Idea about Techpoints/Tier-3-Techs
Floodinator
[HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
<div class="IPBDescription">How to maybe handle it a bit more better for gameplay.</div><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Rethinking additional tech points
Problem - Requiring extra command stations or hives is non-intuitive and weird
Past reasoning - Want teams to have to expand to be able to tech up, ala NS1. Originally this was to the marine and alien sides, and this decision was made a looong time ago. I knew it was untested, but we had to make the decision to base the maps around techpoints before we knew exactly how it would play out.
It also decoupled extra commanders from higher-tech.<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought a bit about this, and IMO that's a bad idea. Why not adding only 2 additional Techpoints for CC/Hive. Then the aliens would need 2.nd Hive for Tier-3-Tech (and the Shade/Shift or only the Shift) and the Marines need a 2.nd CC for Tier-3-Tech also. So if the Shift would be linked to the 2nd. Hive and the Onos to the Hive Colony would mean, they need a 2.nd Hive also for Fade and the Onos. Would mean:
Aliens:
1. Hive -> Skulk, Gorge, Lerk , Tier-2-Tech
2. Hive -> Skulk, Gorge, Lerk, Fade, Onos, Tier-3-Tech
Marines:
1. CC -> Advanced Armory, Robotics Factory, Tier-2-Tech
2. CC -> Weapons Module, Prototype Laboratory, Tier-3-Tech
But even if you have Tier-3-Tech, and you lose one CC/Hive then Tier-3-Tech will be locked!
No more Shift building and Onos Evolvings for Aliens.
You cant buy JP/HEAVY/FLAMER on Armoy/Prototype Lab on the Marines side.
I think it would do the game it a bit more dynamic. For example:
Aliens lose the 2.nd Hive but they still have maybe some Shifts, will mean they can still envolve to a Fade! So the Marines will maybe try to hunt for those and meanwhile the 2.nd Hive goes up again etc etc etc.
So was my First post for Years here, and sorry for my englisch I don't wirte as much on it as you all do!
And what do you all think about my Idea, would be nice to hear some kritics.
Greetings
Problem - Requiring extra command stations or hives is non-intuitive and weird
Past reasoning - Want teams to have to expand to be able to tech up, ala NS1. Originally this was to the marine and alien sides, and this decision was made a looong time ago. I knew it was untested, but we had to make the decision to base the maps around techpoints before we knew exactly how it would play out.
It also decoupled extra commanders from higher-tech.<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought a bit about this, and IMO that's a bad idea. Why not adding only 2 additional Techpoints for CC/Hive. Then the aliens would need 2.nd Hive for Tier-3-Tech (and the Shade/Shift or only the Shift) and the Marines need a 2.nd CC for Tier-3-Tech also. So if the Shift would be linked to the 2nd. Hive and the Onos to the Hive Colony would mean, they need a 2.nd Hive also for Fade and the Onos. Would mean:
Aliens:
1. Hive -> Skulk, Gorge, Lerk , Tier-2-Tech
2. Hive -> Skulk, Gorge, Lerk, Fade, Onos, Tier-3-Tech
Marines:
1. CC -> Advanced Armory, Robotics Factory, Tier-2-Tech
2. CC -> Weapons Module, Prototype Laboratory, Tier-3-Tech
But even if you have Tier-3-Tech, and you lose one CC/Hive then Tier-3-Tech will be locked!
No more Shift building and Onos Evolvings for Aliens.
You cant buy JP/HEAVY/FLAMER on Armoy/Prototype Lab on the Marines side.
I think it would do the game it a bit more dynamic. For example:
Aliens lose the 2.nd Hive but they still have maybe some Shifts, will mean they can still envolve to a Fade! So the Marines will maybe try to hunt for those and meanwhile the 2.nd Hive goes up again etc etc etc.
So was my First post for Years here, and sorry for my englisch I don't wirte as much on it as you all do!
And what do you all think about my Idea, would be nice to hear some kritics.
Greetings