comm chair positions

Quantum_SingularityQuantum_Singularity Join Date: 2007-04-01 Member: 60539Members
Why was it decided that marine bases can only be constructed at the marine start, or at hive sites?

I know some people dont care very much for base relocations..but I always thought it added a bit of your own personality in to the game when you could create your base in a unique location (1 that actually works of course)

just wondering if its planned to remove the restriction in the future or not

anyone else miss this ability or is it just me?

Comments

  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Relocations are very good :

    1. They are risky, it's a bold move that can turn badly.
    2. They can pay off, you can get a good strategic position.
    3. They require good cooperation from the team.
    4. They add variety in the game (completely change how the map play).

    The main reason why they failed often in NS1 was that beacon was not linked to cc.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Given that all the good base locations have tech nodes in them I don't really feel that it detracts from anything.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I don't think they are going to change this, but I also don't have much of a problem with it.

    My guess is that the restrictions allow for easier map design and balance. If you read the mapping guidelines, they structure layouts as interconnected tech and res nodes, then build the rooms/hallways/vents from that. If marines can place CC's anywhere (like NS1), then it makes it much harder to design maps that lead to the desired gameplay.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    they should make this option avaible again (freely place CCs). since marines are not dependant on tech nodes anymore, there is no reason to not allow it.
    you have anyway a big trae offs:

    1.) you lose research time for upgrades
    2.) you lose resources (30 t.res for building the new cc minus recycled old cc)
    3.) if your marines die early on, they are stuck in respawn queue
    4.) connected with third point, the reloc can simply fail because you get overrun
    5.) you secure only 1 hive location by doing this, you might cut off 1 and cover 1 additional. but i asume aliens will be then
    able to place a hive in your old marine start (just an asumption)

    the risk is very high, but the benefits are clear (more map control)

    I vote +1 for re-introducing this mechanic, especially once we see bigger maps (which we will see, at least user created)
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