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Reinforcement Beacon
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Author:  Eat Uranium [ Sat Jan 05, 2008 11:36 am ]
Post subject:  Reinforcement Beacon

Just a quick idea that i had though I don't know if it can be coded or not:

Its basicly just a small placeable box that diverts respawning players to apear next to it rather than at the normal points. Can be destroyed or captured while deployed. Only one per team - if a second one is placed, the first disapears.

Looks like a tripod with a large whip antenna on top and a big car battery under it. Antenna has a flag on it which shows the team that placed it.

Extra option: 2 or 3 beacons can be placed at one per team and also act as an ONS style teleport grid.

Author:  Captain Xavious [ Sat Jan 05, 2008 1:21 pm ]
Post subject:  Reinforcement Beacon

Thats actually a really cool idea!

Author:  P_Colossus [ Sat Jan 05, 2008 2:02 pm ]
Post subject:  Reinforcement Beacon

Yep, i support it.

Author:  Kaboodles [ Sat Jan 05, 2008 3:05 pm ]
Post subject:  Reinforcement Beacon

Why should it have a respawn limit? It's easy to spot, and should be fairly easy to destroy as well.

I'm not sure how it could be implemented though. How could you get players to choose to spawn on it instead of their usual places. It seems like it would only work in Onslaught, or maybe Jailbreak, or whatever gametypes that have mini-maps on them.

Author:  LtCLifff [ Sat Jan 05, 2008 3:32 pm ]
Post subject:  Reinforcement Beacon

that is a brilliant idea! It would promote teamplay loads. I can imagine it now...

Lone runner charges to middle of enemy base and plants the becon, immediatly a couple guys spawn and wipe out everyone in the vicinity while someone grabs the flag and ducks around the corner, home free with 3 or 4 guys covering his ass. I don't think it would work well in ONS though. as you can already decide where to spawn.

Author:  Treadhead [ Sat Jan 05, 2008 4:05 pm ]
Post subject:  Reinforcement Beacon

Interesting concept. Perhaps instead of a little radio beacon, a portable teleporter?

Author:  P_Colossus [ Sat Jan 05, 2008 5:08 pm ]
Post subject:  Reinforcement Beacon

It could(maybe) be implemented so there are 16 slots 1 for each player, why ? cause 1 team have maximum of 16 members. Every team member have 1 beacon when he plant it on ground, other players can teleport to his beacon by using some device simmilar to translocator (menu pops out where you can select to which player's beacon you teleport, inactive beacons marked as: B1,B2,B3... , active are: B4,B5,B6... you just press the number which you need.)

Author:  Bulska [ Sun Jan 06, 2008 5:55 am ]
Post subject:  Reinforcement Beacon

yeah teleport device is usefull :D

Author:  Eat Uranium [ Sun Jan 06, 2008 9:35 am ]
Post subject:  Reinforcement Beacon

I was more thinking of CTF and DM for this. For these it could just force you to respawn at it, but for ONS it might appear on the map.

Author:  Gordon Freeman [ Sun Jan 06, 2008 10:55 am ]
Post subject:  Reinforcement Beacon

Hmm intresting as kaboodles mentioned it would be better if you would drop the spawn limit and make it destroyable like the powernodes. Combined with the portable transporter thingy and i would leave the "inactive" beacons the fartest away from the battlefield still active as means for a "resuply ammo" post ( making it a one way transporter would make those posts more tactical backup stations) and it would contribute to a more "fluid" battlefield.

Author:  OCAdam [ Sun Jan 06, 2008 11:55 am ]
Post subject:  Reinforcement Beacon

I'm thinking the best idea for this is quite complex.

---

First off, it should be able to support many respawns, if not infinite. Next, it should be mainly used for either Onslaught or CTF or vCTF. DM and TDM maps have spawnpoints everywhere, so it'd be almost useless to use one of these for the respawn part.

As such, there need to be several types of beacons. First: respawn beacon. You can tell it's that type because it'd have a team colored flag with a huge R on that flag. To capture it for another team, that other team must get a ticket from one of their respawn beacons, and take that to the beacon they want to capture.

Second: ammo depot. Same as respawns, but it has an A on the flag. That plus it will not respawn ammo randomly. You must go up to it and request a specific gun's ammo. You'll need to wait, and it'll give you a small ticket 'weapon' that only serves to tel how much time till you can exchange the ticket for ammo. Of course, if you die and lose the ticket, the ammo in that depot becomes free gain for anyone (and can then change hands of team ownership by last team to grab ammo from it).

Lastly: weapons cache. Exactly same as ammo depot, minus the flag has a W on it. Oh, and it obviously lets you request guns, not ammo. With that, you only get an EMPTY gun, where you'll need to get the ammo for the gun at an ammo depot.

One more thing, you can't carry more than one ticket at a time, nor more than one type of ticket. SO no getting a gun and ammo ticket at the same time. Nor will you get a respawn capture ticket with a gun ticket. One at time people!

Author:  Treadhead [ Sun Jan 06, 2008 1:20 pm ]
Post subject:  Reinforcement Beacon

OCAdam, I have a weapon that can perform all those tasks, but in a different way, and also some other things. Check my second topic of non-panzer corp weapons for it. Anyways, sorry for going off-topic. Now, these reinforcement beacons: Does a player only get one per round, or can he replenish them with ammo backpacks?

Author:  Eat Uranium [ Sun Jan 06, 2008 3:52 pm ]
Post subject:  Reinforcement Beacon

I think only one per round per player, otherwise it would just become unbalanced.

OCAdam, I like your idea, although in my mind the weapon and ammo caches could be combined together - it gives you the empty gun, then the ammo comes out later.

Author:  Captain Xavious [ Sun Jan 06, 2008 5:27 pm ]
Post subject:  Reinforcement Beacon

This would work pretty good as a (semi) Mobile Headquarters, if you ask me. Basically combine all of OCAdam's suggestions into it, make it rather large and vulnerable, and let it have some sort of Field Hospital function too, either by simply allowing it to spawn health packs or healing passive players up to 100 hp over time.

Could make for an interesting twist on Conflict, where as long as that thing is intact, players can respawn, but if it's under fire or damaged, players can't respawn. Would also be rather nice in TDM games too, since there are spawn points everywhere, it makes rejoining your team a bit difficult as you're not always going to respawn near them.

Author:  Treadhead [ Sun Jan 06, 2008 5:39 pm ]
Post subject:  Reinforcement Beacon

Perhaps it could suppress enemies from spawning at nearby standard spawns as well? Having enemies spawn in that strategic little base you have set up in an easily-defended structure ruins the point of it :p

Author:  Captain Xavious [ Sun Jan 06, 2008 5:53 pm ]
Post subject:  Reinforcement Beacon

Heh heh, yeah, that would be nice. :p

Author:  CEO_KAZUYA_MNT [ Mon Jan 14, 2008 2:50 pm ]
Post subject:  Reinforcement Beacon

i like this idea alot it would mainly work for onsluaght vctf and ctf and it would work perfectly with unreal3s ctf and vctf and the new warfare mode that is heavily team based so it would work best with that

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