Power Node Ideas

elixEelixE Join Date: 2010-12-17 Member: 75740Members
I first want to say that I have been a big fan of the original NS and I have really enjoyed playing the beta for the last couple weeks. I think the game is a lot of fun and has a ton of potential and the development team has done a great job.

Now onto the issue I have seen with power nodes. I think they are a great idea, but they need to be tweeked a bit to make the game more balanced. In the early game it is very easy for the alien team to go around the map take or all the power nodes, thoroughly preventing the marines from being able to expand to other parts of the map. This then forces the marines to have to turtle just to survive until they get upgrades before they can then try and push out, and then even a half way competent alien team can contain them and wear them down with ease.

I think this can be relatively easily fixed by allowing marines the ability to repair power nodes themselves, as I have seen other suggestions on the forums. However I also have another suggestion that might make the games more interesting and balanced.

My suggestion is that even after a power node is destroyed, that most structures will still be able to operate but at a limited capacity. For example, resource towers will still gain carbon, but at a much slower rate, armories will still provide heath and ammo, but no weapons can be purchased from them, turrets will power down, only one infantry portal will operate. That way all those structures will still have some value and not just be a waste.

It will also have the feel that only important features will be active as a form of energy saving.

I bring this up because of an issue in a game last night. It was a small game, 3v3, and I was the marine commander on tram. We took marine expansion and ended up having to relocate there as the aliens took maine spawn. We had over 200 carbon and full upgrades, but the aliens managed to take out the power node in maine expansion and we were dead in the water. The one MAC I had to try and repair the power node got taken out with ease and I was unable to build a new MAC, and everything was powered down. I couldn't drop anything because the command station was even powered down. This was very frustrating as we had the ability to push out now that we had full upgrades, but couldn't do anything and that got me thinking.

MACs will still have a role, but the above suggestion will allow the marines to have the ability to expand more easily and more quickly. It will bring back the ability for marines to sneak a lone player to a tech point or resource nodes out of the way and create strong holds in alien territory.

Comments

  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    welders.... we need to bring back welders. having marines being able to repair power nodes detracts a bit from the whole idea. Adding welders should fix that nicely :)
  • PaiSandPaiSand Join Date: 2005-01-07 Member: 33487Members
    Yeah, and then delete the MAC...
    If you bring back welders MACs are useless, unless you put welders on tier 3.
  • AvalonAvalon Join Date: 2007-03-04 Member: 60224Members
    I think the simple solution is as you said, use limited power for only vital systems, which should be the command center and the IP. Everything else powers down due to lack of power/node. This way, you can still build a MAC to try and get stuff up, and marines will still spawn.

    Adding in welders means degrading the MACs role further, at which point he might as well be removed, but that's not something I want to see. I'd actually like his role to be increased a bit again, but we'll see how that goes.
  • elixEelixE Join Date: 2010-12-17 Member: 75740Members
    I don't think MACs need to be deleted, I like the idea of having 1 or 2 in base to do some of the base building while the marines expand...but the cost of them right now makes that impossible and they die way to fast for the cost.

    Ideally, marines should start with 1 MAC, they will build at the same speed as a marine and cost around 15 carbon. That way the commander can leave a MAC in base to build while the marines expand and cause havoc.

    At their current cost and the fact they are the only ones that can do certain things and that they die so easy, they are a priority target for the aliens and cripple the marines.

    But tweeking the MACs and finding their place will happen in time, right now I think power nodes should get more attention to balance game play.
  • shivshiv Join Date: 2010-04-11 Member: 71341Members, Constellation
    You may have a point. However, I'm not sure that making balance decisions based off of a 3v3 game is really in the best interest... In a game that small you basically only have 2 marines to cover an entire map, which really isn't enough and not exactly representative of having a full team.
  • elixEelixE Join Date: 2010-12-17 Member: 75740Members
    <!--quoteo(post=1816796:date=Dec 17 2010, 01:08 PM:name=shiv)--><div class='quotetop'>QUOTE (shiv @ Dec 17 2010, 01:08 PM) <a href="index.php?act=findpost&pid=1816796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You may have a point. However, I'm not sure that making balance decisions based off of a 3v3 game is really in the best interest... In a game that small you basically only have 2 marines to cover an entire map, which really isn't enough and not exactly representative of having a full team.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree, balance issues should not be made off of such a small game, however this is something that can be seen in any game, it is just more of an issue in a small game.

    Power nodes are to critical of structures that are easily taken out at the start of a game and completely prevent the marines of having any chance of advancing and force them to turtle. If marines can still advance with out power nodes but in a limited fashion, will help. This way, having power nodes active is still important, but if you lose a power node you are still able to hold a position and get value out of those structures and the resources you invested.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited December 2010
    <!--quoteo(post=1816791:date=Dec 18 2010, 04:54 AM:name=elixE)--><div class='quotetop'>QUOTE (elixE @ Dec 18 2010, 04:54 AM) <a href="index.php?act=findpost&pid=1816791"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think MACs need to be deleted, I like the idea of having 1 or 2 in base to do some of the base building while the marines expand...but the cost of them right now makes that impossible and they die way to fast for the cost.

