xenofood View Post
    How about this for a rough draft of an idea for you all to consider and critique:
    - Marine set-up Comms need power to function
    - Comms need to be set up near an APC, because if APC gets slashed, Comms go down.
    - This allows Marines to decide where the Comms will be set up. I presume most choices would be either FOB as usual, or in Engineering, to guard both power and Comms at the same time
    - Actual reason to fight over Engineering

    Alternative idea:
    - Marine set-up Comms need power to function
    - Comms need to be set up near an APC
    - Xenos can no longer damage or destroy APCs (and wires, if they could do that before)
    - but Xenos can now damage generators instead. A broken generator will revert to the state it was in when Marines first deploy and can be repaired
    - Basically the same idea as the first one, but slightly altered
    - Downside for Xenos - can't slash APCs to turn off lights in separate buildings, would have to break generators to cut off lights globally
    Quote Originally Posted by xbobsherex View Post
    Make the generators destroyable/buildable, place a vent or something under them that the xeno's can build on to give them evolve points. Make coms run off of power, so you have to either bring tons of batteries to keep the coms apc running or you have to secure engineering, and maybe add a small defcon trickle for keeping it up?
    That might be a bit too overcomplicating things, not to mention it's straight up turning them into Zerg. Just tying it to Comms would be enough for both sides to want to have control of the generators, because Comms are pretty much essential.

  9. #19
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    Just tossing things out there.

  10. #20
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    Here is a crazy suggestion: the nuke cannot go off without the power being on.

    Have the power give more defcon, but if it doesn't help the Marines secure a win with more forces and specialists and OBs and such, then have taking the power out allow the aliens another way of avoiding a definite defeat after basically holding off the Marines successfully for hours. Besides, with all the extra turrets and changes to crusher it is hard for xenos to smash down multiple lines of cases right now.

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