I have yet to see this brought up, why not bring back power packs? I started playing after they were removed so I am unaware if they were over powered or not (seems like they may have been). But I don't see why they could not be balanced.
Something like this would seem reasonable:
Health: 1200 Armor: 400 Prerequisite: None Build Cost: 15 Team Resources Energy: 15/60 Ability: If power node in the room that the power pack is placed is destroyed the power pack will supply power to the room while it has energy. Drains 2 energy per second while active.
This could at least give marines a chance to get power back on if the node is rushed while keeping the purpose of the power node intact.
Obviously all these numbers could be changed for balance.
zombiehellmonkeyJoin Date: 2007-08-31Member: 62093Members, Squad Five Blue
edited February 2012
<!--quoteo(post=1899212:date=Feb 3 2012, 06:47 AM:name=tk_421)--><div class='quotetop'>QUOTE (tk_421 @ Feb 3 2012, 06:47 AM) <a href="index.php?act=findpost&pid=1899212"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If power node in the room that the power pack is placed is destroyed the power pack will supply power to the room while it has energy. Drains 2 energy per second while active.
This could at least give marines a chance to get power back on if the node is rushed while keeping the purpose of the power node intact.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know who you are or where you came from, but damn, that's a bloody good idea! So it would be a battery pack basically.
<!--quoteo(post=1899259:date=Feb 3 2012, 04:03 PM:name=zombiehellmonkey)--><div class='quotetop'>QUOTE (zombiehellmonkey @ Feb 3 2012, 04:03 PM) <a href="index.php?act=findpost&pid=1899259"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know who you are or where you came from, but damn, that's a bloody good idea! So it would be a battery pack basically.<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed, that's the second idea in this tread that I like. I was starting to think along the lines that if a node is destroyed, it doesn't just cut power instantly but has a bit of backup power for like 30 seconds or something, kind of like creep takes time to dissolve. But this would work too and would add another strategic decision.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--quoteo(post=0:date=Feb 2 2012, 07:19 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Feb 2 2012, 07:19 PM)</div><div class='quotemain'><!--quotec-->Yeah... no. This is a load of bull.
Just because the aliens don't use gorges for building vital structures anymore, doesn't mean the alien team can now play all-out offense in the early stages of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Great theory, but alien team is now playing all-out offense in the early game stages. Don't know if you'd noticed.
<!--quoteo(post=0:date=Feb 2 2012, 07:19 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Feb 2 2012, 07:19 PM)</div><div class='quotemain'><!--quotec-->If anything, since the aliens are now short one player (comm) at the start of the round, they should have to play more defensively in order to avoid overextending themselves and leaving their harvesters wide open for attack. The reason why we're not seeing this at the moment has nothing to do with the introduction of the alien comm or any changes to the powergrid system, and everything to do with low client/server performance and ridiculous alien spawn rates.<!--QuoteEnd--></div><!--QuoteEEnd-->
Could, would, should. I agree with you that the theory behind these changes was to produce the effect you have mentioned, but as a Skulk player what is there to do in the first few seconds of the game? What choice do you have other than to find out where the marines are, this means killing the scouting marines, stopping rt production, then heading for their base, to keep them pinned in there.
Whether this is how the developers want the game played or how an experienced NS player would play the game is irrelevant. Skulks at game start have no job, they have nothing to build, they can't extend the network. They are completely redundant. The ONLY thing they can do is hunt down marines.
Your issues of cllient/server performance and respawn rates is why they continuosly do it and rape the marines, yes, but the fact they do it at first is because there is nothing else to do. I am saying make the skulk have a choice when I first spawn. Do i hunt down the marines or do I do option b that helps my team.
My suggestion is make option B killing powernodes. It's already in the game and is a small change.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->As for "improving" the powergrid, it's pretty clear that something has to be done because the current implementation isn't working out at all. There are three ways too look at it: 1. The rose tinted glasses: It's a brilliant idea! None of the arguments against it mean a damn and I'm sure if UWE just puts their minds to it, they'll figure out a way to add lots more functionality and make it super-fantastic! 2. The realist: I don't know man, I see a lot of potential issues with this power grid system. I just don't see what value it adds to the game either. Maybe they have a good plan for making it good though, I guess we'll wait and see what they do. 2. The dogged pessimist: Make the game more reliant on the power grid system you say? Yeah, go ahead, dig your own hole a little deeper why don't you.<!--QuoteEnd--></div><!--QuoteEEnd-->
There are a lot of issues with everything in this game. On release there will be issues with this game, guess what, nothing is perfect.
You have a negative outlook on powernodes, and that's fine. I enjoy powernodes. It offers me tactical choice. Once the marines have got out of their base, I'm all about hassling their RT's and Powernodes.
I have to say, I think the current implementation of powernodes is broken, because it's not as effective a system as the alien power cyst system. my options would be:
Make the powergrid actually a grid. Marines have to power rooms out of their base one by one to make and power their grid, like aliens must have a continual link with their cyst chain.
Make CC's the power source of all tech room items except turrets and PhaseGates, they are still powered by the node in the tech point. This way the power node in MS still has a purpose, but not a game over purpose.
This would also encourage the deployment of CC's around the map, as this creates a new starting point for the power grid, ala hives for aliens. This also has the benefit of creating a need for 6 tech point maps, hell even 5 tech point maps, which is not currently there.
I think a whole lot of issues can be solved by a more intensive power grid.
