Apollo Gates Unlocked From Start

Discussion in 'Archive' started by Ability, May 23, 2012.

  1. Ability
    • Development Team
    • NOTD Creator

    Ability NOTD Creator

    Any concerns if the whole Apollo was unlocked (its gates - at least some) from start of game? This will reduce concerns on locked items/enemies.

    Some missions like the Power Generator or any gate related ones will be modified to reflect the changes.
  2. Ghost
    • Warden

    Ghost Warden

    For EC:
    I think if the scrapyard gate was always open that'd be fine. It would also not require modifications to the generator mission and it would lead to the team going via bane trap as well as requiring breaking of the destructible rocks at the ventilation room.

    One thing you'd need to do for EC at least though is somehow make the lab off limits or else people bump into Freeman/Bergmann and his laser aggro, which wouldn't be very nice on Recruit mode anyhow. You'd also have to make it make sense that there is a transmission from the lab when the players have already scouted it pre-Ere1.

    For AC:
    North gate already open after Armory wave, so doesn't need more. The text however seems confused given that the gate has lways been open, so why do Alpha Co need to find an entry point and it marks the 2 other gates?

    For Sec:
    Keep as is - otherwise team B escapes :p
  3. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Put a gate on Labs and open up everything else. Put in some gates in the city to just generally make moving about a pain unless the gens are popped, leading to all of Apollo's gates opening and the city becoming much more accessible.

    Also, a gate on the labs would actually justify a single scientist surviving the infestation.
  4. Ability
    • Development Team
    • NOTD Creator

    Ability NOTD Creator

    Thanks. Moving this to NOTD Discussion.
  5. ProbeGst

    ProbeGst Well-Known Member

    new scene:
    marine: i pick up a non-infested signal from the sealed lab.
    medic: maybe if we restart the generators it will re-open!
  6. spartanhija

    spartanhija Member

  7. ArcturusV

    ArcturusV New Member

    Adding on. If you do use Kith's idea, which I think is kind of neat, you should probably have the Lab have a visually different gate. I am thinking one of those "Doors" that is doubly thick like the ones in Piercing the Shroud. This makes the Lab gate look different from all the other gates, and for an important reason. It should be the only "Destructible" gate in game. Thus you have the option of either powering up gates, or using ground targeted AoE Doom to blow it up (Satchels, nukes, grenades, plasma dets, Armageddons, Charge, Faith, etc, etc, etc.) in order to gain entrance to the laboratory.

    Then you add more standard, cannot be destroyed, looks like all the others, gates to Apollo standard, inside the city. This shouldn't seal off any particular location. It shouldn't mean "Do gens or you cannot access Dome A" for example. What it should do is funnel and cut off some of the paths. For example the gap that current has Debris between the two hexes between Dome D and Dome A. Where the "Stop" signs are near the Northern Apollo Gates, the southern fork near Dome B where the path splits in two around that small elevation spur, etc. While the funneling would perhaps be beneficial from a defensive standpoint, civ running would be much harder. As would kiting in general.

    These gates should be up in all modes. The Lab Door is up in Easy Company and Alpha Company. I was considering that the Lab Door would be lowered... until someone triggered the Lab, in Apollo Security Team. Which would be interesting and really hammer home the "IT'S A TRAP!" thing... but if the team didn't bother to get a Combat Rifleman/Telepath Ops/Jump PF/Nanotech Med (I think Chemist AoE Doom all has "doesn't effect structure"), you basically have sacrificed a random marine for the whole storyline. Bad idea. Granted, likely you WILL have that. But not a good idea to do something that could possibly ruin someone's game like that just because your team didn't get the right talent in time.
  8. Emperor

    Emperor New Member

    A bunch of gates inside Apollo would look really stupid.
  9. Ryan III

    Ryan III Well-Known Member

    It fits the lore that it keeps order
  10. Emperor

    Emperor New Member

    Actually it doesn't, really. Seeing as how the place has been "incident free" since forever, and on top of that they put Compliance Nexuses to make it incident free-er; there wouldn't, shouldn't be gates and barricades (unless makeshift) to enforce order.

    More over it's more a question of where a gate would be appropriate, and there are few in the current layout that it would be. Hence why it would look really stupid to just plop gates here and there.

    Also if you make the lab gate destructible by normal means you'd have to make any gate the same, or smaller, also destructible if you want to remain consistent.
  11. ProbeGst

    ProbeGst Well-Known Member

    make the lab sealed: use lazor wall?
    1. why the doc stay in lab.
    2. why he is the only one.
    3. force you to go generator at all mode
    4. ppl won't touch lazors.
  12. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    In addition to being laggy, we don't exactly need laser gates. Newbies are going to run into them and die, and I'd like to avoid cheap deaths.
  13. Ryan III

    Ryan III Well-Known Member

    It won't be laggy if you use the probe's attack animation though.
  14. Lord NiteShade
    • Wiki Founder
    • Community Leader

    Lord NiteShade NOTD Staff: Wiki Founder/TeamSpeak Admin

    It won't be laggy overall. None of those lasers throw off enough particle effects to seriously impact performance. It's going to be the triggers running them that create lag, ie, old Cronus's lasers. Still, laser gates seem weird, because they seem like insane future tech. If the laser rifle is experimental, why are there giant functional laser gates everywhere? Theres no less than 4 good gate models in SCII, anything but the chainlink gate looks good for a building gate.

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