Fog Mechanics *Discussion*

Generic, on-topic discussion about Colonial Marines.
User avatar
Karmac
Registered user
Posts: 2458
Joined: 08 Aug 2016, 00:29
Location: 'Straya
Byond: Karmac
Steam: Karmac

Re: Fog Mechanics *Discussion*

Post by Karmac » 29 Mar 2017, 00:34

:creepy:
Swagile wrote:Pretty sure that would be hell, since Huggers remove all mask items.

Hence unless huggers provide oxygen, you'd be dead in seconds from oxy loss.
Ice but worse
Garth Pawolski, or is it Powalski?

Back in action.

User avatar
MrJJJ
Registered user
Posts: 1935
Joined: 12 Jan 2015, 10:51
Location: Spider Lab

Re: Fog Mechanics *Discussion*

Post by MrJJJ » 05 Apr 2017, 01:04

I think the Fog is alright, its also stops survivors from rushing crashed shuttle, resulting in 2 xeno-hunting badasses killing runners, hunters and etc with lots of ammo.

It also helps marines to prepare, especially once all tunnels are gone or xenos stop attacking.

User avatar
OatzAndHoes
Registered user
Posts: 243
Joined: 10 Apr 2016, 12:27

Re: Fog Mechanics *Discussion*

Post by OatzAndHoes » 22 Apr 2017, 01:25

As someone who regularly plays as both xenos and marines I'm very mixed on this. On one hand it has worked to delay river rushing or xeno LZ1 rushing, on the other it seems like a very artificial constraint that makes things boring if the marines manage to find and destroy the tunnel to the hive. I'd love to see the suggestion for the river being infested with eels for the first 50 minutes or the river having a chemical spill that needs to be cleaned up by repairing and powering a machine that slowly cleans the river implemented one day.
http://cm-ss13.com/viewtopic.p ... 69#p103069

Also it prevents survivors from going full crazed hermit mode and trying to secretly mine out a hiding hole in the mountains.

User avatar
Renomaki
Registered user
Posts: 1777
Joined: 22 Jul 2016, 18:26

Re: Fog Mechanics *Discussion*

Post by Renomaki » 22 Apr 2017, 22:40

As I gained more experience with the fog, I found that it isn't perfect in preventing xenos from doing cheesy tactics. However, it has helped to numb it down a bit so marines are given more of a breather and there is more risk for xenos who decided to rambo.

The downside to the fog, as I learned playing xeno, is that it is a lot more distressing when you want to return to the hive. Back then, it was a simple matter of charging north, but now if you are across the river early and want to return home, you have to remember where the tunnels are and hope that the marines haven't blown them up yet, or else you'd be stranded, which is a very scary thing for a lone xeno dealing with patrols of upwards of 5 marines or more.

I suppose that is the intent, though: Make xenos have to think more carefully and thread more lightly until the fog rises.
Sometimes, bravery comes from the most unlikely sources.

An inspirational song for when ye be feeling blue:
https://www.youtube.com/watch?v=R5_zvuPw8xU

Marcus Jackson
Registered user
Posts: 154
Joined: 08 Dec 2016, 21:44
Byond: Trungledorf

Re: Fog Mechanics *Discussion*

Post by Marcus Jackson » 25 Apr 2017, 14:53

Agreed on the lore/switches idea as a possible mechanic.

Can't think of anything to add.
Image

Post Reply