No second hive in the beginning!

Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
edited December 2010 in Ideas and Suggestions
<div class="IPBDescription">Nachtile fur intergrated resource</div>I miss that individual resources for each aliens!

That carbon plasma stuffs intergrated is novel, but I think it ruins the game.
IMO, original resource system for aliens in NS1 was great for tactics and co-work,,for everything.

Just... I think current resource system (for Aliens) doesn't fit for Natural Selection series.
2 hives at the beginning,, and even the map is linear so no unexpected situations...

I hope you'd make this one fantastically better or just turn back and consider about keeping it simple how you've done at the first masterpiece.

I always believe you, and vielen Dank!

Comments

  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Loss of original alien resource certainly hurts but I think this might work better regarding many things including all around balance and alien comm.

    Biggest flaws (bluntly) are the over flowing amount of res and ridicilious build time for for alien structures. Ten second build time for hive does not give any chance for marine team to react thus sticking with plan1 to the end is actually more rewarding than doing drastic tech swaps or pushes.

    I would like to think they have a plan that brings all the stuff together bringing up amazing gameplay and long lasting variety but UWE has yet to give any signs of such.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    The alien resource system was terrible, it didn't work with different playercounts, and it required people to sit on massive piles of cash in order to advance the game.

    The current system is much better.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Agreed on the NS1 alien res flow being horrible and only really worked if you knew exactly what to expect (ie x amount of fades, who's getting hive, gorges putting up rts? chambers?)

    Now I'm not saying this is exactly the worst thing ever but demanded near perfect teamwork from a team without a leader.

    Now in NS2 we have the alien comm which in theory helps bring some unity to the team. My issue however is with the rate of the res flows. Aliens can afford to spam the map with chambers and get hives from the start, but it takes a little time before higher lifeforms start showing up (maybe a good thing). Conversely marines are not getting enough team resources and way too much is going to the individual players (forces turtling for heavy weapons and the players can easily afford them once available).

    So I feel like having team/player resources is a very good idea however it might help to make alien team res slower then player res while for the marines team res faster than the player res.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    I think all the res outputs are high/items are cheap for testing purposes.
  • thecowsaysmoothecowsaysmoo Join Date: 2008-02-02 Member: 63557Members
    I'd have to say I haven't given much thought to this, but it raises a good point. Currently a lot of old ns1 gamers have a problem with how symmetrical the gameplay is. While the plasma/carbon system works great for marines, maybe it could be different for aliens, where they only use carbon, and its individual, but a "Give res mod" could come standard, where players can give res to each other on the alien side, ie give commander res so he/she can make stuff. I always thought the giveres mod made ns1, how great is was, that ###### was so cash. It made the game into the huge strategy game that it was.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    I think the current starting carbon for both sides is too high. Currently there is a lack of strategic planning required. Right off the bat, the commander can drop a second hive, a res node, a whip and a crag with spares. I'm sure that will change when NS2 enters balance phase.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1821119:date=Jan 3 2011, 01:43 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jan 3 2011, 01:43 AM) <a href="index.php?act=findpost&pid=1821119"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the current starting carbon for both sides is too high. Currently there is a lack of strategic planning required. Right off the bat, the commander can drop a second hive, a res node, a whip and a crag with spares. I'm sure that will change when NS2 enters balance phase.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Its only really high for the kharaa. The marine starting res is too low now.
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    Res isn't high at all. You can get 2 extractors or 1 extractor and 1 hive. Whips cost a lot. Crags cost a lot. Upgrades cost a lot.

    Front hive isn't worth anything if you don't have people defending it. Early hive might look like issue on rockdown but it's a weird map anyway.

    I don't like how gorge can't place crags or whips. I wouldn't mind it costing 50-100 plasma.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2011
    I've just rechecked the starting res, since I have the memory of a goldfish. Each team starts with 50 Carbon, which is enough for a hive (20), as well as two extractors (15 x 2), which is plenty.

    On the other hand, the carbon gathering rate is very slow, with each node only providing 5 carbon per minute. Since most alien upgrades are currently free, this makes the marine team look Carbon-starved in comparison.

    I actually like the new dual resource system. Once the actual numbers are fine tuned, NS2 will be more enjoyable for everyone, on all game sizes.
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