Give weldbots...some kind of weldenergy?
Price
Join Date: 2003-09-27 Member: 21247Members
Its a beta we all know and this means its not done...anyway
Why not give the weldbots some kind of "weldenergy" so if they repair something or build something, they use their "virtual" weldenergy for building/repairing.
Its enough to build on and on, but if they repair a power node it takes like double weldenergy, so for example.
So if a weldbot repair a powernode, it takes 8 instead of 4 weldenergy/per second, he regenerate always 4 we/per second.
A powernode need 100%, which means, it takes 50 seconds instead of 25 (if im correct, im a bit tired :P), if 2 or more weldbots its way faster.
Just a example, i don't know if it would help, i mean there most times 3 weldbots which repair a powernode in a sec...
To keep balance, like i say, regenerate faster if its only repairing a building or build something, so its not take a long.
Why not give the weldbots some kind of "weldenergy" so if they repair something or build something, they use their "virtual" weldenergy for building/repairing.
Its enough to build on and on, but if they repair a power node it takes like double weldenergy, so for example.
So if a weldbot repair a powernode, it takes 8 instead of 4 weldenergy/per second, he regenerate always 4 we/per second.
A powernode need 100%, which means, it takes 50 seconds instead of 25 (if im correct, im a bit tired :P), if 2 or more weldbots its way faster.
Just a example, i don't know if it would help, i mean there most times 3 weldbots which repair a powernode in a sec...
To keep balance, like i say, regenerate faster if its only repairing a building or build something, so its not take a long.
Comments
However. The MACs will be less powerful when they can no longer stack and hide in walls. Also, the general resource balance is not tweaked yet, so that might also go a long way. Eg. if MACs are more expensive, the Plasma flows slower, or the Commander has more things/abilities to spend Plasma on.
Also, the idea of individual MACs having each their own energy storage is fine if you have 1-3 MACs but above that, it gets awfully fiddly to remember which has how much and where. Some GUI elements could remedy this, though. Instead of one MAC icon for several MACs, they could have one each, with a little bar that shows energy level. Maybe even two, MMO-style, so one for Energy, one for Health.
A very simple solution would simply to make repairing powernodes slower?
When the resource model is sorted out, and you 'have' to take care of the little fellas, it won't be a problem. Currently you can spawn and sacrifice 5, sending them into an alien base without worry to do some welding.
I am sure when DI comes along as well, just as the marines are going to have an upgrade to protect power nodes from attack, aliens will have a way of protecting them from being built.
If Marines build a second CC, the Comm can build a 2nd MAC, if he recycles he will still have his second MAC till it gets killed.
Could fix some more Problems :
- multiple Comms : Every Comm has his on MAC/Drifter
- Speedgrowth of Aliens at Gamestart : They will have to choose Hive or RT first, slows em down a little bit
- Powerwelding in General
- MAC-stacking : Less impact on fps / max 5 Macs on Screen