999 res - energy bottleneck for aliens
DizzyOne
BASS! Join Date: 2002-11-17 Member: 9095Members
Hi, I want to keep this short as I don't yet grasp the gameplay good enough to make a proper judgement. I'm also not sure whether this has been mentioned before.
I was just in a game that took about 2 hours, it was basically a very long stalemates, where aliens had 3 hives most of the time, and marines had 2 bases.
From what I noticed, it seemed that the marine team wasn't very adept at the game, or atleast their commander wasn't, and the aliens were very uncoordinated, causing the game to go on endlessly.
The thing I want to mention is that as the alien commander I noticed that the energy you receive to build drifters was a severe bottleneck to our progress. I've seen others mention this, where after the 2nd hive, the resources are simply spent on building crags and whips all over the place. However, after about an hour, we reached a point where we had 999 res, and were unable to make any real progress, the creep would be removed just as easily as we built it, and our towers would be destroyed quicker than we could rebuild them. This resulted in absolutely no progress for 1 hour of game time.
While this game is by no means a showcase of NS2 gameplay, I do believe it showcased an appropriate extreme situation of the severity of hive energy becoming a bottleneck.
I tried to improve the quality of the post, but I just couldn't, I hope I conveyed the message properly :P
I was just in a game that took about 2 hours, it was basically a very long stalemates, where aliens had 3 hives most of the time, and marines had 2 bases.
From what I noticed, it seemed that the marine team wasn't very adept at the game, or atleast their commander wasn't, and the aliens were very uncoordinated, causing the game to go on endlessly.
The thing I want to mention is that as the alien commander I noticed that the energy you receive to build drifters was a severe bottleneck to our progress. I've seen others mention this, where after the 2nd hive, the resources are simply spent on building crags and whips all over the place. However, after about an hour, we reached a point where we had 999 res, and were unable to make any real progress, the creep would be removed just as easily as we built it, and our towers would be destroyed quicker than we could rebuild them. This resulted in absolutely no progress for 1 hour of game time.
While this game is by no means a showcase of NS2 gameplay, I do believe it showcased an appropriate extreme situation of the severity of hive energy becoming a bottleneck.
I tried to improve the quality of the post, but I just couldn't, I hope I conveyed the message properly :P
Comments
The res-flow and usage of ressources surely need some more tweaking but thats hard to tell when not feature complete,
At a high price, those kinds of upgrades aren't something you'd see early game, and their individual effects might not be worth a strategy involving saving up early-game to try and get them earlier than usual. What it might accomplish, though, is giving the aliens a late-game advantage that lets them make that push into heavily-held territory in a game they should, in theory, already be winning. The trick is balancing it so that it doesn't make a closely-fought game suddenly slide in favor of the aliens.