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Apr 10 2009, 10:49 PM
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#1
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![]() Game Director, Unknown Worlds Entertainment ![]() ![]() ![]() ![]() ![]() ![]() Group: Super Administrators Posts: 7,487 Joined: 23-January 02 From: San Francisco, CA Member No.: 3 |
Please post comments on the topic Development Blog Update - Marine "Power Grid" design here
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Apr 10 2009, 11:57 PM
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#2
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![]() Dark Minion Group: Constellation Posts: 443 Joined: 26-September 03 Member No.: 21,233 |
Honestly, it sounds balls to the walls awesome. I'm really digging the idea of the Tech Points being used instead of strict locations. I'll edit this and share some more thoughts once I get home.
Quick question though. Say the marines have two functioning Tech Points up, each with their own resource node pumping in resources, but the two are not connected by a power grid. Will the resources 'pool' together for the Marine team, or will they be used separately from each Tech Point? This post has been edited by ZeroFate: Apr 11 2009, 12:02 AM -------------------- The Frontiersman: To boldly kill what no man has killed before.
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Apr 11 2009, 12:04 AM
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#3
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![]() Limited Edition Group: Playtester Posts: 2,607 Joined: 25-January 02 From: Minnesota Member No.: 24 |
Love it. I absolutely love the direction you're taking this in terms of immersion and dynamics flay. Sounds like the replay value will be amazing with random spawns if i'm getting the right drift here. It must be super satisfying having the ability to do so much atmospherics with visual queues that you could never do on the HL engine. Can't wait to see what the mappers do to make each room unique to being powered and unpowered!
-------------------- Did It For Black Armor - DIFBA :: Proud member, community destroyer, game breaker, console fanboy and avid DLC buyer
Cyanide :: Sarcasmaclysmic ns2_iridium :: Version 1.0 50% complete Evolutionarily Challenged :: Nano-Gridlocked |
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Apr 11 2009, 12:05 AM
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#4
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![]() Developer of E.V.A. ![]() ![]() Group: Members Posts: 788 Joined: 14-December 07 Member No.: 63,157 |
This tech thing kind of confuses me...can someone try to make it a little more clear to me?
I think I understand it a little...would I not be able to build a TF in a room that has alien structures in it, like a RT? -------------------- I killed a man once.
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Apr 11 2009, 12:09 AM
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#5
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![]() Limited Edition Group: Playtester Posts: 2,607 Joined: 25-January 02 From: Minnesota Member No.: 24 |
It's all speculation at this point, but im guessing rooms with alien buildings with have creep/infestation and thus not allowing building.
And i gotta ask: "Building here lets the team have the ability to have another commander, and also is needed for "teching up" to tier 2 or tier 3." MULTIPLE COMMANDERS? O_O -------------------- Did It For Black Armor - DIFBA :: Proud member, community destroyer, game breaker, console fanboy and avid DLC buyer
Cyanide :: Sarcasmaclysmic ns2_iridium :: Version 1.0 50% complete Evolutionarily Challenged :: Nano-Gridlocked |
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Apr 11 2009, 12:13 AM
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#6
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![]() Dark Minion ![]() ![]() Group: Members Posts: 597 Joined: 3-December 06 From: Canada Member No.: 58,851 |
I am a fan of CoH and currently playing DoW2, so I support this idea.
One issue that I do have with the system is that there are too many tech points. Do marines also depend on them to develop through tiers of technology or will that be a strictly Alien mechanic? This post has been edited by Sirot: Apr 11 2009, 12:15 AM -------------------- The Natural Selection 2 Drinking Game: whenever "Blizzard", "Starcraft" or "Valve" is mentioned, take a shot.
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Apr 11 2009, 12:15 AM
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#7
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Hatchling Group: Members Posts: 5 Joined: 18-January 05 From: Brisbane, Queensland, Australia Member No.: 36,215 |
Would the multiple commanders be assigned command of different squads? If not then I can imagine it being a little confusing receiving multiple commands simultaneously! Does this design rule out phase gates in unpowered areas (AKA the jetpack ninja)?
