Gecko_God_Of_Dooom
May 18 2005, 07:25 PM
This is another idea that might work just as well as the other shuggestion. This will defeinatly target 2nd hive balance.
Weapons Upgrades reduce cost by 1 point per level on Shotguns, HMGs, Mines
Armor Upgrades recust cost by 1 pointer per level on Welders, JPs, HMGs
Meaning at lvl 3 weapons. Shotgusn would cost 7 rez, and hmgs 12
at lvl 2 armor. welders would cost 3 rez, jps & ha 13
Mchief
May 18 2005, 08:16 PM
hmmm might work but what of balance
and if the arms labis destroyed what then
Gecko_God_Of_Dooom
May 18 2005, 08:23 PM
goal of this idea was to help marines out rez wise, so it is already balanced since the game is currently out of balance tipped towards aliens, alot so around 2nd hive
If arms lab dies, then the equipment costs gos back to normal untill a new one is built
Rapier7
May 18 2005, 10:06 PM
This is actually a very, very, VERY good idea.
Think about it. If the arms lab makes the armor and weapons you have more efficient, why can't it help expedite the fabrication process and make that more efficient (less res for same thing)? It would certainly make dealing with the second hive much more feasible and level the balance field once more.
Fatal_Error
May 18 2005, 10:11 PM
I don't agree with the proto materials costing less, though. They're prototypes. They can't be fabricated quicker, because they aren't outfitted with the correct materials, or un-upgradable materials. And secondly, you would see a lot more jps. Instant death for aliens.
Gecko_God_Of_Dooom
May 18 2005, 10:22 PM
| QUOTE (Fatal Error @ May 18 2005, 05:11 PM) |
| I don't agree with the proto materials costing less, though. They're prototypes. They can't be fabricated quicker, because they aren't outfitted with the correct materials, or un-upgradable materials. And secondly, you would see a lot more jps. Instant death for aliens. |
Fatal Error, Are you compairing the effectiveness of JPs in Co to NS. If you are the JPs in NS are far less effective since they dont have an aimbotting commander medspaming them.
2ndly, in competive play, JPs go down realitivly quickly around the 2nd hive, but they are needed to have an effect chance against aliens, they also allow marines to recap, and protect thier rez against skulks.
You also argue since thier a protoype that you shouldn't be able to effectivly make them more effecantly. How ever im mostly concerned about the game play effect this will have, If need be, the proto lab, can be renamed to Adv Equipment Lab.
Fatal_Error
May 18 2005, 10:29 PM
No, I'm saying that JPs allow marines to travel at extremely quick speeds around the map, almost as fast as a pg if used correctly. HA, last time I checked, allows you to get 10 lerk bites and still keep on trucking, and takes away the use of spores. They should stay the same prie, that's all I'm saying.
Gecko_God_Of_Dooom
May 18 2005, 10:47 PM
I understand what your saying and your concern but let me describe the the sanario that should happen with this idea, etc.
Currently when the 2nd hive goes up (as in completely built) the marine team will have about 4 nodes capted. Assuming the aliens didn't a competent job in rez control. At the 2nd hive, marines are pretty lucky to have those 4 nodes capted.
So what your looking at is 2 focus, celerity fades. (commen for 2 hive competive play) A lerk, a gorge, and 2 skulks. Chance are one of them saving for onos.
if you start dropping HA, an Onos comes out in about another 1-2 mins, and onos vs HA with 2 fades, and a lerk support its pretty much GG. Now if your entire team goes JP, then its GG becauce Focus fades, and Skulks own Jpers. You need JPs to hel defend against 2 hive Onos, and HA to help defend against focus 2 hive fade.
What I see happening ultimatly is the marines Trying to struggle to get down the 2nd hive, while prevent the third hive going up, and aliens do the reverse. chance are both teams will be able to control the average of 4 RTs on each side assuming that the marines will have enough rez to equip 2 Jpers, and 3 heavys. So ultimatly you will see alot more intence Middle parts of the games, which should last to longer game ultimatly.
thats what I see happening with this idea, and I hope you see that now as well. If not, tell me what you see, so I can get a clear picture of what you belive will happen.
Fatal_Error
May 18 2005, 11:04 PM
Skulks do not own jetpackers. Just because it will take a lot of playing time in ns, in co, try to kill a jetpacker using only leap, celerity and bite, and a dc upgrade of your choice. See how many times you die. See how many times the JPer dies.
Gecko_God_Of_Dooom
May 18 2005, 11:24 PM
most clans dont take DCs anymore, since they know MCs & SCs are the most valuable.
Also you are right, a lone DC leaping skulk will not own a JPer. Even a lone SC skulk wont own it. but they will done signifcant damage, you have a good chance of taking him down with the support of a lerk, or fade. but the Jp will go down with a little bit of work during a seige operation.
From what it sounds like, you have the vision of the Marine team all get jps and owning everything.
Ultimatly its gonna make mid game be more about rez control.
ShotInTheHead
May 19 2005, 06:13 AM
thats a good idea, aliens usually win the lategame due to low rine res and high lifeforms
so cheaper guns would even things out a little
PRTe
May 19 2005, 09:52 AM
i'll just quote myself...
| QUOTE |
| zunni did say when suggesting ideas leave the devs to do the tweaking of values |
although this idea can be used as a base for the tweaking
Gecko_God_Of_Dooom
May 19 2005, 04:53 PM
| QUOTE (Paras!te @ May 19 2005, 04:52 AM) |
i'll just quote myself...
| QUOTE | | zunni did say when suggesting ideas leave the devs to do the tweaking of values |
although this idea can be used as a base for the tweaking
|
reduced equipment cost tied to arms lab upgrades isn't a numbers tweak, its adding something new to the game
Zunni
May 23 2005, 07:51 PM
Yep.. the concept is original...
And that's AOK... since should this idea be selected for implementation we can then tweak the changes per level...
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