Another way to restrict early rush for both marines and xenos

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qDan
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Another way to restrict early rush for both marines and xenos

Post by qDan » 14 Oct 2016, 18:57

Summary: Add invisible solid barrier at riverside or (partly) turn water itself into solid object for a 30-40 minutes with autoremover

Benefits: this will reduce to zero early marine attacks as well as massive rush of xenos due to possibility to use only runners(1) or tunnels(2).

Details: Theres already lots of suggestions about preventing early rush into caves, but honestly I think all of them unbalanced in one or another way so Id like to introduce own vision of the problem with two versions how to secure riverside:

1) remove all prebuilt tunnels from map (or at least from south part of map), add invisible (or just) unbreakable tables+plastic stripes, wooden barricades or similar things right at the central part of river tiles from west to east completely so only runners will be able to bypass it freely thus preventing not early marine rush but also non canonical rush by both warrior and guardian castes.
Place some monkeys (around 2\3) on the north bank of river so xeno players will have things to do as well as some spare larvas at the beginning. Also such implementation will give more chances to survive for...survivors as well;

2) if its not possible to block water itself, just build impassable walls or even better - two shield generators with long enough beam at the one or both banks and add more tunnels to the map especially at far points so xenos will be able to use massive tunnel network without fear of early attack. Due to the fact second version slightly imbalance human team, any marine which was hugged&grabbed to the north side of river will automatically trigger wall removal thus forcing aluems to build local hives nearby or extensively grow in caves using only small hosts.

Implementation: bet it wont be hard to code because unbreakable things already exist in game plus you can always grab some SS13 code.

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Aracino
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Re: Another way to restrict early rush for both marines and xenos

Post by Aracino » 14 Oct 2016, 19:12

So...Survivors just get to always survive? What? Literally means survivors just can't be touched for that long. -1 From me.
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qDan
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Re: Another way to restrict early rush for both marines and xenos

Post by qDan » 14 Oct 2016, 19:22

Aracino wrote:So...Survivors just get to always survive? What? Literally means survivors just can't be touched for that long. -1 From me.
So...you came in thread about early marine rush to cry about survivors even w\o reading whole post?

Current versions:
1) remove all prebuilt tunnels from map... so only runners will be able to bypass it freely
2) ...build impassable walls...add more tunnels to the map especially at far points so xenos will be able to use massive tunnel network without fear of early attack.

Gosh Im so tired from some people in this forum who cant simply read and understand few lines of text before commenting. Bet next commentator will post some random crap about absolutely different things, thats how it goes this days.

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YungCuz
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Re: Another way to restrict early rush for both marines and xenos

Post by YungCuz » 14 Oct 2016, 19:27

Aracino is a xeno main i want to point that out to you Dan so he wouldn't really want this. Even though he doesn't really have any ruling over anything i'm just saying its going to cause a arguement or whatever.
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Aracino
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Re: Another way to restrict early rush for both marines and xenos

Post by Aracino » 14 Oct 2016, 19:29

Again, just have the t3s just afk north of river?
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qDan
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Re: Another way to restrict early rush for both marines and xenos

Post by qDan » 14 Oct 2016, 20:01

Aracino wrote:Again, just have the t3s just afk north of river?
So lets face it, you are salty not because of fake 'problem' with survivors, not with sticking to a t1 and t2 xenos which are 3\4 of the Hive btw, and not even with early rush issue generally which much more disturbing, but only because my idea decreases possibilities of both marines and xenos instead of marines only?

So, lets simulate it:
1) normally you need to be pretty lucky to survive until you can evolve from t1 to t2 and than to t3 (expecting you not to hide in caves like a pussy all the time needed to evolve to T3, if otherwise - skip this part)
2) Depending on current server pop it might be easier or harder, but still not easy to be able to evolve in T3 xeno anyway, because theres cap for updated T2 and overall T3.

And if we are talking about (1)variant where only runners 'available', Hive will grow slow but steady because it will be harder to capture people other than survivors and lone mariens, but every captured marine wont cause wall removal in this case. So, while runners will be busy capping hosts, drones and HL busy building hive and sentinels busy drugging small hosts and guarding tall one, no problems with T3 involvement will happen because guardian caste will have kind of privilege to evolve first and continue guarding duty more effectively (even knowing the fact, that every respectable player who controls young drones and sentinels must hurr-durr rush alone on hoards of marines at the round beginning).

if we talking about (2)variant - everybody will be able to bypass wall but wont be able to abuse such additional protection and be forced to build hive on south part of map or stop crying about early rush. In such case any T3 will be able to participate in battle as usual. Basically version #2 equal to common version of CL around 95% except wall and marine trigger, so I really cant see the problem here

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Renomaki
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Re: Another way to restrict early rush for both marines and xenos

Post by Renomaki » 14 Oct 2016, 21:05

Er, this kinda sounds a tad... OOC for the world. Why would there be invisible walls on the planet?

There are many ways to deal with jungle rushes, but unless it can be easily explained in world, it wouldn't really work.
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qDan
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Re: Another way to restrict early rush for both marines and xenos

Post by qDan » 15 Oct 2016, 14:50

Renomaki wrote:Er, this kinda sounds a tad... OOC for the world. Why would there be invisible walls on the planet?

There are many ways to deal with jungle rushes, but unless it can be easily explained in world, it wouldn't really work.
This is technical side of idea, dont really think its important to include every small thing in it, until at least four-five ppl will approve such way of implementation and\or suggest something as well to improve.

Still if you are concerned about realistic part of idea, theres might be dozens or even hundreds of possible implementations. It may be impassable deep water (temporal high water\flood whats quite common IRL) which will stuck and\or slowly drown both marines and xenos until 20\30\40 minutes timer expired.
It might be combo of rocks, bushes and trash piles which might collapse due to instability after same 20\30\40m.

Also, dont forget that adding 2 invisible gens on both sides of river and calling middle tile 'Zomg dip wota dun go!' much more easier, than creating fresh code and revamping map party or fully.

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OatzAndHoes
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Re: Another way to restrict early rush for both marines and xenos

Post by OatzAndHoes » 13 Nov 2016, 23:41

-1 from me.
There is another post in the forum which suggests either adding eels to the water that attack marines, or making a chemical spill infect the water. Seems a lot less forced and less gamebreaking than this idea.

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Re: Another way to restrict early rush for both marines and xenos

Post by Snypehunter007 » 03 Jun 2017, 17:03

Old, lack of continued interest.

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