if one powered phase gate is all it takes to power the rest, there needs to be a drawback for having a gate in an unpowered room. perhaps a limit on the number of marines it phases through before it goes into a "recharge" cycle? the ability to put phase gates anywhere is quite powerful, and even if you disregard the unintuitiveness of having this one building powered in a dark room, it really jeopardizes the alien's ability to counter phasegates.
<!--quoteo(post=1898775:date=Feb 2 2012, 05:24 AM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Feb 2 2012, 05:24 AM) <a href="index.php?act=findpost&pid=1898775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->perhaps a limit on the number of marines it phases through before it goes into a "recharge" cycle?<!--QuoteEnd--></div><!--QuoteEEnd--> That doesn't scale very well with the playercount. 3 marines in a 6 v 6 is huge, not so much in a 16 v 16.
<!--quoteo(post=1898800:date=Feb 2 2012, 10:30 AM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Feb 2 2012, 10:30 AM) <a href="index.php?act=findpost&pid=1898800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->phase rushes in general don't scale well with playercount.<!--QuoteEnd--></div><!--QuoteEEnd--> If I had to call it, way better than the PG energy thingy you're suggesting. Your suggestion starts going really crazy almost instantly if you want it to scale from some 5v5 upwards. Still, I have no idea whether that should mean anything. It just feels weird how much some of the changes were reasoned with scalability and then it sometimes still doesn't go right at all.
a PG that phases power to other PGs is not much different from having PG not require power at all..
obviously your first PG will be in your main base and quite well defended anyway...
oh the note of ninja PGs...
plz have the nydus idea ready for aliens too and give them the ability to ninja that as well :)
oh and 1 more problem with the ninja PG is... we now have macs, and they can go off and place ninja gates everywhere .. thats obviously a lot more advantages than in ns1 when you needed to sacrifice one of your players to keep suiciding until he manages to sneak one in.
<!--quoteo(post=1898805:date=Feb 2 2012, 07:30 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Feb 2 2012, 07:30 AM) <a href="index.php?act=findpost&pid=1898805"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I had to call it, way better than the PG energy thingy you're suggesting. Your suggestion starts going really crazy almost instantly if you want it to scale from some 5v5 upwards. Still, I have no idea whether that should mean anything. It just feels weird how much some of the changes were reasoned with scalability and then it sometimes still doesn't go right at all.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah. that's why my preferred solution is to have the CC be able to power buildings with an energy costing ability.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1898638:date=Feb 1 2012, 09:32 AM:name=Karko)--><div class='quotetop'>QUOTE (Karko @ Feb 1 2012, 09:32 AM) <a href="index.php?act=findpost&pid=1898638"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Personally I'd like to see it work this way:
You have power in room A, and also a PG there. You have a PG in room B but no power. You can only travel from the room you have power for the PG, and arrive in any PG. So you could travel from room A to B, but not go back from B to A because the power is down at room B, hence not powering your travel.<!--QuoteEnd--></div><!--QuoteEEnd--> I really like this idea.
I was also sad when they got rid of powerpacks (and beaconing to the obs). I was a frequent user and proponent of Beacon rushes, where I would drop a powerpack + obs in some location behind the aliens and beacon my team will full GLs to decimate a hive. Worked well and had a nice tradeoff, since it basically left the rest of the map uncontested/undefended while the rush occurred.
Seems like most people agree ninja-pgs were a really cool aspect of NS1, but most of the suggestions in this thread seem overly complicated and unintuitive.
<!--quoteo(post=1898845:date=Feb 2 2012, 05:31 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Feb 2 2012, 05:31 PM) <a href="index.php?act=findpost&pid=1898845"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yeah. that's why my preferred solution is to have the CC be able to power buildings with an energy costing ability.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is the only solution that makes sense to me and doesn't over-complicate the issue. Using cc power to (temporarily) power a remote structure is something most commanders will understand quite quickly. And it also introduces interesting tradeoffs: do I forcefield my remaining marines? Do I allow a few more to gate in? Do I use it to fire up the sentries for a few more seconds?
The more I think about it the more I like this idea, not just for phasegates.
I don't like energy in the first place, I think that all energy costs can be replaced with TR costs to no detriment and some benefit. Other than that, I do like the idea of temporarily powering a building for a cost.
Comments
That doesn't scale very well with the playercount. 3 marines in a 6 v 6 is huge, not so much in a 16 v 16.
If I had to call it, way better than the PG energy thingy you're suggesting. Your suggestion starts going really crazy almost instantly if you want it to scale from some 5v5 upwards. Still, I have no idea whether that should mean anything. It just feels weird how much some of the changes were reasoned with scalability and then it sometimes still doesn't go right at all.
obviously your first PG will be in your main base and quite well defended anyway...
oh the note of ninja PGs...
plz have the nydus idea ready for aliens too and give them the ability to ninja that as well :)
oh and 1 more problem with the ninja PG is... we now have macs, and they can go off and place ninja gates everywhere .. thats obviously a lot more advantages than in ns1 when you needed to sacrifice one of your players to keep suiciding until he manages to sneak one in.
yeah. that's why my preferred solution is to have the CC be able to power buildings with an energy costing ability.
You have power in room A, and also a PG there.
You have a PG in room B but no power. You can only travel from the room you have
power for the PG, and arrive in any PG. So you could travel from room A to B, but not go
back from B to A because the power is down at room B, hence not powering your travel.<!--QuoteEnd--></div><!--QuoteEEnd-->
I really like this idea.
I was also sad when they got rid of powerpacks (and beaconing to the obs). I was a frequent user and proponent of Beacon rushes, where I would drop a powerpack + obs in some location behind the aliens and beacon my team will full GLs to decimate a hive. Worked well and had a nice tradeoff, since it basically left the rest of the map uncontested/undefended while the rush occurred.
<!--quoteo(post=1898845:date=Feb 2 2012, 05:31 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Feb 2 2012, 05:31 PM) <a href="index.php?act=findpost&pid=1898845"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yeah. that's why my preferred solution is to have the CC be able to power buildings with an energy costing ability.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is the only solution that makes sense to me and doesn't over-complicate the issue. Using cc power to (temporarily) power a remote structure is something most commanders will understand quite quickly. And it also introduces interesting tradeoffs: do I forcefield my remaining marines? Do I allow a few more to gate in? Do I use it to fire up the sentries for a few more seconds?
The more I think about it the more I like this idea, not just for phasegates.