Pithlit
Mar 26 2005, 03:16 PM
Well, donīt laugh, but i had this idea yesterday in my sleep and afterwards i thought about three hours over it but i canīt find any downsides so far.
Well the idea is as following: To promote combat over area and no turtling, restowers should be free to place. To prevent spamming by the comm, they could only be placed in a certain range around marines. Other functions would stay as usual.
As far as i can see this would force both teams to play heavily offensive and get those resnodes under your control, because otherwise the other team will do.
This will also speed up the gameplay, since there are now more active RTs in the play.
If this is not wanted, we could counteract by removing r4k if this is wanted.
This would heavily increase the strategic aspect of the game and promote teamplay to gain area control.
As i said, i canīt really see a bad thing about it.
please C&C.
PRTe
Mar 26 2005, 03:49 PM
crazy idea is right. while it COULD work after MUCH playtesting and balancing, it just won't work at this stage of NS's development. i actually think this idea may have some potential but is there a need for it?
BadMouth
Mar 26 2005, 03:58 PM
this would definately give the marines the upper hand. u know what that means? it means that the marines can get armour 1, research phase tech and upgrade the armoury at the same time. no way the aliens r going to win that man.
Pithlit
Mar 26 2005, 04:05 PM
but aliens on the other hand could get three chambers + multiple rts from the start, too, since the rts are basicaly for free or 2 + lerks or whatever ^^
it really opens up possibilities
NolSinkler
Mar 26 2005, 04:25 PM
Ok, let's think about this:
RTs would still need to be built, which wouldn't give marine's too large of an advantage. I could see this idea working if tweaked.
Marines: Resource towers can only be dropped within 400 units of a marine, to combat the bacterium. Also, RTs will only start at 1500 health and only reach 5000 health.
Half siege build-time.
Aliens: Gorges have a sort of "Energy Bar" for resource towers. Each resource tower dropped uses 66% of the energy bar. It will regenerate at 1%/second. This makes it harder for a single gorge to just run around the map and drop free resource towers. Otherwise, alien RTs are the same.
Raise fade cost to 60. Raise Onos cost to 80.
What would free RTs do?
They would make the game more RT-focused. It would also allow for faster-paced games, and such. Upgrades would come in faster, so would hives. Aliens and marines would expand much faster.
However, I see one major problem with this: Aliens would be able to lame every aspect of the map much easier, seeing as resource towers pose no worry. So, in order to combat this, siege time is halfed.
I'm still sceptical about the idea though...this could maybe go into "ideas for future versions".
Charge
Mar 26 2005, 05:47 PM
IMO NS rounds are already too fast as it is. with this they would be as long as cs rounds
EPcreep
Mar 27 2005, 01:40 AM
i dont know how units are measured, but couldnt the comm just drop all the rts and keep doing this to prevent aliens from getting them. I know this is a strat for small games but could also be implemented in large scale games.
typical_skeleton
Mar 27 2005, 01:45 AM
Well, you'd have to make skulks the RT droppers or... gorging free. Because it would cost the aliens 10 res to gorge, and that takes a lot longer than for some marine to run to a location..
Pithlit
Mar 27 2005, 05:15 AM
| QUOTE (EPcreep @ Mar 27 2005, 02:40 AM) |
| i dont know how units are measured, but couldnt the comm just drop all the rts and keep doing this to prevent aliens from getting them. I know this is a strat for small games but could also be implemented in large scale games. |
Thats why this will only work if rts can only be dropped near marines ^^
and skeleton:
No, this would unbalance the game, since aliens are much faster that marines, and would be getting all trs in the start. Thats why they still have to go gorge to place rts!
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