This post has been edited by CowTsign: Apr 11 2009, 12:17 AM |
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Apr 11 2009, 12:26 AM
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#8
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![]() Hatchling Group: Constellation Posts: 7 Joined: 11-November 06 From: Brisbane, Australia Member No.: 58,529 |
This idea is really interesting. It's one of those ideas that I think might upset some people - But I think I like it ( one of those 'have to see it in action' things though I think ).
So, if a resource tower/Command station is built, then power can flow to that location ? And if there is no resource tower or command centre, then the area has no power, and no structures can function. Is there a possibility of a portable generator or the likes for areas that don't have power ? ( Maybe only with a limited amount of charge, or that requires some sort of fuel to keep operating ? ). Seems to me that this sort of gameplay is a big move away from the ns1 style 'mini outpost' style - though I think a lot of people did base these outposts around resource towers, so it could work well. I think I just liked the old freedom of being able to build anywhere. This post has been edited by Tomgupper: Apr 11 2009, 12:28 AM |
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Apr 11 2009, 12:36 AM
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#9
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![]() Foul Beast Group: Constellation Posts: 191 Joined: 3-March 08 From: Minneapolis, MN Member No.: 63,783 |
"this will give the aliens the ability to when even when the situation looks hopeless"
In large pop servers in NS 3.2 there is currently an issue with late game imbalance where a marine team can have 1 maybe two nodes. Whilst the aliens dominate the map, but they (marines) can still manage to somehow push out siege structures take back nodes and win. These are those 60+ minute games we've all played. How will this new structure make that any different? Common sense says that aliens should win but no they don't always necessarily. Why is it necessary to remove hive rooms? NS 1v3.2 only has 3, hives yet this map has six tech points. Does this mean that the aliens and the marines have to do a 3 to 3 standoff? Or if a marine team is totally domming, a 4 to 2 or a 5 to 1? Or vice versa? 8 resource towers seems pretty thin as well considering most current maps have 11 or more. Not sure if I like the multiple comm idea, how can you eject one and not the other, what if a griefer jumps in the other chair and spends all your res on armories or beacons the team needlessly? etc. I like the idea of the comm chair powering the res node and the room that its in as well. However, it doesn't make sense to me though why the node is a "light switch" for the room. The nodes just pumps resources. my two cents P.S. I personally don't like this idea, I'd rather you keep a similar structure to "classic" NS, but fix the late game res imbalance problem. This post has been edited by Fraxinus: Apr 11 2009, 12:42 AM -------------------- -Frax*
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Apr 11 2009, 12:37 AM
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#10
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![]() Dark Minion ![]() ![]() Group: Members Posts: 597 Joined: 3-December 06 From: Canada Member No.: 58,851 |
A commander ability to "divert power" would be interesting then. You could temporarily disable power in one area that has it, to bring power to an desolate area.
EDIT: RE: Fraxinus I think the reason why there are more possible hive locations In addition to marine starting location ("tech areas") is to allow more map variation. I do agree that having more than one commander opens up avenues for griefing that weren't there before. This post has been edited by Sirot: Apr 11 2009, 12:39 AM -------------------- The Natural Selection 2 Drinking Game: whenever "Blizzard", "Starcraft" or "Valve" is mentioned, take a shot.
