<!--quoteo(post=1841572:date=Apr 19 2011, 08:16 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Apr 19 2011, 08:16 PM) <a href="index.php?act=findpost&pid=1841572"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah I think this is a problem (not being able to recover from losing your last Harvester). I'm not sure what the right fix is, but for some reason I don't like the idea of aliens recycling their structures. Maybe getting a single "tick" of res always. I'll think about it.<!--QuoteEnd--></div><!--QuoteEEnd-->
here's my contribution, that i wrote in another thread:
<!--quoteo(post=1828427:date=Jan 29 2011, 03:37 PM:name=weezl)--><div class='quotetop'>QUOTE (weezl @ Jan 29 2011, 03:37 PM) <a href="index.php?act=findpost&pid=1828427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->as for aliens getting "no-res-stuck", why not let tech points produce resources like any RT but maybe at half speed. then marines would maybe want to hold a second CC instead of: rushing 2nd CC, upg base, rec, camp+tech. and aliens could rush for many hives, punishement will be slower res, but not 1 single RT slow.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1841572:date=Apr 19 2011, 08:16 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Apr 19 2011, 08:16 PM) <a href="index.php?act=findpost&pid=1841572"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah I think this is a problem (not being able to recover from losing your last Harvester). I'm not sure what the right fix is, but for some reason I don't like the idea of aliens recycling their structures. Maybe getting a single "tick" of res always. I'll think about it.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's about as significant as the "problem" of losing your last hive. Only difference being that the game recognizes there are no hives left and ends the round. It is not a problem that one team maneuvers itself into a position where it will certainly lose eventually. The real problems there are how difficult is it to avoid this situation (too difficult at the moment), and how much does it needlessly prolong the game if the situation occurs.
So the primary solution is to make it less trivial for one team to destroy all the opposing team's RTs. Everything else is just treating symptoms.
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
edited April 2011
<!--quoteo(post=1841443:date=Apr 18 2011, 03:45 PM:name=Papayas)--><div class='quotetop'>QUOTE (Papayas @ Apr 18 2011, 03:45 PM) <a href="index.php?act=findpost&pid=1841443"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree with making kills to give you Personal Resources.
<u>Good things about this:</u>
-It would make dying bad as it gives the other team res (People do not go back if they are low hp) -It promotes more skilful players
<u>Bad things about this:</u>
-Having bad people who run out and die a lot makes the game unfair for your team
.<!--QuoteEnd--></div><!--QuoteEEnd-->
As long as killing a skulk doesn't give away resources. You want skulk players to expect to die 2-3 times for every marine they kill. It will give the game a faster pace, and give a bit of asymetrical feeling to the game. I hated that in NS1, if you died as a skulk, you gave the enemy commander res. Forced you to hide and runaway, rather than trying to attrition the marine to death.
Personally, I'd be in favor of dragging marine corpses back to the hive and have them hanging on the outside of the hive, slowly being absorbed (and bosting res while they are hanging there). Dropping marine armor pieces and bones onto a heap below the hive would of course be strictly optional :-)
Perhaps the issue is not in how resources are collected or the rate but whether it is too easy to get the last resource tower down or not. I have no idea which it is for obvious reasons but I like the fact that theres a point in the game when it ends and it isnt prolonged by something silly like for example "extra resources from hive". Losing last resource tower shouldnt be something you can get away from easily.
Comments
here's my contribution, that i wrote in another thread:
<!--quoteo(post=1828427:date=Jan 29 2011, 03:37 PM:name=weezl)--><div class='quotetop'>QUOTE (weezl @ Jan 29 2011, 03:37 PM) <a href="index.php?act=findpost&pid=1828427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->as for aliens getting "no-res-stuck",
why not let tech points produce resources like any RT but maybe at half speed.
then marines would maybe want to hold a second CC instead of: rushing 2nd CC, upg base, rec, camp+tech.
and aliens could rush for many hives, punishement will be slower res, but not 1 single RT slow.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's about as significant as the "problem" of losing your last hive. Only difference being that the game recognizes there are no hives left and ends the round. It is not a problem that one team maneuvers itself into a position where it will certainly lose eventually. The real problems there are how difficult is it to avoid this situation (too difficult at the moment), and how much does it needlessly prolong the game if the situation occurs.
So the primary solution is to make it less trivial for one team to destroy all the opposing team's RTs. Everything else is just treating symptoms.
<u>Good things about this:</u>
-It would make dying bad as it gives the other team res (People do not go back if they are low hp)
-It promotes more skilful players
<u>Bad things about this:</u>
-Having bad people who run out and die a lot makes the game unfair for your team
.<!--QuoteEnd--></div><!--QuoteEEnd-->
As long as killing a skulk doesn't give away resources. You want skulk players to expect to die 2-3 times for every
marine they kill. It will give the game a faster pace, and give a bit of asymetrical feeling to the game. I hated that in
NS1, if you died as a skulk, you gave the enemy commander res. Forced you to hide and runaway, rather than trying
to attrition the marine to death.
Personally, I'd be in favor of dragging marine corpses back to the hive and have them hanging on the outside of the hive,
slowly being absorbed (and bosting res while they are hanging there). Dropping marine armor pieces and bones onto a heap
below the hive would of course be strictly optional :-)