Power Nodes: Making them obviously important.

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Comments

  • VenatosVenatos Join Date: 2012-03-31 Member: 149762Members, Reinforced - Shadow, WC 2013 - Gold
    edited April 2012
    i can see that work, most RTS have some sort of powermanagement, so its intuetive and easily accesible.

    quick recap: every node proviedes enough power for 5 buildings(or something like that), unused power flows in some sort of batterie, if the batterie is empty, all buildings cease to work.
    simple as that.

    take that into the game and u get:
    marines with 4 powernodes can power 20 buildings, if they so desire, all in one room(like turtling in marine spawn). now the aliens arent that stupid and take out the 3 nodes outside the marinespawn.

    now the marines have 15 buildings sucking on the batterie and about 30 seconds of power left. they have to a) push out and get some nodes up or b) recycle all but 5 buildings(armory, arms lab, proto lab, extractor will most likely not be recycled) or any combination of a and b.

    i can totaly see that work in a pinsh(is that the right phrase?)
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    How about making powernodes preventing new cysts from being built?
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