Small static income or sell option possibly.

TopsNLTopsNL Join Date: 2011-02-04 Member: 80297Members
Sorry if this has been posted before but i noticed a couple of times now as a commander (a rather noob one at that) that if you loose all your harvesters you're basically screwed. This is fine and a legit strategy ofcourse.

But i was wondering if it would be an idea if a minute amount was collected by the commanders themselves, or rather the command unit they occupy. I've had a couple of rounds where we were pretty far into the game and we were all highly upgraded but just when i bought a new upgrade all my harvesters are taken out and im stuck not being able to build a new one because off lack of resources. By then most players are still alive and the round continues for over half an hour or more untill we are taken out because i cant reinforce. With the lack of a sell button so i could maybe sacrifice a whip or even a second expansion hive, (or the marine counterparts). So the idea is a minute income so that even if you loose the harvesters you can defend untill the needed amount is generated over an amount of time, say 15 minutes of defense and you have enough for a harvester.

Maybe even make this income available only when all harvesters are down.



(also can anyone tell me a good counter for the flamethrower for aliens, so far when the marines unlock it the aliens simply die...)

Comments

  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    I'd probably give both teams the equivalent of one unkillable harvester, and cut the output of all harvesters slightly, maybe add another three or four seconds onto the collection interval.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1829641:date=Feb 4 2011, 09:03 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Feb 4 2011, 09:03 AM) <a href="index.php?act=findpost&pid=1829641"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd probably give both teams the equivalent of one unkillable harvester, and cut the output of all harvesters slightly, maybe add another three or four seconds onto the collection interval.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd say you need one of two options:
    1. Allow the comm to place one harvester/extractor for free if they have none
    or
    2. When you lose all your harvesters/extractors and don't have 15 carbon, you automatically lose

    Really, the alien's losing from harvester sniping in B162 is because the shotgun is a deathstick that kills everything quickly now. Once they fix that, the problem shouldn't be as bad (although UWE should still fix it because it will happen from time to time).
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    edited February 2011
    Why not recycle something else that you built? You should get res for that.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1829658:date=Feb 4 2011, 06:16 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Feb 4 2011, 06:16 PM) <a href="index.php?act=findpost&pid=1829658"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd say you need one of two options:
    1. Allow the comm to place one harvester/extractor for free if they have none
    or
    2. When you lose all your harvesters/extractors and don't have 15 carbon, you automatically lose

    Really, the alien's losing from harvester sniping in B162 is because the shotgun is a deathstick that kills everything quickly now. Once they fix that, the problem shouldn't be as bad (although UWE should still fix it because it will happen from time to time).<!--QuoteEnd--></div><!--QuoteEEnd-->


    Well my suggestion was also because it means the base income and your first one or two harvesters would provide the bulk of your income, as anything above that is more of a luxury. It basically takes a bit of weight off harvesters in general by making expansions harvesters responsible for a smaller fraction of your income. I don't find the harvesters a fun mechanic really, they are an annoying resource sink when you have to replace them, and they aren't exactly fun as a winning strategy. They are an effective way to win but I don't think anybody really enjoys chomping/shooting half a dozen structures and then having the enemy team just sort of fizzle and die, the game should promote big fights, not give people as many ways to sabotage them as possible.

    Take the emphasis of killing harvesters and put it into big group attacks on bases, that's more fun all round.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112552" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=112552</a>

    Already talked about.

    Having static, baseline income is bad idea. If you lost all your nodes, you lose. However, mappers could adjust the maps so that each start location has a node inside the room, making it easier to have a baseline res production.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Alternatively each tech node could double as a resource node.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1829838:date=Feb 5 2011, 01:02 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 5 2011, 01:02 AM) <a href="index.php?act=findpost&pid=1829838"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Alternatively each tech node could double as a resource node.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I kind of like that. Tech node = 0.5 res/tick, res node = 1 res/tick (or however the mapper wants to set it up). I don't really care how UWE wants to fix it, but they need to do something about the no harvesters, just waiting to lose downtime.
Sign In or Register to comment.