Boarding Rework & additions

Any suggestions or ideas regarding cruiser command
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Hopeinmo
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Boarding Rework & additions

Post by Hopeinmo »

I have thoughts that boarding should be slightly altered

Mechanic change

Infiltrator should not "dock" enemy BC, should breech hull at mining drone area :p it isn't right that where you board enemy BC gives the SS launch area the launch ability for enemy infiltrator :p, if it is to be stolen, (or destroyed) it should be at the appropriate placement

New Boarding Buff & Counter

Infiltrating, I thing should revert to how it was discussed, 1 border at a time, and a boarding commando should have buffs compared to normal players, infiltrator should be better armored, and have temporary immunity on launch from either BC

(Unless bottom floor console has plans) This area should be security control area, it should control various sentry guns and perdition turrets, which are highly hostile when activated, making them dangerous to be on at all times able to attack a boarder cause they use heave area damaging weapon, like a flame weapon, giving the heave fire-suit an ability to evade perdition turret damage, (maybe)

Security console could be in charge of rebuilding auto-turrets as well
"Things seemed so easy when I was a larva, now it's all slay the Protoss this and evolve your brood that, huh, I'll tell you what, I'll never treat my larva this way." -Niadra
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Red-Rocket
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Re: Boarding Rework & additions

Post by Red-Rocket »

1. i think we should have a small pad where enemies can clame the infiltrator and guy relaunch it on lower floor or in missile bays.
I think that we should also increase the amount of walkable corriders on BCs for more intense action. Plus shooting "lights" which render a part of the deck to fog of war to Guys who own BC making stuff even more insane
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Siretu
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Re: Boarding Rework & additions

Post by Siretu »

I'm not going to increase the amount of corridors and stuff. It would be nice but we dont have the room for it and I dont want to remake the terrain AGAIN.

As for the boarding, my plan is to make the infiltrator "stay" in your own hangar all the time. This means that it will work just as a normal ship, it'll show up in your teams hangar but with the little launched icon. If you board, it will still be in your own teams hangar and it'll never show up on the enemy team's. However, if you die on the enemy BC, the infiltrator will be removed from game.

This will change several things, you will be able to board when the enemy has a full hangar(something many people have requested). It will also make it impossible to board with more than one player at a time since you cant buy a new infiltrator until the boarder dies. It will also fix the infiltrator hangar inventory issue you(Hopeinmo) found.

I am also thinking of redoing the frequency nullifier. I am considering making it into an armor slot and having it drain hp slowly when equipped. This will mean you dont have permanent freqency nullifier, hence making auto-turrets slightly more useful.
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Hopeinmo
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Re: Boarding Rework & additions

Post by Hopeinmo »

Never suggested extra corridors :o i suggested dangerous/hazdard fields :p And WOOT!
( perdition and sentry both burrow when inactive.... :o idea kinda a wall off feature ( similar to having doors maybe not.. XD ))
Uhm... I'd think an eneergy drain or something would be better...., a life drain seems.. well... a lil dangerous :p

( I think it was suggested somewhere have something like ghost rifle ability, perhaps purchasable, letting you fire emp burst, disabling null and camo :o )

hm... well, possibly best idea I am thinking, is something like that, closing off sections and venting... or! enableing a security field/irradiation field :o again, some of this, is stuff that maybe come a long was away :p
"Things seemed so easy when I was a larva, now it's all slay the Protoss this and evolve your brood that, huh, I'll tell you what, I'll never treat my larva this way." -Niadra
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