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Killing_You

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Everything posted by Killing_You

  1. For the sake of gameplay, I think we can be okay with this.
  2. Honestly the War Factory could use a redesign. I know, we don't have the manpower to do that right now, but if we did, that building would need it the most. I've never liked the layout to begin with, honestly, though. Actually, my examples included both a trapdoor and a fence for basically that reason. You could even put a canopy over the elevator to prevent Tanyas ejecting onto the elevator. I do see your point about the upper walkway, though.
  3. Indeed, and that's why I tried to integrate those aspects into my (shittily drawn) concepts. Did the old refinery have a hatch as well?
  4. Randomly remembered I was supposed to draw up some concepts a while ago. And since we're discussing this publicly, might as well put them here. It'd be better for feedback anyway. Alright, so, I figured the best solution would be a maintenance elevator of some kind. That way we can take some liberties with the fine details without affecting the shape of each structure too much. Specifically, remember this thing from the Renegade campaign? Same principle, basically. Visually, it's simply guard rails, an elevator, and a hatch. The reason why I felt this approach would be acceptable is because an elevator is easy to integrate into the two designs. And I know that people had trouble in the past, but that doesn't seem to happen with the Missile Silo and Airfield. My guess is that it has to do with the three walls and door that keep you from lagwarping too far.
  5. That airfield texture actually got me thinking... I've always disliked the grey brick texture for the War Factory, and I've tried several times to get a decent brown one but I'm not very good at it. Would you be able to whip one up, even just as an alt for people like myself?
  6. I think a CYOR would be best as a "break" after the thought intensive Star Wars game.
  7. Looking at it, I'd be fine with it replacing the refill cluster and moving the repair/refill cluster closer to the landing zones. I'm thinking adjusting the wall corner by the CY and PP would be best as it wouldn't make the Soviet base too exposed, and might actually give the SAM sites some much needed breathing room. It'd also give the Soviets some incentive to keep an eye on that particular entrance; most of the time that I see Soviets lose, it's because an Allied spy sneaks into that entrance and shuts off the PP long enough for a horde of longbows to have their way with the base.
  8. That would be nice. You could probably make them elevators with team-locked hatched- which would actually give that second floor on the CY some purpose. And, I think with some creativity, we could make it fit without worrying too much about divulging too much. If you'd like, I can draw up some concepts later and post them internally. Alright then, how about this: Keep the exterior ladders that can be accessed by anyone, but also add the team locked doors/elevators. This would allow people to retaliate against defenders while still providing a home field advantage. And yes, I know people would camp the team doors, but honestly I don't see that as an issue. Players wouldn't be dealing with the restrictions that come with a ladder, and it'd be the same as the MCT rooms in the Barracks, WF, Sub Pen, and so on.
  9. Personally, I've always liked having ladders on buildings. WHile I don't use them 100% of the time, they do provide a nice home advantage, especially for snipers and rocket soldiers. I think the only real issue is with the roof flare, and even that I think can be solved by making rooftops for certain buildings only accessible by members of the team (I say certain because I don't think the Barracks has enough height to provide that big of an advantage), and perhaps only from the inside. Honestly speaking, though, the ladders do provide some flexibility and I'd rather not see them go.
  10. I've got two snakes: a ball python named Freddy, and a corn snake named Jayne Cobb.
  11. In any case, it's neat brainstorming in case people start feeling like depth charges underperform.
  12. Well, shit. All I can do is ##jedi-ready I have to leave for work soon, so if I have the stamina, just assume I'm in ##jedi-ready, only changing to ##center-of-being when stamina gets too low to keep it held.
  13. Well, for the destroyer, you wouldn't need a torpedo launcher. As I said, anti sub missiles exist. https://en.wikipedia.org/wiki/Anti-submarine_missile
  14. I think anti-sub missiles exist in real life, so it's fine.
  15. *cracks knuckles* Sorry about this, Retal, but you gotta do what you gotta do, and I'm not going down without a fight. ##Offensive ##Combat Sense
  16. Agreed. I'm positively stumped. I'm considering the possibility that the night checks we've used to clear people are not reliable.
  17. So who does Shade suspect, apart from Nodlied?
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