IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1823681:date=Jan 12 2011, 01:37 PM:name=uffo)--><div class='quotetop'>QUOTE (uffo @ Jan 12 2011, 01:37 PM) <a href="index.php?act=findpost&pid=1823681"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've changed my icons, not so confusing anymore. Didn't change the colors, so I'll get used to them.
<!--quoteo(post=1823890:date=Jan 13 2011, 03:21 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 13 2011, 03:21 AM) <a href="index.php?act=findpost&pid=1823890"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Regarding the names and symbols for Carbon and Plasma:
They will be changing. We've been talking for some time about ditching the "carbon" and "plasma" naming convention, and just going with Personal Resources and Team Resources. Not fancy, but a lot more straightforward. Not sure what the final symbols will be yet, though or when they will be implemented on the UI.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I guess it comes down to striking a balance between immersiveness and playability. If we have to lose the sci-fi sounding names, maybe there can be an "in-character" explanation for having two forms of res. For example, the comm chair system automatically breaks down a portion of each RT's output and rations personal res to each marine.
However can you perhaps enlighten us Cory if the sentry-cost from Plasma to Carbon was intentional, an experiment to see how it works or just an oversight when the patch was released? It's a very steep cost for one (20! Same as a Command Center even!).
<!--quoteo(post=1823845:date=Jan 13 2011, 12:11 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 13 2011, 12:11 AM) <a href="index.php?act=findpost&pid=1823845"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On a related note, I've been looking through the code, and although I can find how each resource type is <b>spent</b>, as well as the tooltips and the numbered costs (irrespective of type), I can't actually find where [resource type (Carbon)] or [action type (Build)] (which determine expenditure from whichever resource pool) is <b>specified</b> for an [item (Sentry)] in the tech tree. It utterly eludes me.<!--QuoteEnd--></div><!--QuoteEEnd-->
TechNode.lua:139 TechNode:GetResourceType() specifies that carbon is for anything buildable and then MarineTeam.lua:167 specifies that sentries are buildables.
<!--quoteo(post=1823965:date=Jan 13 2011, 09:50 PM:name=Darkster)--><div class='quotetop'>QUOTE (Darkster @ Jan 13 2011, 09:50 PM) <a href="index.php?act=findpost&pid=1823965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->TechNode.lua:139 TechNode:GetResourceType() specifies that carbon is for anything buildable and then MarineTeam.lua:167 specifies that sentries are buildables.<!--QuoteEnd--></div><!--QuoteEEnd--> Ahhh. Thank you. I saw the tech node thing, but I've been looking for the thing that specifies that it's a buildable. Ah, and there's a step in the middle, too. function TechTree:AddBuildNode() from TechTree_Server.lua
<!--quoteo(post=1823947:date=Jan 13 2011, 01:27 PM:name=Triggerman)--><div class='quotetop'>QUOTE (Triggerman @ Jan 13 2011, 01:27 PM) <a href="index.php?act=findpost&pid=1823947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->However can you perhaps enlighten us Cory if the sentry-cost from Plasma to Carbon was intentional, an experiment to see how it works or just an oversight when the patch was released? It's a very steep cost for one (20! Same as a Command Center even!).<!--QuoteEnd--></div><!--QuoteEEnd--> The change was intentional
I like the idea of Personal and Team resources. It's all resources just like in NS1, only now it's automatically distributed to individuals. I would also recommend making it so the commander doesn't spend personal resources for anything, that's much too confusing. Just don't give them personal resources when they're in the chair IMO(since I don't think they should be encouraged to hop out to spend their money).
I like personal resources for the commander, for support items: ammo and medpacks. I also believe that personal resources should have a much lower rate than it does now as pretty much no one except gorges can do anything with all of it - but re-implement res-for-kill: but only for personal resources, so you're basically earning your equipment.
<!--quoteo(post=1823890:date=Jan 13 2011, 03:21 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 13 2011, 03:21 AM) <a href="index.php?act=findpost&pid=1823890"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Regarding the names and symbols for Carbon and Plasma:
They will be changing. We've been talking for some time about ditching the "carbon" and "plasma" naming convention, and just going with Personal Resources and Team Resources. Not fancy, but a lot more straightforward. Not sure what the final symbols will be yet, though or when they will be implemented on the UI.
<!--quoteo(post=1823681:date=Jan 12 2011, 01:37 PM:name=uffo)--><div class='quotetop'>QUOTE (uffo @ Jan 12 2011, 01:37 PM) <a href="index.php?act=findpost&pid=1823681"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've changed my icons, not so confusing anymore. Didn't change the colors, so I'll get used to them. Personally I think that the carbon should come first as it is the resource that's most often needed.
Comments
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_res.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
hoooowww???
i want.
They will be changing. We've been talking for some time about ditching the "carbon" and "plasma" naming convention, and just going with Personal Resources and Team Resources. Not fancy, but a lot more straightforward. Not sure what the final symbols will be yet, though or when they will be implemented on the UI.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I guess it comes down to striking a balance between immersiveness and playability. If we have to lose the sci-fi sounding names, maybe there can be an "in-character" explanation for having two forms of res. For example, the comm chair system automatically breaks down a portion of each RT's output and rations personal res to each marine.
TechNode.lua:139 TechNode:GetResourceType() specifies that carbon is for anything buildable and then MarineTeam.lua:167 specifies that sentries are buildables.
Ahhh. Thank you. I saw the tech node thing, but I've been looking for the thing that specifies that it's a buildable.
Ah, and there's a step in the middle, too. function TechTree:AddBuildNode() from TechTree_Server.lua
The change was intentional
I also believe that personal resources should have a much lower rate than it does now as pretty much no one except gorges can do anything with all of it - but re-implement res-for-kill: but only for personal resources, so you're basically earning your equipment.
They will be changing. We've been talking for some time about ditching the "carbon" and "plasma" naming convention, and just going with Personal Resources and Team Resources. Not fancy, but a lot more straightforward. Not sure what the final symbols will be yet, though or when they will be implemented on the UI.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
exactly what i was talking about, good idea.
Personally I think that the carbon should come first as it is the resource that's most often needed.
<img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_res.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
good idea