PDA

View Full Version : Forcefield for CC & Gen?


1024
2003-06-25, 09:56 PM
Originally posted by gonnagetyou
Personally I'd like to see the CC and the spawn room of bases a little harder to get into. Maybe some forcefield protecting the doors with a seperate generator that needs to be taken out first.

Give anyone with an Infiltration Suit the ability to slip thru the fields though. Infiltrators don't need to be gimped and it would make them even more useful. Plus it fits their theme.

And in response i said...

Originally posted by 1024
i like this idea, although it woudl be a bitch when base hopping. I think it should have a switch that needs to be hit by a palyer, which would trun the forcefield on for like 15 minuetes or soemthign liek that. I'm going to start a thread about this.

Thoughts?

Xao
2003-06-25, 10:00 PM
I would like that. Need to lock pounder maxes out the forcefield though, they are already like a frickin forcefield.

1024
2003-06-25, 10:03 PM
EVERYTHING shoudl be locked out, maybe even friendly's, except for the infiltrator, adding another factor other than being invisible and having your pockts being your only inventory space to the cloaking suit.

Jaged
2003-06-25, 10:36 PM
That would make the infl usefull for defence! They would be the only ones alowed in those vital areas. I like it!

Sleepwalker
2003-06-26, 12:09 AM
hmmm... i'm not sure if the "only infiltrators" thing is entirely to my taste, but if it was tweaked a bit i think this would make an AWESOME idea.

good show, lad!

gonnagetyou
2003-06-26, 12:39 AM
Istead of having a generator to run the forcefield, give each forcefield a switch than can be turned on or off. The enemy must use a REK to turn it off, but make it only a small wait time of say a second or so for an advanced hacker. Only friendlies can turn it back on and give the forcefield a delay before it comes back up.

The switch for the spawn room could be in the room itself meaning that only an infiltrator could get thru to turn it off. Even if the room is guarded I can see some Infiltraters using surge to rush in and hit the switch for all his buddies.

The CC should be a little more flexable. Perhaps there are two switches. One inside the CC accessable only by Infiltrators and then maybe another located in another part of the base accessable to anyone. This way a squad without an Infiltrator can still get in, but they may need to leave someone by the switch while the rest head for the CC. You don't want anyone coming behind you and turning it back on before you get there. This forces the attackers to concentrate on more than one objective.

The back door to each base should also be protected this way. Infiltrators could sneak in and turn it off for all his buddies waiting outside.

I don't really play an infiltrator that often, but I think this would really give them a small boost in importance and open the gates for a few new tactics and help the defense in the bargain.

I think friendlies should be able to pass thru, but I would give them one drawback in doing so. If a friendly passes thru a forcefield then their implants should reset as if they were hit by a jammer grenade. The energy of the field shorting out the implant teporarily.

What do you guys think?

1024
2003-06-26, 12:52 AM
Originally posted by gonnagetyou
Istead of having a generator to run the forcefield, give each forcefield a switch than can be turned on or off. The enemy must use a REK to turn it off, but make it only a small wait time of say a second or so for an advanced hacker. Only friendlies can turn it back on and give the forcefield a delay before it comes back up.

The switch for the spawn room could be in the room itself meaning that only an infiltrator could get thru to turn it off. Even if the room is guarded I can see some Infiltraters using surge to rush in and hit the switch for all his buddies.

The CC should be a little more flexable. Perhaps there are two switches. One inside the CC accessable only by Infiltrators and then maybe another located in another part of the base accessable to anyone. This way a squad without an Infiltrator can still get in, but they may need to leave someone by the switch while the rest head for the CC. You don't want anyone coming behind you and turning it back on before you get there. This forces the attackers to concentrate on more than one objective.

The back door to each base should also be protected this way. Infiltrators could sneak in and turn it off for all his buddies waiting outside.

I don't really play an infiltrator that often, but I think this would really give them a small boost in importance and open the gates for a few new tactics and help the defense in the bargain.

I think friendlies should be able to pass thru, but I would give them one drawback in doing so. If a friendly passes thru a forcefield then their implants should reset as if they were hit by a jammer grenade. The energy of the field shorting out the implant teporarily.

What do you guys think?

It all douns great, except think the backdoor shouldn't be blocked, for that would kidna be over doing it. :ugh:

I think that instead of a hacking thing make it an instantaneous switch, if you're using your rek on it, it will deactivate the switch immediatley for about 5 seconds.

HawkEye
2003-06-26, 01:02 AM
:p nice sig 1024 :rofl:

Wolfeh
2003-06-26, 01:09 AM
I dislike this idea as if there isnt a infil then your a bit shafted , tweaking it an it could work out fairly well

1024
2003-06-26, 01:17 AM
No, actually the only thing you need is a REK. But if you want to get into the CC, you'll need 2 people.

:epiphany:

As a plus, this will prevent lone hackers.

MJBuddy
2003-06-26, 02:13 AM
sounds awsome to me, i loved inf suit but had to drop it because reinforced exo was much more efficient for my needs. But this would make me go for a nice inf suit instead

QuakCow
2003-06-26, 02:17 AM
maybe if there as a switch room somwhre in the base that controlled all the FFs and locked doors..thatd be kind of cool

1024
2003-06-26, 04:05 AM
Originally posted by QuakCow
maybe if there as a switch room somwhre in the base that controlled all the FFs and locked doors..thatd be kind of cool

thsi would be a little more convienent for defending.

But as a downside, they would have to modify teh base layouts a lot more if they added in a whoel room as opposed to a few terms.

:toobad: