1 (edited by generalandrew 2006-07-11 23:14:15)

Topic: Capitol Ship Defenses

This idea was given to me by ArcAngel:

Since I hope boarding combat will be a big part of the mod, I thought of an idea for internal defenses.

- Each ship has a bridge with a core that destroys the ship if it's blown up. The bridge should be much more than just a flag in my opinion. Make it literaly a control room. We've learned by watching movies that there are event triggers when enemies entre your titan. Instead of coding it to say something on your HUD, have it light up a light bulb on the bridge when certain sections are passed. Also, have doors that can be activated/deactivated from the bridge. These doors are resistant to enemy fire, but can be destroyed with several C7 sticks. Now, what purpose would this serve? Well, any thing can be taken down if you have a good squad, but it buys the defending team time to prepare if you don't act. With the extra seconds, the defending team could set up their stationary weapons already, and when the door explodes, everything's on the attackers- only because they didn't have a good squad. Now, don't let it end there. Make them battle all the way to the bridge, and then down another path to the core.

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Re: Capitol Ship Defenses

2142 is opening up so many possibilities!  The ideas just keep getting better and better.  I love the idea  wth the doors, c4 (or c7?) can do wonders. Maybe the commander could decide which doors to be locked?  That way he can unlock them if the enemy is taken care of before they do damage.

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3 (edited by Mr. Wookiee 2006-07-11 23:43:28)

Re: Capitol Ship Defenses

On the bridge instead of having just random lights and panels to make it look pretty at least some of the panels should display things like the status of doors and the condition of the main reactor core. It would be cool if you could not only seal off certain areas of the ship, but then vent them. This could be like invisible SF tear gas aided by a wooshing sound and warning lights. It would force the attackers to switch on their hostile environment gear or put on a gas mask which only has a limited supply of oxygen. Not everything should be controled by the commander though, there should have to be a bridge crew to effectively control all ship systems.

Re: Capitol Ship Defenses

That's a good idea! That would increase the importance of having a good squad that can attack, heal, and destroy. And I know that certain things such as health can be monitored. But I didn't mean for my idea of the bridge to be "pretty". As I said, that's where we'd know what door's have been crossed, etc.

Hey, you got your Star Wars in my Star Trek!!
Generalandrew = FS's Offical Band Geek!!
"I'm gonna kick you in the balls through TCP/IP!!!" - Andrew_Kirk_25
<SpecterWolf>    That's ok.. I blew him as well as a few of his buddies up that ditched an apc.. Explosions ftw!

5 (edited by Mr. Wookiee 2006-07-12 00:31:43)

Re: Capitol Ship Defenses

doors and other things could be controled by switches like the ones that control elevators and gates in SF so if the attackers get to the bridge they have acess to alot of ship functions even if they are unable to actually capture the ship itself for their team. the reactor core doesnt have to be on the other side of the bridge away from the entrance, but an indestructable door could be controled from the bridge requiring attackers to get there first before going all the way to the back of the ship (or wherever the reactor is). Another idea for switches, there could be some manual override switches that force the ship to move in a certain direction reguardless of what the commander is telling it to do and the ship could be driven out of bounds by the attackers instead of simply being destroyed.

6 (edited by ArcAngel227 2006-07-12 01:07:17)

Re: Capitol Ship Defenses

Some cool ideas here. But instead of lights, showing which areas are introuble, or which doors have been sealed, why not have full fledged holoprojections in the bridge? The entire SD might be represented above a large projector, and certain areas could turn red (to signify the enemy has a presence there) while others remain blue to show the area is secure. I suppose doors could also be represented.
It might not effect the actual gameplay all that much, but it would sure as hell look cool.

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7 (edited by MK4210 2006-07-12 08:32:00)

Re: Capitol Ship Defenses

Wow more good ideas, whose doubting the move now wink
These ideas seem fit for a whole new level rather than one with space combat. There are so many ideas here that it sounds like it would take away from the battle outside. Maybe make this into a sort of improved Judicator map?

EDIT: Should have the SD structured in a way that forces the rebels to complete certain objectives before heading to the bridge or core, since in GC it was very annoying when the rebels would take the bridge early on.

Sealable doors, remote defenses, commander controlled objects all sound good and would make the map more intense and team based. I can just imagine it... the imps have locked themselves in the bridge and the rebels are bringing up engineers to blow the door down, suddenly the room where the rebels are in goes red and all of these remote turrets pop out. Would be great big_smile

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