Pages: 1 [2]
Author Topic: drop pods  (Read 40580 times)
Alhaus
Marine
****
Posts: 141


View Profile
« Reply #15 on: September 06, 2007, 01:24:58 AM »

Still think we need a teleporting effect/sound when the marines pop out of thin air. Justifies it a little more. Dunno about nids though.
Logged

=][= Ordo Xenos, first clan for RS and RS2
To be Unclean, That is the Mark of the Xenos
To be Impure, That is the Mark of the Xenos
To be Abhorred, That is the Mark of the Xenos
To be Reviled, That is the Mark of the Xenos

jezzah
Servitor
*
Posts: 1


View Profile
« Reply #16 on: October 02, 2008, 02:30:33 AM »

Have you considered the possibility of teleporting players in?

There's obviously lore issues with tyranids but a homing beacon could work for Space Marines. Pretty sure some space marines (non-terminators) teleported onto the eisenstein in the novel "Flight of the Eisenstein".
Logged

Typheron
Moderator
Marine Chaplain
*****
Posts: 939



View Profile WWW
« Reply #17 on: October 02, 2008, 09:17:20 AM »

thats what happens, its cheep and simple but works.
Logged

God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...

LordCommander
Servitor
*
Posts: 1


View Profile
« Reply #18 on: October 05, 2008, 09:34:04 PM »

Had a thought, marines could start in an off-map teleportarium room aboard a strike cruiser (and as ultramarine strike cruisers are pretty standard, only 1 room would be needed to be built and could be dropped into any map default to ease mapping), instant respawn after death but players must wait for the teleporter there to be recharged,in addition the teleporter there would default to the most forward captured point so as to keep reinforcements coming to the front. As for nids... well they burrow and tunnel and such to avoid surface fire in transit  (the trygon bio-titan fulfills this role as a transport and tunneling machine), perhaps have them start ina series of caverns, randomly, underground and claw their way up through breakable rocks... (these too could be standardized but why bother when a cavern and tunnel and some rocks is so simple) so as the map progresses the tyranid respawns become slightly faster as their forces are moving ever-forwards, thusly making marines have to try to hurry up and press the advantage their deep-strike teams have in rapid deployment to seize objectives quickly and get the PDF involved to help defend them... before the tyranid main lines arrive!
« Last Edit: October 05, 2008, 09:45:04 PM by LordCommander » Logged

OlimnuZ
Guardsman
**
Posts: 6


Take out that Hammerhead!!


View Profile
« Reply #19 on: October 11, 2008, 12:02:55 AM »

I think the marines have it hard enough against the 'nids already without having to rush about trying to push them back; it would seem the tyranids would have an unfair advantage with the faster spawn rate.
Logged

Commisar
Guardsman
**
Posts: 2


View Profile
« Reply #20 on: November 10, 2008, 08:24:02 AM »

Drop Pods could always be in there as a static spawn point?
Oh, yes. Hi everyone.
Logged

Typheron
Moderator
Marine Chaplain
*****
Posts: 939



View Profile WWW
« Reply #21 on: November 10, 2008, 09:43:27 AM »

thats more a mapping issue than anything else, it comes down to the mapper to add the drop pods to the spawn system.

Not that we have any moddeled mind you, so they would ahve to be made by a 3rd party also.
Logged

God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...

Pages: 1 [2]
Print
Jump to: