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Old 2004-01-01, 03:04 PM   [Ignore Me] #16
Mr1337Duck
Lieutenant Colonel
 


How about this:

Each bunker has a set of lockers that can be opened by anyone in the empire. People can come in and load the lockers with basic equipment like ammo, juice, guns, etc.

The doors have a locking procedure, in the back somebody can hit it, and it starts a 10 second timer, a vote system. If more than half of the voters in the bunker decide to lock, the doors lock the residents inside, keep everyone else outside. A hack can break it, but it takes 30 seconds longer than normal for an Adv Hacker.

This encourages preparation for battle, the base becomes a fortress, the bunkers have their own supplies that can be used to fend off the zerg. I'd like other options, but those are for later posts.
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Old 2004-01-01, 04:23 PM   [Ignore Me] #17
Nimbus
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My ideas:

Turrets: 1 turret per bunker, does not work unless manned.

Windows: I don't like the force field idea. I also hate the way the windows are. I have 2 possible ideas to fix this. 1: Raise the windows so the opening is above your head normally, have a raised platform that you walk up on to shoot out of. This would allow you to quickly get away from the window quickly to avoid fire. 2. Break the window up into smaller 1 person windows with space between them you can slide over to, to avoid enemy fire.

Door: IFF

Lockers and an equipment terminal similar to the ones on an AMS (no MAX suits, etc)
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Old 2004-01-01, 05:19 PM   [Ignore Me] #18
Chaaos
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Originally Posted by Nimbus
My ideas:

Turrets: 1 turret per bunker, does not work unless manned.

Windows: I don't like the force field idea. I also hate the way the windows are. I have 2 possible ideas to fix this. 1: Raise the windows so the opening is above your head normally, have a raised platform that you walk up on to shoot out of. This would allow you to quickly get away from the window quickly to avoid fire. 2. Break the window up into smaller 1 person windows with space between them you can slide over to, to avoid enemy fire.

Door: IFF

Lockers and an equipment terminal similar to the ones on an AMS (no MAX suits, etc)
I dont think a raised window really wouldnt help, some heavy tank, lightning or whatever would still just drive up and unload a few shells into it and kill everyone inside.
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Old 2004-01-01, 05:51 PM   [Ignore Me] #19
TeraHertz
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Nice ideas, but you'd probably see me blowing friendly bunker terminals. Bascily what the bunker would do is give the enemy an excelent re-arm point. We'd see droves of maxs comming out of them as cloakers stealth it down there then hack themselves up a suit. As a VS i can see this as a massive advantage for us. Get to bunker, hack up max, jump wall, enemy owned.

Window shields would be nice, but im not sure i want to see an impenetrable box stuffed full of invulnerable nazis firing all sorts of hellish things in mass numbers at the attacking forces.


What i suggest is the this:

In northern ireland the security foceres need to have positions where they can see, and shoot from if necessary, but which are protected from the IRA favorite, the RPG.
They put cages roudn the watch towers which can be shot through, but will deflect or prematurely detonate explosives.
Example:


What the bunkers should have is a lazer mesh. When the gen is down its disabled. When it's up, the only thing that can be shot through it is small arms fire. Bullets. Like MCG, shotgun, pistol, whatever.
What CANT be shot through it:
Tank shells
Grenades
Rockets/missiles etc

This doesn't sound too great, becasue you can't fire your own missiles through it, BUT, when you get a sheild mod, the mesh shuts down, and the sheild effect erects itself on the bunkers, allowing everything to be shot out, and nothing to be shot in.
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Old 2004-01-01, 05:53 PM   [Ignore Me] #20
MuNsTeR
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Originally Posted by BadAsh
3. For the linked bunkers add a connecting room that the tunnels lead to. This room could have a medical terminal (adv med term if there is a bio lab linked to the base associated with the bunker) and 2 equipment terminals and 4 lockers. I�d also add a locked door to either end of the room to further slow down attackers. If the associated base has a Pain Module, I�d extend its damage benefit to bunker rooms, not the entire bunker, just the equipment/medical room to discourage enemy use. For the stand alone bunker add a tunnel that leads the equipment room.
Yeah thats what they should hve
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Old 2004-01-01, 06:01 PM   [Ignore Me] #21
xmodum
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Originally Posted by TeraHertz
We'd see droves of maxs comming out of them as cloakers stealth it down there then hack themselves up a suit. As a VS i can see this as a massive advantage for us. Get to bunker, hack up max, jump wall, enemy owned.
if u didnt read the posts, some1 suggested a term like the AMS , so sry bud no MAX's
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Old 2004-01-01, 06:04 PM   [Ignore Me] #22
Fenrys
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Raised windows are a good start (they'll provide cover from infantry fire). I think the bunkers' interior design could be better in general. There needs to be an area in every bunker, easy and quick to get to, where you can take cover from vehicle fire (without having the door open right in front of you :|). What if they made the bunkers deeper and changed what is now their floor into a shelf that you could drop down and crouch under when the tank shells and reaver rockets start pouring in?