I am a firm believer of all or nothing. You want a power grid? Implement a power grid, you don't want a power grid, don't implement it. Currently it's a half-hearted attempt and it shows in game.
You choose nothing, I choose all, a full system to really make the game dynamic and fluid.
You can call my opinion a load of bull, or you can just accept everyone sees the world differently. I see issues and solutions that you cannot see, and you see issues and solutions I cannot see.
I agree with you in one concept, if there is only going to be this current system, it should be removed, but we differ as I have been really enjoying the alien network grid, and a simplified version of that for marines, as described above for me would be the best solution.
I have no doubt you'll disagree, and I hope you do, difference is what makes a community, but can you do it without insulting me?
Comments
Something like this would seem reasonable:
Health: 1200
Armor: 400
Prerequisite: None
Build Cost: 15 Team Resources
Energy: 15/60
Ability: If power node in the room that the power pack is placed is destroyed the power pack will supply power to the room while it has energy. Drains 2 energy per second while active.
This could at least give marines a chance to get power back on if the node is rushed while keeping the purpose of the power node intact.
Obviously all these numbers could be changed for balance.
This could at least give marines a chance to get power back on if the node is rushed while keeping the purpose of the power node intact.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know who you are or where you came from, but damn, that's a bloody good idea! So it would be a battery pack basically.
Agreed, that's the second idea in this tread that I like. I was starting to think along the lines that if a node is destroyed, it doesn't just cut power instantly but has a bit of backup power for like 30 seconds or something, kind of like creep takes time to dissolve. But this would work too and would add another strategic decision.
Just because the aliens don't use gorges for building vital structures anymore, doesn't mean the alien team can now play all-out offense in the early stages of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Great theory, but alien team is now playing all-out offense in the early game stages. Don't know if you'd noticed.
<!--quoteo(post=0:date=Feb 2 2012, 07:19 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Feb 2 2012, 07:19 PM)</div><div class='quotemain'><!--quotec-->If anything, since the aliens are now short one player (comm) at the start of the round, they should have to play more defensively in order to avoid overextending themselves and leaving their harvesters wide open for attack. The reason why we're not seeing this at the moment has nothing to do with the introduction of the alien comm or any changes to the powergrid system, and everything to do with low client/server performance and ridiculous alien spawn rates.<!--QuoteEnd--></div><!--QuoteEEnd-->
Could, would, should. I agree with you that the theory behind these changes was to produce the effect you have mentioned, but as a Skulk player what is there to do in the first few seconds of the game? What choice do you have other than to find out where the marines are, this means killing the scouting marines, stopping rt production, then heading for their base, to keep them pinned in there.
Whether this is how the developers want the game played or how an experienced NS player would play the game is irrelevant. Skulks at game start have no job, they have nothing to build, they can't extend the network. They are completely redundant. The ONLY thing they can do is hunt down marines.
Your issues of cllient/server performance and respawn rates is why they continuosly do it and rape the marines, yes, but the fact they do it at first is because there is nothing else to do. I am saying make the skulk have a choice when I first spawn. Do i hunt down the marines or do I do option b that helps my team.
My suggestion is make option B killing powernodes. It's already in the game and is a small change.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->As for "improving" the powergrid, it's pretty clear that something has to be done because the current implementation isn't working out at all. There are three ways too look at it:
1. The rose tinted glasses: It's a brilliant idea! None of the arguments against it mean a damn and I'm sure if UWE just puts their minds to it, they'll figure out a way to add lots more functionality and make it super-fantastic!
2. The realist: I don't know man, I see a lot of potential issues with this power grid system. I just don't see what value it adds to the game either. Maybe they have a good plan for making it good though, I guess we'll wait and see what they do.
2. The dogged pessimist: Make the game more reliant on the power grid system you say? Yeah, go ahead, dig your own hole a little deeper why don't you.<!--QuoteEnd--></div><!--QuoteEEnd-->
There are a lot of issues with everything in this game. On release there will be issues with this game, guess what, nothing is perfect.
You have a negative outlook on powernodes, and that's fine.
I enjoy powernodes. It offers me tactical choice. Once the marines have got out of their base, I'm all about hassling their RT's and Powernodes.
I have to say, I think the current implementation of powernodes is broken, because it's not as effective a system as the alien power cyst system.
my options would be:
Make the powergrid actually a grid. Marines have to power rooms out of their base one by one to make and power their grid, like aliens must have a continual link with their cyst chain.
Make CC's the power source of all tech room items except turrets and PhaseGates, they are still powered by the node in the tech point. This way the power node in MS still has a purpose, but not a game over purpose.
This would also encourage the deployment of CC's around the map, as this creates a new starting point for the power grid, ala hives for aliens. This also has the benefit of creating a need for 6 tech point maps, hell even 5 tech point maps, which is not currently there.
I think a whole lot of issues can be solved by a more intensive power grid.
I am a firm believer of all or nothing. You want a power grid? Implement a power grid, you don't want a power grid, don't implement it. Currently it's a half-hearted attempt and it shows in game.
You choose nothing, I choose all, a full system to really make the game dynamic and fluid.
You can call my opinion a load of bull, or you can just accept everyone sees the world differently. I see issues and solutions that you cannot see, and you see issues and solutions I cannot see.
I agree with you in one concept, if there is only going to be this current system, it should be removed, but we differ as I have been really enjoying the alien network grid, and a simplified version of that for marines, as described above for me would be the best solution.
I have no doubt you'll disagree, and I hope you do, difference is what makes a community, but can you do it without insulting me?
Thanks