<div class="IPBDescription">Use the CC energy instead of Pres</div>So because Macs are Pres now the Energy of a CC is usless. Maybe use the Energy of the CC for dropping Ammo/Meds (1 Energy-Cost each).
I agree for the most part. Energy from CC/hive seems a bit disconnected form the rest of the resource system. It is essentially the 3rd type of resource in the game.
I think they should drop the current mechanics of the energy resource, and make it more in line with team resource and personal resource.
Call it Commander Resource ( Cres :) ). Each CC/Hive ups the rate you acquire Cres (+.25 cres per 8 seconds for example) that all goes to one pool, and no longer will teams have separate energy pools that commanders must cycle between in order to use. Players playing as commanders would no longer receive additional pres. Instead all additional pres the commander would normally receive as a player is converted to Cres (+.25 cres per 8 seconds...same as pres..again for example). Like this commander switching is no longer a problem, since you'll still have the same amount of Cres, regardless of who steps in, but you also encourage multiple commanders..since more commanders means more cres gain. It also encourages building more CCs/hives since this also increases Cres gain.
Cres can then be used to make ARCs, MACs, medpack, ammopacks and dropped weapons for marines. For aliens drifters, infestation(pustules?), and possibly activated structure abilities.
That will mean a 4th "Resscicle": Tres (Aliens/Marines), Pres (Aliens), Cres (Aliens/Marines) and Energy (Marines/Aliens)
Would do the Game even more complex. Dont forget that Aliens still need Pres to evolve and Structures also use Energy (Scan/Umbra). So with Cres like you wrote it, there would be 1 Res to know about it more.
So Umbra, Fury, Bombard and all the other abilyties for actual and comming structures would need CRes? Will mean, that Aliens need a high regen of that Cres if not Umbra will not be used anymore, because you need all Cres for infest and drifters! At this Status of Beta ( not all the Structures are in) Cres would be nonsens. But we should keep it in mind for 1.0 Balancing.
At this point in the beta, everything is nonsense :P. Nothing is working as intended, since it will only work as intended when everything is in and working right.
Using Pres (in this case Cres) for alien structure abilities is not a new idea. Its something thats been talked about before. Don't focus too much on it. I simply mentioned it as an example.
Yeah you are right. Many things are nonsense here :-D. So back to Cres if everything is payed by it on the com Side aliens would have some really big problems in the start because, the com needs to do a deal. Umbra or Drifter, Fury or Swarm and so on. In late game i don't see problems with Cres. It would even give the Marines better chances in the beginning and even in lategame.
But I also see a Problem with multiple coms then. You will have 2 or even 3 players generating Cres.
<!--QuoteBegin-Floodinator+--><div class='quotetop'>QUOTE (Floodinator)</div><div class='quotemain'><!--QuoteEBegin-->Yeah you are right. Many things are nonsense here :-D. So back to Cres if everything is payed by it on the com Side aliens would have some really big problems in the start because, the com needs to do a deal. Umbra or Drifter, Fury or Swarm and so on. In late game i don't see problems with Cres. It would even give the Marines better chances in the beginning and even in lategame.<!--QuoteEnd--></div><!--QuoteEEnd-->
A team could start off with an amount of Cres already in the pool...just like Tres (and Pres for players). Lets just say its 25 Cres. Currently a hive starts with 200 energy, which allows the comm to either build 6-7 drifters or 8 infestation points right off the bat. If drifters cost 3 Cres and infestation 2 Cres, a comm could do the same as now.. plus have a little bit left over for other abilities. Of course pustules will completely change how infestation works, so these number will always be in flux (like everything else). But I think Cres is a good long term solution to many problems right now with the resource system.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->But I also see a Problem with multiple coms then. You will have 2 or even 3 players generating Cres.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually this might not be a problem, and in fact a solution to a current problem. Right now a comm has enough pres at the start of the game, but by mid to late game he is always lacking pres. Comm pres doesn't scale up like Tres does (with addition of more extractors). Later in the game, the commander needs to be doing more, but he is still receiving the same amount of pres as he did at the start of the game....and when he had relatively little to do (at least with pres).
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
Why not just use Personal Resources for this, instead of a new type of resource? That would make the game easier to understand, and would make more sense.