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Apr 11 2009, 12:39 AM
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#11
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![]() Foul Beast Group: Constellation Posts: 145 Joined: 18-April 03 From: Europe Member No.: 15,622 |
hum yea a bit disapointed
Tech point look very intresting if each team choose where they start the game. put another CC to teching up T2 and T3 look like to take the Alien gameplay into the Marins gameplay: (NS1: one CC <=> 1 to 3 Hives) (NS2: 1 to 3 CC <=> 1 to 3 hives) where each CC open a new tiers... I got it? If I understand, Alien can break powersupply of marins by attacking the first node of the chain. But marins can't do the same against Alien? that's not fair... If it's a possible gamemode why not, but if it's look like to force some player to move together upon the front. That's break the "free startegic" possibility. because you must follow a "main way". For me, pump ressource form a room, and you will pump the enery of the room, so I don't know why attacking a room made light flickering. and if you haven't build ressource tower yet, you have no light? No door works so you can't enter? Why disptach enery to the room by a ressource tower if there are a node in this room? The room must be self-powered. And alien RT will spread enery to the room? Hum Lighting effect by attacking a RT don't make sense to me. My 2 cent: But I was intrested about a possibility to balance the powersupply form one brand to another that's may empower turret/electric field where you have put lot of energy. By this way Commander are able to unplug some structure in first area to add more power to the front line structure. That's make a break in their defense usable by Alien, but that's able them to have a strongest front line. And Commander can plug again the structure but it's cost powersupply Hope to be understandable with my crazy english This post has been edited by Gectou4: Apr 11 2009, 12:54 AM -------------------- |
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Apr 11 2009, 12:57 AM
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#12
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Foul Beast ![]() Group: Members Posts: 123 Joined: 16-September 03 From: Portland, OR Member No.: 20,909 |
Well I just wanted to start with WOOT, for some real game info. Secondly I wanted to do a little guessing about the map shown. I would guess that the green boxes are spawn points (for when the game initially starts), which means they are looking at 16 people per side or 32 person games max to start. Now I’m not totally sure on the pink boxes with black in the middle, but I would guess that these are the entrances/exits to vents. I don’t know what the little pink squares without black in the middle could be (any guesses anyone?). The pink boxes with white right next to the pink seem to be the resource nodes. And the pink boxes with a little black before the white box are the “tech locations”.
I think the idea of the grid system is good. I think in the end it might just make the marines move out and push across the map slower, locking down key regions (especially near the center of the map), before pushing on to attack. As there are 6 possible tech points, and 1 each for starting bases, what happens when a team has 4-5 tech points? Do they get anything extra more than having level 3 tech? Each side seems to have a “natural” first expansion meaning that I think preventing the aliens or marines from having 2 bases is going to be almost impossible. This might be a good thing, I know of times we get locked down in NS1 as aliens and got TONS of resources but without that level 2 hive it is soo hard to push out sometimes. Defiantly will be possible to prevent that 3rd hive, though it seems like it will be a lot easier to get 3 hives then in NS1. The lower right/upper left resource nodes don’t seem to matter much, as I think the “natural” expansion point will probably be taken quite quickly making those points not affect the over-all power structure. The 12 o’clock and 6 o’clock nodes (not the main base ones) though seem like they will be very important as most of the fights will be happening around getting that 3rd base locked down. I wonder how long the siege range will be, can a siege placed near the center hit all 4 center nodes? (leaving the aliens with just base node +1) This post has been edited by obsid: Apr 11 2009, 01:01 AM |
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Apr 11 2009, 01:01 AM
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#13
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![]() Hatchling Group: Members Posts: 2 Joined: 11-October 08 Member No.: 65,163 |
This sounds awesome guys. The best part about it is that rounds will be constantly changing, making for longer more intense back and forth games.
Looking forward to more news, and I'm loving the amount of recent updates you guys have been giving. Keep it up! -------------------- ![]() Guns4Back2School.com Administrator |
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Apr 11 2009, 01:02 AM
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#14
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Drone Group: Members Posts: 20 Joined: 31-October 08 Member No.: 65,340 |
I think part of the issue that people are having with this, myself included, seems to be the description.
I think the thing I'm most confused about is, what powers everything exactly? From what I read, it seems like the resource towers are supposed to provide the power? And if they die, that everything in the room gets unpowered. Do the command chairs get unpowered if the RT's get destroyed, and if so, is that a way or the way for aliens to win now? By destroying all RT's and not the CC? (RT's are considerably easier to destroy than the CC's). I think this could be a great idea, but I think I need to know more about how it works exactly. I know you wrote a lot, so I feel silly asking for more information, but I'm just not sure I quite understand how this is much different than the current system. Currently, if your team owns more of the map, you own more refineries, giving you money to research. It seems like with this system you need to own a certain part of the map to afford research and another part to have the option of buying research. It just doesn't seem that much different. This post has been edited by FTNPhoenix: Apr 11 2009, 01:04 AM |
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Apr 11 2009, 01:04 AM
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#15
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![]() Beast ![]() Group: Members Posts: 69 Joined: 1-August 07 From: Australia, Victoria. Member No.: 61,739 |
Maybe an individual structure to act as the power supply...
