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Beacon 'Super buff' 
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Post Beacon 'Super buff'
Is this an improvement to an already-existing feature, or a new feature entirely?
Both.

If an improvement, what original feature is it improving upon?
Beacon usability.

How would this work?
This little edit makes the beacon spawn a whole new actor when it 'dies'. That actor, makes the beacon an absolutely horrible thing not to disarm.

Can you give an example in how useful this feature would be?
It would force everyone into a rush to disarm the beacon. As it will destroy or badly harm almost every building in a large radius.
And if any unfortunate infantry or 'Mech is not quite far away, they'll most likely meet an instant death.
'Most likely' -- Because the heavier 'Mechs do have a chance to survive.

Of course, the price of the beacons should be multiplied if this is applied. As this pretty much makes the beacons a "GG" sort of thing if they go off.

The edited *-Beacon DECORATE is attached below.
inb4beaconsareoverpoweredastheyare


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aow2_omega_SuperBeacons.zip [2.39 KiB]
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Wed Jul 14, 2010 9:27 am
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Joined: Sat Jul 03, 2010 11:03 pm
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Location: British Columbia
Post Re: Beacon 'Super buff'
Oh lawd. Now an Ion Cannon that actually blows shit up like it does in the games and a Nuclear Strike that acts like a nuclear strike.

Might be good for the novelty of it, but as a gameplay aspect, it's a big maybe. It might help a losing team come back, and to end a stalemate (how common those are). But it might be very hard to balance correctly.


Wed Jul 14, 2010 10:55 am
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Post Re: Beacon 'Super buff'
Problem is that in those cases when they would go off, it would certainly cause the team to instantly ragequit because then they would have no chance against the now-winning team.


Wed Jul 14, 2010 11:40 am
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Post Re: Beacon 'Super buff'
The archive is broken.


Wed Jul 14, 2010 11:41 am
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Post Re: Beacon 'Super buff'
Here's a DEFLATE one. (The other one is a PPMd one.)


@Arezey: And 'those cases' should appear just a bit less frequent if the team knows that if there's a beacon, it's going to blow the fuck out of the base. (Unlike now!)


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aow2_omega_SuperBeacons.zip [2.99 KiB]
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Wed Jul 14, 2010 11:53 am
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Some L00nt!ck
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Post Re: Beacon 'Super buff'
Hmm, This might be added as another feature in addition to the normal beacon, but also a very big problem I see is that it will be planted in very unpredictable places (Which are a little distant from the structures) that are almost impossible to locate. If this is to be implemented, the super beacons must be Clearly visible and huge enough so it does not get overlooked.

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Wed Jul 14, 2010 12:51 pm
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Post Re: Beacon 'Super buff'
They already are badass enough by instantly destroying a building. Besides, if there's something like five plasma cannon dudes guarding it, it will be extremely difficult to disarm the beacon in time. gg. I'm disagreeing with this.


Wed Jul 14, 2010 1:56 pm
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Post Re: Beacon 'Super buff'
I'm pretty sure they did this when they were first introduced back in.... gamma 4-3? Either way, I would like to the beacons cause more destruction.

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Wed Jul 14, 2010 2:00 pm
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Post Re: Beacon 'Super buff'
This is a nice novelty, but I honestly see more ragequits out of this than anything productive.

In C&C Renegade, the beacon behaves much the same way as it currently does in AOW, except there is an "endgame" platform (which can be disabled) that if a beacon goes off on it ends the game for the team whose beacon was placed in the enemy base. In Renegade, the beacon can also destroy certain buildings from the outside if placed close enough. However, they are intentionally not "superpowered" for the sake of balance.

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Wed Jul 14, 2010 5:13 pm
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