<!--quoteo(post=1851933:date=Jun 11 2011, 07:42 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jun 11 2011, 07:42 PM) <a href="index.php?act=findpost&pid=1851933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why not just use Personal Resources for this, instead of a new type of resource? That would make the game easier to understand, and would make more sense.<!--QuoteEnd--></div><!--QuoteEEnd-->
Personal res is always running out late game for meds and ammo. Its not cutting it atm.The idea of cres is a way to give comms more 'pres' that scales up with the game, but thats only available to commanders. So it doesn't encourage players to become commanders just to get more pres for a sg or something. But it does encourage acquiring more tech points and having more commanders.
Energy already acts as yet another resource type, and cres would replace it. So there is no net gain. Actually a commander would only deal with 2 resource types... Tres and Cres...instead of 3 right now (Tres, Pres, and energy). Energy is somewhat disconnected with the rest of the resource model, and cres would make it more integrated. I think it would actually make it easier to understand.
Comments
Energy from CC/hive seems a bit disconnected form the rest of the resource system. It is essentially the 3rd type of resource in the game.
I think they should drop the current mechanics of the energy resource, and make it more in line with team resource and personal resource.
Call it Commander Resource ( Cres :) ). Each CC/Hive ups the rate you acquire Cres (+.25 cres per 8 seconds for example) that all goes to one pool, and no longer will teams have separate energy pools that commanders must cycle between in order to use. Players playing as commanders would no longer receive additional pres. Instead all additional pres the commander would normally receive as a player is converted to Cres (+.25 cres per 8 seconds...same as pres..again for example). Like this commander switching is no longer a problem, since you'll still have the same amount of Cres, regardless of who steps in, but you also encourage multiple commanders..since more commanders means more cres gain. It also encourages building more CCs/hives since this also increases Cres gain.
Cres can then be used to make ARCs, MACs, medpack, ammopacks and dropped weapons for marines. For aliens drifters, infestation(pustules?), and possibly activated structure abilities.
Would do the Game even more complex.
Dont forget that Aliens still need Pres to evolve and Structures also use Energy (Scan/Umbra).
So with Cres like you wrote it, there would be 1 Res to know about it more.
Will mean, that Aliens need a high regen of that Cres if not Umbra will not be used anymore, because you need all Cres for infest and drifters! At this Status of Beta ( not all the Structures are in) Cres would be nonsens. But we should keep it in mind for 1.0 Balancing.
Using Pres (in this case Cres) for alien structure abilities is not a new idea. Its something thats been talked about before. Don't focus too much on it. I simply mentioned it as an example.
Umbra or Drifter, Fury or Swarm and so on.
In late game i don't see problems with Cres.
It would even give the Marines better chances in the beginning and even in lategame.
But I also see a Problem with multiple coms then. You will have 2 or even 3 players generating Cres.
Umbra or Drifter, Fury or Swarm and so on.
In late game i don't see problems with Cres.
It would even give the Marines better chances in the beginning and even in lategame.<!--QuoteEnd--></div><!--QuoteEEnd-->
A team could start off with an amount of Cres already in the pool...just like Tres (and Pres for players). Lets just say its 25 Cres. Currently a hive starts with 200 energy, which allows the comm to either build 6-7 drifters or 8 infestation points right off the bat. If drifters cost 3 Cres and infestation 2 Cres, a comm could do the same as now.. plus have a little bit left over for other abilities. Of course pustules will completely change how infestation works, so these number will always be in flux (like everything else). But I think Cres is a good long term solution to many problems right now with the resource system.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->But I also see a Problem with multiple coms then. You will have 2 or even 3 players generating Cres.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually this might not be a problem, and in fact a solution to a current problem. Right now a comm has enough pres at the start of the game, but by mid to late game he is always lacking pres. Comm pres doesn't scale up like Tres does (with addition of more extractors). Later in the game, the commander needs to be doing more, but he is still receiving the same amount of pres as he did at the start of the game....and when he had relatively little to do (at least with pres).
Personal res is always running out late game for meds and ammo. Its not cutting it atm.The idea of cres is a way to give comms more 'pres' that scales up with the game, but thats only available to commanders. So it doesn't encourage players to become commanders just to get more pres for a sg or something. But it does encourage acquiring more tech points and having more commanders.
Energy already acts as yet another resource type, and cres would replace it. So there is no net gain. Actually a commander would only deal with 2 resource types... Tres and Cres...instead of 3 right now (Tres, Pres, and energy). Energy is somewhat disconnected with the rest of the resource model, and cres would make it more integrated. I think it would actually make it easier to understand.