I also don't really like the multiple comm idea, it just seems asif it won't work properly, although i might be wrong when seeing this inplay. Or maybe only one extra comm point that both alien & marine fight over. Will be interesting to see how the ideas end up panning out. -------------------- My flesh and my heart may fail, but God is the strength of my heart and my potion forever.
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Apr 11 2009, 01:09 AM
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#16
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![]() Custom member title Group: Constellation Posts: 3,224 Joined: 20-December 03 From: okalahomala Member No.: 24,581 |
It's a really cool idea, and i think would add a lot to game, but there are a few issues i don't like about it.
1: no more marine relocation to anywhere. I suppose that's not a huge deal since most relocations don't work in NS unless they are to a hive, which would still be possible, but still it's always fun to relocate to some random hallway. 2: since if one RT is knocked out that supplies power to others down the line it knocks them all out, it makes all rts much more valuable, and can destroy an entire area if it is taken down. so if the marines set up a little base outside of a hive to take it down, and one skulk runs to some rt between there and comm and takes it out, it completely powers down that expansion base and completely ruins the advance on that hive. this seems way overpowered for the aliens since marines can't afford to lose any rt. also, protecting rts is a tedious task, and making it such an integral part of the game would really detract from the the possible fun. my suggestion to prevent that: have a buildable 'power core' that will supply power to the current power grid if it loses connection to the comm, but don't let it feed other power grids. it could also have a boost to function of the buildings around it if it is connected to the comm, so maybe resources are gathered slightly faster or ammo is handed out quicker, turrets shoot faster. -------------------- |
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Apr 11 2009, 01:12 AM
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#17
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Foul Beast ![]() Group: Members Posts: 123 Joined: 16-September 03 From: Portland, OR Member No.: 20,909 |
While I do like the idea, have you thought about having the power system and the RT system be seprate? Having the ability to power a room, without an RT getting minerals for alot less cost (by a diffrent stucture). Might be more intresting as the choices on how to push out as a comm get alot more intresting.
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Apr 11 2009, 01:13 AM
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#18
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![]() Creator of ns_shiva. Group: Playtester Posts: 3,546 Joined: 15-December 02 From: Cincinnati, OH Member No.: 10,806 |
It sounds fantastic, though I agree with the other posters that multiple commanders sounds a little too griefable. I'm glad the aliens have a different system.
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Apr 11 2009, 01:17 AM
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#19
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Hatchling Group: Members Posts: 2 Joined: 2-December 08 Member No.: 65,631 |
I like this system.
And for those of you wondering what is powering these rooms, well... What do you think the resource towers are collecting? They don't pump for no reason, they're collecting resources which are obviously used as a power source. Also, I don't think that knocking out 1 RT would necessarily knock out the Marines' entire grid. From the map that Flayra provided, as long as there is an alternate route for the power to flow from the command chair, then the power stays on; if the Marines literally just capped all RTs in a straight line toward the hive and none of the adjacent RTs, then yeah, they would lose power to the end of their chain by losing 1 RT in the middle because they decided to make a straight line in order to assault the hive quicker. I am curious though, do the command chairs outside of what would be considered "Marine Start" remain active even if the original command chair gets cut off? Or is the original command chair sort of like the "ultimate" command chair, in that it MUST be powered at all times in order to power the remaining command chairs? |
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Apr 11 2009, 01:24 AM
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#20
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![]() Game Director, Unknown Worlds Entertainment ![]() ![]() ![]() ![]() ![]() ![]() Group: Super Administrators Posts: 7,487 Joined: 23-January 02 From: San Francisco, CA Member No.: 3 |
Very quickly - I see this is a bit confusing, sorry about the quick/terse writeup.
You can think of the command stations as powering resource nodes, and resource nodes as powering the rest of the marine structures. Res nodes only work if they are attached to a command station (ie, if they are in the same room as one, or somewhere you've built a resource node such that you have built a resource node in every room between it and a Command Station). A room becomes powered if you've got a powered resource node there. All your other structures will work near it, and for cool/dramatic feedback, all the ambient lights and computers in the room will power on as well. -------------------- |
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