Wall-weeding

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Sarah_U.
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Wall-weeding

Post by Sarah_U. » 09 May 2017, 08:57

Summary (a quick, 2-3 sentence summary):
Use the new wall designs (Almayer's) and make it so weeds grow against the walls.

Benefits (How this will benefit the server and game as a whole):
This'd be even more scary and really give an alien vibe to infested areas.
Weeds grown over walls could potentially be used in the long term to allow constructions like nests and such.
Generally speaking, it'd take advantage of the newly created design for a brand new feature.

Details (Description of how you think this would work, the benefits, etc):
If a wall is next to a weeded tile, the next cycle the weed will spread to the wall and 'climb it', allowing for a partial infestation of the tile.
Wall weeds doesn't spread weed, but it does allow for future implementation like constructions and possibly (?) hardening to be done.

Implementation (Optional, if you have an idea how to implement it):
[N/A]


PS: Reminder that it's mostly an idea and have no SIGNIFICANT IMPACT on anything really. Although, it would be a rather nice implement and perhaps could be delayed if accepted, so that it gets paired with another bigger update.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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NoahKirchner
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Re: Wall-weeding

Post by NoahKirchner » 09 May 2017, 08:59

yessir +1
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xeno366
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Re: Wall-weeding

Post by xeno366 » 09 May 2017, 09:03

yes make it scary 1+
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Sleepy Retard
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Re: Wall-weeding

Post by Sleepy Retard » 09 May 2017, 09:17

Muh immersions +1
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TopHatPenguin
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Re: Wall-weeding

Post by TopHatPenguin » 09 May 2017, 09:29


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Sarah_U.
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Re: Wall-weeding

Post by Sarah_U. » 09 May 2017, 09:42

TopHatPenguin wrote:Already a accepted suggestion.

http://colonial-marines.com/viewtopic.php?f=130&t=2278
EDITED: Your suggestion wasn't accepted though? I didn't find it before, but a good resurfacing of your suggestion could always be nice, considering yours is locked and I cannot comment + Things have possibly changed since then.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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TopHatPenguin
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Re: Wall-weeding

Post by TopHatPenguin » 09 May 2017, 13:51

Sarah_U. wrote:EDITED: Your suggestion wasn't accepted though? I didn't find it before, but a good resurfacing of your suggestion could always be nice, considering yours is locked and I cannot comment + Things have possibly changed since then.
It's in accepted suggestions and is stated as something do-able later down the line, aka it would be the same answer here most likely.

I'll plus 1 this though if it helps keep the idea alive :)

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Re: Wall-weeding

Post by TheMaskedMan2 » 10 May 2017, 01:52

Well let's remind them because this almost takes into account the new ship, it would require sprite work, but honestly, +1.

Basically just give walls a "half infested" sprite look, extra points if somehow you can stick marines to the walls. Also while i'm dreaming impossible things for my 2d spessman game, lets get weeded walls with powered lights, make them flicker, for extra spookening points.

Also regarding the suggestion of "hardening" walls, I like that, because it would encourage Xenos to actually "infest" buildings more instead of just melting it all into goopy goo.
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Re: Wall-weeding

Post by Nick123q23 » 11 May 2017, 01:10

Hell yeah, creepy spooky hives that actually look like hives would be nice. +1

This might actually impact gameplay more than additonal xeno constructions, if a marine wakes up and can't see any walls specific to their location, they have no idea where they are and can't immediately reveal the location of the hive without Overwatch looking at his suit sensors/coordinates.
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