    Ideally, marines should start with 1 MAC, they will build at the same speed as a marine and cost around 15 carbon. That way the commander can leave a MAC in base to build while the marines expand and cause havoc.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Good ideas all around, but this in particular is good. The MACs really do build extremely slow from what I've noticed (this is a guess but probably 1/4 or 1/3 the speed of a marine or even less), and at this stage in the beta they really are vital, and yet despite that they are also very very fragile. If you give marines welders, and you leave everything else as is (i.e. MACs) then you <b>will</b> make the MACs obsolete, and you <i>might as well</i> remove them. Turn them into what is basically a marine that can't shoot and you've got a useful specialised unit of labour. Fragile power nodes + lerk snipers (or fades) + fragile, scarce MACs + useless rifle = sad marines.
    I think it's a little strange actually, that certain core structures don't have -backup power-, like the command centre and IPs. So that's my idea. Give them a small delay after the power goes out before the backup power for those essential structures kicks in, to reward the aliens for their effort; but then give them backup power, maybe at a 'power saving' level (i.e. lower), although that's basically the same as "most structures will still be able to operate but at a limited capacity".
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    <!--quoteo(post=1816881:date=Dec 17 2010, 10:09 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Dec 17 2010, 10:09 PM) <a href="index.php?act=findpost&pid=1816881"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good ideas all around, but this in particular is good. The MACs really do build extremely slow from what I've noticed (this is a guess but probably 1/4 or 1/3 the speed of a marine or even less), and at this stage in the beta they really are vital, and yet despite that they are also very very fragile. If you give marines welders, and you leave everything else as is (i.e. MACs) then you <b>will</b> make the MACs obsolete, and you <i>might as well</i> remove them. Turn them into what is basically a marine that can't shoot and you've got a useful specialised unit of labour. Fragile power nodes + lerk snipers (or fades) + fragile, scarce MACs + useless rifle = sad marines.
    I think it's a little strange actually, that certain core structures don't have -backup power-, like the command centre and IPs. So that's my idea. Give them a small delay after the power goes out before the backup power for those essential structures kicks in, to reward the aliens for their effort; but then give them backup power, maybe at a 'power saving' level (i.e. lower), although that's basically the same as "most structures will still be able to operate but at a limited capacity".<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm a fan of these suggestions.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    edited December 2010
    something that bothers me about power nodes is that you have to repair them fully before they'll operate again. Also, while repairing, power nodes can't be chewed down again, so in effect you could keep a power node at 99% and there would be no way for the kharaa to prevent a power node from coming back on. If the power came back on at 40%(when the yellow light starts flashing) and was chewable while 'dead', i think it would make for a better mechanic.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    Maybe the commander can research so MACs become the portable Power Nodes by letting them deploy on the ground? Could solve a few things at least.
  • elixEelixE Join Date: 2010-12-17 Member: 75740Members
    I think this has become a good discussion of MACs and Power Nodes.

    I think we can mostly all agree that both MACs and Power Nodes are interesting and useful features, however it is all about finding how they fit into the game play. I have seen several common ideas in this thread:

    1.) Introduce welders for marines so they can repair power nodes and structures
    2.) Increase the build speed of MACs to equal those of marines and decrease their cost so they are basically a marine that cant shoot and is a dedicated builder/repairer
    3.) Introduce some sort of battery power or limited capacity mode for critical structures (such as IPs, Command Stations, Armories?, Extractors?) that way they can still be somewhat useful until a power node is repaired
    4.) Treat power nodes like any other structure, that once they are above 0% they are operative so aliens can interrupt the repair of them

    Does this about sum up everyone's feelings?
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Members
    edited December 2010
    Some good points here. IMO welders = no mac, which would suck.

    Marine 'power' ability would probably be better solved using depletable portable power supply- tier 2 or 3- that they can plug in to damaged power nodes.

    would be a good strategic decision, go in with the extra rine, or port him into the power node for some lights

    and on alien side.. "quick shoot the rine bee-lining for the powernode!"
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited December 2010
    How about the only way to take out power nodes is to infest them with Di via the gorge. Seems odd that such vital equipment is so exposed and easy to take out. If only Di can shutdown power node
    then the gorge serves yet another important roll by being the only alien to be able to spread Di to forward rooms and shut down the power. Just a thought
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    I think that's a good idea about the gorge being the only one that can take down power nodes!!!!!!!!!!
    gorges aren't very popular at the moment.

    Also the idea of limited power when the node is down is another excellent idea!!!!!!!!!

    I agree welders would make mac useless.

    What is there was 1 welder only per game to could hand out? And that welder stays in the map for the whole game. When you die you drop it. It Would make the aliens try and protect it... I think that's throwing a big spanner in the works though.
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    <!--quoteo(post=1816933:date=Dec 17 2010, 11:47 PM:name=T_RAT)--><div class='quotetop'>QUOTE (T_RAT @ Dec 17 2010, 11:47 PM) <a href="index.php?act=findpost&pid=1816933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think that's a good idea about the gorge being the only one that can take down power nodes!!!!!!!!!!
    gorges aren't very popular at the moment.<!--QuoteEnd--></div><!--QuoteEEnd-->Don't forget that Gorges are <b>NOT</b> feature complete. There are still more abilities the Gorge will be able to do. Moral of the story: Don't judge a Gorge by its cover (belly?).
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    I dont think it should be restricted to gorges. That places too much of a handicap on aliens. I think what should happen is that power nodes take more damage in DI, and repair more slowly.
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