Return reinforced walls

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Sarah_U.
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Return reinforced walls

Post by Sarah_U. » 21 Aug 2016, 23:40

Summary (a quick, 2-3 sentence summary):
Return reinforced walls & reinforced false walls (Maybe?)
Add a balance to help with abuse (Read bellow)

Benefits (How this will benefit the server and game as a whole):
Allows for stronguer fortifications.
Allows for repairing broken reinforced walls.
Allows for stealthily taking down a reinforced wall and replacing it to hide as a survivor.
Whole new strategies! Whole new methods of engineering! Fun! (Salt too, most likely)

Details (Description of how you think this would work, the benefits, etc):
Since aliens are able to make boilers in a matter of seconds now, I'd recommend re-introducing reinforced walls, and possibly adding a rule if reinforced false walls are placed back in.
You're free to only accept static reinforced wall, but to avoid trouble I have two suggestions incase you re-introduce false walls with it:
1) Add a rule preventing humans from completly blocking off locations with reinforced walls.
2) Make reinforced false walls meltable by anything, just long.

Either way, with how the current games are going it's highly likely that there's at least 1 boiler per round wherehas I've seen 5 during one... Aliens have began to take a liking to it and so I don't see the issue with having reinforced walls being a thing anymore.

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

Post by NoahKirchner » 21 Aug 2016, 23:42

+1 to make big forts :D
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Renomaki
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Re: Return reinforced walls

Post by Renomaki » 21 Aug 2016, 23:45

The only problem with this is that plasteel is not cheap, so marines are probably not going to build reinforced walls unless they are to cut off small flanks.

How much does it even take to make a reinforced wall anywho? When I tried to salvage a reinforced wall for metal as an engineer, I was only able to get a single sheet out of it. Doesn't it cost like 2 or more per wall?
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Sarah_U.
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Re: Return reinforced walls

Post by Sarah_U. » 21 Aug 2016, 23:47

Cost about 2 if I recall. Which says you can make 15 if you use your stack.
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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Iatots
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Re: Return reinforced walls

Post by Iatots » 22 Aug 2016, 01:12

On normal ss13 servers, 4: 2 to reinforce girders and 2 more to complete.
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Neray
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Re: Return reinforced walls

Post by Neray » 22 Aug 2016, 03:44

+1, except for "meltable by anything" part. Weak acid shouldn't be able to melt those. Otherwise it'll fuck up with map balance.

If I remember correctly, reinfs were removed to prevent turtlefests. Now, with aliums evolving straight to ancients, including boilers, I guess it would be fair to return our lovely reinf walls.
Sigismund Lintz says, "Desperation breeds ingenuity and bravado in fantastic ways."

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Sarah_U.
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Re: Return reinforced walls

Post by Sarah_U. » 22 Aug 2016, 04:30

The 'weak acid melt stuff' is only intended for false reinforced walls and it'd be HORRIBLY SLOW. Considering xenos may loose their boilers and sometimes be forced to wait for marines to push out if said marines are clever, I say it's pretty needed that a mechanic is put in place to prevent that to happen (Example: Low-pop).

Alternatively, elite spitters(+) and ancient sentinels could always gain the ability to melt reinforced walls, but that's just cheesy and would nerf the usefulness of boilers.
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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Neray
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Re: Return reinforced walls

Post by Neray » 22 Aug 2016, 05:55

Sarah_U. wrote:The 'weak acid melt stuff' is only intended for false reinforced walls and it'd be HORRIBLY SLOW. Considering xenos may loose their boilers and sometimes be forced to wait for marines to push out if said marines are clever, I say it's pretty needed that a mechanic is put in place to prevent that to happen (Example: Low-pop).

Alternatively, elite spitters(+) and ancient sentinels could always gain the ability to melt reinforced walls, but that's just cheesy and would nerf the usefulness of boilers.
Point is, we have premade reinf walls on all maps and allowing aliens to melt them with weak acid will basically fuck up any future battles. Plus, you can't work with acided walls and sometimes repairing them is a good idea (if crusher is trying to destroy it for example). Just bring back their construction without any other adjustments.
Sigismund Lintz says, "Desperation breeds ingenuity and bravado in fantastic ways."

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Re: Return reinforced walls

Post by Jroinc1 » 22 Aug 2016, 12:48

Neray wrote: Point is, we have premade reinf walls on all maps and allowing aliens to melt them with weak acid will basically fuck up any future battles. Plus, you can't work with acided walls and sometimes repairing them is a good idea (if crusher is trying to destroy it for example). Just bring back their construction without any other adjustments.
That's... not what he said.
+1, BUT up the cost to 5 plasteel per layer, 10 for a fully-reinforced wall. Rwalls are now expensive, but nearly-unbreakable fortifications that cost as much as 2 barricades.
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Re: Return reinforced walls

Post by Snypehunter007 » 03 Jun 2017, 02:27

Old, lack of continued interest.

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