Landing additions (Droppod)

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Tristan63
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Landing additions (Droppod)

Post by Tristan63 » 25 May 2016, 20:26

Summary (a quick, 2-3 sentence summary): So we all are familiar with the two LZs currently employed correct? Well for the droppod it (apparently) needs a stable landing pad to land, which is wooded up for some reason aswell. My plan is to have landing lights (When correctly assembled in a specific way allow the shuttle to land there) which are located in every engineers vendor. Then have one squad go on the pod (Which would land randomly on the map, besides above river) then go out and assemble a landing zone at briefed positions, or at their SLs discretion. They would assemble the landing lights one tile wider and taller than the shuttle, and the SL would have to swipe his card on each of them, which would lock them down until destroyed or melted. Once locked down the shuttle would do a "looking for landing zones" which would find these areas and put them on a map of the colony which would appear when you click on the shuttle console. The shuttle could then select any assembled landing zone and ferry marines to and fro the sulaco.

Benefits (How this will benefit the server and game as a whole): Immersion, and also alot of fun and random things for marines to tackle, instead of boring o'l drops.


Implementation (Optional, if you have an idea how to implement it): Fuckerton of coding, pod landing could be controlled VIA bridge with a area of the map where it will land, and a counter on the action panel.

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Varnock
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Re: Landing additions (Droppod)

Post by Varnock » 25 May 2016, 20:32

If it's possible this would be amazing to have, but I'm not sure it is.

I'm also worried about balance. As it is, marines can come from two places, and they tend to turb Nexus and Tcomms into deathforts. If they could change that to five (Four constructed LZ for pod and main LZ for Rasputin) where four are controlled and placed in key areas, I feel as if marines would curbstomp even harder than they already do and more easily control the southern half of the map. They would essentially be able to drop a squad anywhere south of the river, maybe further with constructed ones unless they were always limited, which would honestly still be even better than the xeno equivalent of tunnels.

Not like anyone makes tunnels anyways... Neutral until xeno update.

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Re: Landing additions (Droppod)

Post by Tristan63 » 25 May 2016, 20:36

Varnock wrote:If it's possible this would be amazing to have, but I'm not sure it is.

I'm also worried about balance. As it is, marines can come from two places, and they tend to turb Nexus and Tcomms into deathforts. If they could change that to five (Four constructed LZ for pod and main LZ for Rasputin) where four are controlled and placed in key areas, I feel as if marines would curbstomp even harder than they already do and more easily control the southern half of the map. They would essentially be able to drop a squad anywhere south of the river, maybe further with constructed ones unless they were always limited, which would honestly still be even better than the xeno equivalent of tunnels.

Not like anyone makes tunnels anyways... Neutral until xeno update.
Didn't mention this but the pod would be a one time use thing, and its randomly generated where it goes. Also absolution has a thing like this with their plague ship.

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Re: Landing additions (Droppod)

Post by forwardslashN » 25 May 2016, 20:49

This isn't really possible with the way pods work. We would need different pod code.
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Re: Landing additions (Droppod)

Post by Boltersam » 27 May 2016, 02:48

Tristan63 wrote: Didn't mention this but the pod would be a one time use thing, and its randomly generated where it goes. Also absolution has a thing like this with their plague ship.
Because we use Moving Turf unique to our server. And if you mean the teleporting, that's Warp Drive code, which requires two objects and our code, which is closed source.

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Re: Landing additions (Droppod)

Post by Surrealistik » 27 May 2016, 13:06

This sounds pretty familiar: viewtopic.php?t=2966

Not sure why apophis denied the idea; he never specified a reason.
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Tristan63
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Re: Landing additions (Droppod)

Post by Tristan63 » 28 May 2016, 12:02

Boltersam wrote: Because we use Moving Turf unique to our server. And if you mean the teleporting, that's Warp Drive code, which requires two objects and our code, which is closed source.
Apop can bribe Norc, im sure norc would accept.
No really im sure it can be done on a small scale if we put CM coders on overdrive for this. However I would be happier to see them push out a new map and the new virus gamemode before anything else.

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Re: Landing additions (Droppod)

Post by Boltersam » 28 May 2016, 12:13

Tristan63 wrote: Apop can bribe Norc, im sure norc would accept.
No really im sure it can be done on a small scale if we put CM coders on overdrive for this. However I would be happier to see them push out a new map and the new virus gamemode before anything else.
Virus gamemode?

And nah, Norc doesn't accept bribes. Absolution isn't gonna go Open Source.

This suggestion is also a duplicate, I think. There was a link two posts ago.

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Re: Landing additions (Droppod)

Post by Snypehunter007 » 05 May 2017, 10:40

Invalid due to the removal of the droppod.
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