Summary:
Add a new Landing Zone for the droppod near the cargo zone in the north west section of the map.
Benefits:
Helps keep the map moving during the later parts of the game, allows marines to way to move out of the sulaco to prevent turtling.
Details:
This Landing Zone would start out being unavailable, and wouldnt even register on the dropship console. Once marines move to the cargo area, they could possibly have to do a small objective before the dropzone would become available (Possibly this could be linked up with the Comms Scrambler array objective being disarmed). Once enabled, the droppod console would have a new selection for either dropzone A or B for it to land at.
Implementation:
The cargo area of the north west map i think would provide the best area to put a new landing zone due to its space, its close but offset location, and an ability for it to look not out of place due to the cargo containers probably needing some sort of landing area to deploy from. This means it also wouldnt look out of place to have non-tiled flooring (scince due to a weird quirk of byond, you have to set landing areas on non-tiled floor areas)
New Droppod Landing Zone
- KingKire
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New Droppod Landing Zone
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- TopHatPenguin
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Re: New Droppod Landing Zone
I think the 'cargo' Lz should be rather run down and that the engineers have to repair it so that the pod can land there safely, if the marines get overrun the xenos can return the Lz to it's 'run down' state previously and so on.
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- KingKire
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Re: New Droppod Landing Zone
My only problem with it being turned back into a "overrun" area and disabling the landing zone is that it would defeat one of the main reasons behind its purpose. Many times marines tend to turtle on the sulaco because they cant safely deploy back down to the planet without fearing being completely boxed in and overrun by aliens (Meta-fear). Having such a distant spawn area gives marines some safe zone to deploy from. This could work to the benefit of both sides, maybe installing a landing console for the cargo LZ so the queen could access the droppod, giving her another way onto the sulaco as well as the marines another way off it.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
- Recounted
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- Renomaki
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Re: New Droppod Landing Zone
Having a third landing zone would make it harder for xenos to camp the landing pads, leading to less ambushes against unprepared, trapped marines upon touching the ground.
I'd very much like this.
I'd very much like this.
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- Snypehunter007
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Re: New Droppod Landing Zone
While not in this location, a the DZ has been moved.
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Re: New Droppod Landing Zone
Having one that far north would mean even more rushes into early game Ayyliens
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- Surrealistik
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Re: New Droppod Landing Zone
It's not available from the start.BalancedGeneral wrote:Having one that far north would mean even more rushes into early game Ayyliens
Having multiple locations for the dropship to come down to would be awesome, with the caveat that Marines have to repair/assemble/place some kind of console/transmitter (which the aliens could destroy if that position was overrun) to make that additional landing zone an option among a list of landing of locations.
+1
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- apophis775
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Re: New Droppod Landing Zone
Denied.
Already added a new landing spot.
Already added a new landing spot.
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