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Thread: Current reason to fight over power?

  1. #21
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    When the power's up, doors can be opened, which provides some additional safety against aliens because they can't open them. Engineers can hack locked doors to remove the access requirement.

  2. #22
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    Quote Originally Posted by Ausrine View Post
    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.
    Not really a good solution I think. If benos menage to disable the nuke normally, they usually had to break the FoB, so they are on the straight way to hijack the DS. If they could stop the nuke from screens away, then whole nuke would have no sense existing. Instead of countering delays it wouldn't do jack shit.

  3. #23
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    Quote Originally Posted by CABAL View Post
    Not really a good solution I think. If benos menage to disable the nuke normally, they usually had to break the FoB, so they are on the straight way to hijack the DS. If they could stop the nuke from screens away, then whole nuke would have no sense existing. Instead of countering delays it wouldn't do jack shit.
    Not to mention someone would have to stay down and protect the generators while rest of the marines evac. It's easy to evac before FOB falls and Queen disables the nuke if the nuke is right near the landing zone. It'd be something completely different if the nuke could be disabled from screens away. At that point, it's either sacrifice a squad to hold the fort, or build huge defenses at two places (one if you put the nuke where the generators are, which you just might as well do, since slashing generators would be quicker and easier than disabling the nuke) and hope for the best.

    And that's why I repeat, if you really really want to tie power being up to something important that will make both sides want to take over the area where the generators are, tie it to marine comms. Marines NEED comms to function, xenos want marines to not have comms because it makes it loads easier to throw the entire OP into disarray.

    I've seen all kinds of ideas, some of which make less sense than others, and I've seen the official attempts to introduce some sort of point defense features, which I think got removed or at least suspended.

    So before we all start piling up more and more stuff, why not just try something simple first.

    On a sidenote, I noticed somebody already threw the idea on gitlab, but their idea is the one where power up means steady increase of DEFCON and loss of the accumulated DEFCON if generators/APC get broken.

  4. #24
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    Yes it would force the Marines to, in advance, barricade both areas and later, when the nuke arrives, to defend both.

    If they fail then, such as power being taken out, then the aliens have won the stalemate and should get a nuke equivalent to settle things e.g. some free mature aliens.

    The idea would make it easier for marines to get a nuke a little faster, but also easier for xenos to have some way to stop it without attacking just one area with endless Cade's and turrets. The Marines would have to split their attention somewhat, which would be fairer and make a victory through a nuke all the more well earned.

    Anyhow, just an idea. The current reality of "game has gone on too long, give the Marines a nuke" is marine biased, often still too long to achieve and it doesn't encourage marine daring or reward aliens for successfully surviving so long. Besides, the areas with power are not exactly super far from where a fob case line is anyway.

    I like the idea of power gives comms as an alternative.

  5. #25
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    Quote Originally Posted by CABAL View Post
    Not really a good solution I think. If benos menage to disable the nuke normally, they usually had to break the FoB, so they are on the straight way to hijack the DS. If they could stop the nuke from screens away, then whole nuke would have no sense existing. Instead of countering delays it wouldn't do jack shit.
    Okay CABAL you hate my idea. What is your alternative? How would you make power more relevant?

  6. #26
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    Quote Originally Posted by xenofood View Post
    How does a geothermal generator generate radiation?
    Maybe it’s just the heat & humidity. Hell the xenos in all the movies love the hot & warm parts of the ships or facilities they infest. And only some of the generators are geothermal. Some are nuclear, like on Solaris... unless those uranium rods are just for show.

  7. #27
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    Quote Originally Posted by Ausrine View Post
    Okay CABAL you hate my idea. What is your alternative? How would you make power more relevant?
    Its not hate. I just pointed out problem.

    Power could be tied to faster ARES scans with fluff explenation that AI can use Colony sensors and anthenas to do it faster. Might as well also tie it to CiC consoles, where power running groundside makes CiC map work better (for example even showing caves if Engineering power doesn't go down for like 30-45 minutes).
    Power could also change certain roofs from Cave to metal and from metal to clear, or sometimes even from Cave to clear (something like hangar roof, where it opens to allow DS to fly).

    Also we could reintroduce elecrified grilles back to the game (or add copper wires that could be choosed instead of barbed wire and work the same as grille if powered). And that would be enough for both marines and beno to care about power, while lack of power isn't too damaging. Because I think that even comms are too important to be tied to power. Thanks to that there can be atleast two strategies for mariens, either repair engineering, or not, dealing with consequences. Just as benos get two strategies, either send some small, but capable force to deal with engineering, or deliver full blow to slighty stronger FoB.

  8. #28
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    Quote Originally Posted by Moosetasm View Post
    Maybe it’s just the heat & humidity. Hell the xenos in all the movies love the hot & warm parts of the ships or facilities they infest. And only some of the generators are geothermal. Some are nuclear, like on Solaris... unless those uranium rods are just for show.
    Well, they also hate cold, and yet their favourite map is Ice sooo.

  9. #29
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    Quote Originally Posted by CABAL View Post
    Its not hate. I just pointed out problem.

    Power could be tied to faster ARES scans with fluff explenation that AI can use Colony sensors and anthenas to do it faster. Might as well also tie it to CiC consoles, where power running groundside makes CiC map work better (for example even showing caves if Engineering power doesn't go down for like 30-45 minutes).
    Power could also change certain roofs from Cave to metal and from metal to clear, or sometimes even from Cave to clear (something like hangar roof, where it opens to allow DS to fly).

    Also we could reintroduce elecrified grilles back to the game (or add copper wires that could be choosed instead of barbed wire and work the same as grille if powered). And that would be enough for both marines and beno to care about power, while lack of power isn't too damaging. Because I think that even comms are too important to be tied to power. Thanks to that there can be atleast two strategies for mariens, either repair engineering, or not, dealing with consequences. Just as benos get two strategies, either send some small, but capable force to deal with engineering, or deliver full blow to slighty stronger FoB.
    Good ideas. Yes, these suggestions would also be viable. Nice!

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