*edit*
What the bunkers should have is a lazer mesh. When the gen is down its disabled. When it's up, the only thing that can be shot through it is small arms fire. Bullets. Like MCG, shotgun, pistol, whatever.
What CANT be shot through it:
Tank shells
Grenades
Rockets/missiles etc



If the lazer mesh/shield were made into a bubble over the entire bunker (like the AMS one with different lighting and no cloaking field), this would still allow infantry to run up to it and throw in a few nades. Wich is a good thing.

Last edited by Fenrys; 2004-01-01 at 06:14 PM.
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Old 2004-01-01, 10:39 PM   [Ignore Me] #23
ObnoxiousFrog
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OK, here's my idea:

Bunkers have 2 12mm machine gun mounts in them (some of you may not know, but the Harasser originally had its gun in the passenger side with a limited firing arc), I'm sure they still have the model somewhere.

Machine guns have tightest COF with no bloom

There is a large glass-type shield that can be accessed via a control terminal within the bunker. With it up, no damage can come through, but nobody can shoot out of the bunker. Used for protection against incoming tank fire.

Equipment terminals will be placed in a central room linking the bunkers (perhaps deep undergroud if it's an entire base system) as well as an Advanced Medical Terminal.

There would be a deployable set of dragon's teeth (tank traps) that could be deployed from the bunker using a similar system as the shield. Any hostile land craft and infantry cannot pass along the defined line, but neither can friendly units. This is to be used to stop the raging tank rushes that often times stop base assaults before the defenders can even react.
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Old 2004-01-01, 11:14 PM   [Ignore Me] #24
Professor Frink
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I fear that bunkers will never be very useful. Its a shame cause they are damn cool. I say we just scrap em & add more turrets near base entrances.
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Old 2004-01-01, 11:29 PM   [Ignore Me] #25
EarlyDawn
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Originally Posted by scarpas
attach the bunkers by tunnel from that unused room next to the spawnrooms, but make it so that attackers could use it as a way in to the base=funfunfun
I smell good idea. Defenitely. Attach the bunkers to the rec room in bases, BUT make the door hackable from the inside only. Either that or one way teleporters, which would be equally cool.


Revised list:

1- Blast doors over firing slots, openable through terminal inside. Can be forced open by destroying panel on back of bunker.
2- Ammo terminal that will despense ammunition and Decimators.
3- Connects to rec room in base, either through teleporter or tunnel. If tunnel, by way of door that must be hacked from the base side to open, if teleporter, a panel in rec room must be hacked to make the teleporter reverse direction (still only one way).
4- Standalone bunkers get a shield bubble, and turrets along the firing ledge. Medical Terminal AND Ammo terminal in basement.
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Last edited by EarlyDawn; 2004-01-01 at 11:40 PM.
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Old 2004-01-01, 11:39 PM   [Ignore Me] #26
Chaaos
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Originally Posted by Professor Frink
I fear that bunkers will never be very useful. Its a shame cause they are damn cool. I say we just scrap em & add more turrets near base entrances.
The only good thing about bunkers is that they are so unused that if you go into one and snipe or whatever and not bring too much attention to yourself, people don't even think to look there lol

Maybe just ad a normal wall turret to the top of them?
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Old 2004-01-02, 05:11 AM   [Ignore Me] #27
Fenrys
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They make nice cover for motion detectors too
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Old 2004-01-02, 12:36 PM   [Ignore Me] #28
ChewyLSB
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I only really use bunkers for two things, I use them if I'm running away from someone and I can heal/repair myself in there. Or I can plant motion sensors in there (like the last person said)
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Old 2004-01-02, 01:22 PM   [Ignore Me] #29
Professor Frink
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Originally Posted by Chaaos
Maybe just ad a normal wall turret to the top of them?
That's an idea...
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Old 2004-01-02, 01:47 PM   [Ignore Me] #30
l3lizz4rd
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I think defence as a whole in this game needs a little love. The bases are nice as far as functionality is concerned. But when you look at it from a strategic defence P.O.V. they're not well laid out. If you had obvious choke points at a base you would make sure to defend it more, not put random turrets facing the mountain that no one is ever going to come over (one small example). And I know lots of people have commented before on the trees that are allowed to stand in critical places that limit the effectiveness of turrets. I believe if base defence was made a bit stronger than not only would it be more fun to defend, but it would also make victories feel that much more deserved. Bunkers are a good start at working on this, and hopefully the capitol buildings will be as well. That's my .02, what do you guys think on base defendability as a whole?
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