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