semi-tied lifeforms

SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
<b>Possible Problems</b>
<ul><li>untied lifeforms -> Aliens can play with 1 Hive and win the game</li><li>tied lifeforms -> Aliens are ###### with 1 Hive, the longer the game lasts, no comeback</li></ul>

<b>Possible Solution: semi-tied lifeforms</b>
with more hives, Alien will unlock new lifeforms! But if the hives are destroyed,
The lifeforms are still available. Marines don't loose their upgrades as well

So Aliens are forced to get more hives, but when they get destroyed, they still can make a comeback
«1

Comments

  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    Marines don't get to keep their upgrades if their AA, Proto, or Arms Lab are destroyed. Why do Kharaa get to keep lifeforms? How would this change stop aliens from being screwed if they are unable to get a hive up? These issues aside, the one aspect of this that I like is that losing a hive doesn't become an immediate avalanche of defeat in the late-game stages.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1921926:date=Apr 4 2012, 10:53 PM:name=Solitario)--><div class='quotetop'>QUOTE (Solitario @ Apr 4 2012, 10:53 PM) <a href="index.php?act=findpost&pid=1921926"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Possible Problems</b>
    <ul><li>untied lifeforms -> Aliens can play with 1 Hive and win the game</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->
    This is a problem why?
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    <!--quoteo(post=1921931:date=Apr 5 2012, 12:06 AM:name=player)--><div class='quotetop'>QUOTE (player @ Apr 5 2012, 12:06 AM) <a href="index.php?act=findpost&pid=1921931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is a problem why?<!--QuoteEnd--></div><!--QuoteEEnd-->
    They dont Need any strategy or save for a 2nd Hive. Just some RTs, save for onos, and Rush Marine base.
    Should be a Short and Boring Game, imho. (it's like SC2 1Base all-in)
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1921935:date=Apr 4 2012, 06:10 PM:name=Solitario)--><div class='quotetop'>QUOTE (Solitario @ Apr 4 2012, 06:10 PM) <a href="index.php?act=findpost&pid=1921935"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They dont Need any strategy or save for a 2nd Hive. Just some RTs, save for onos, and Rush Marine base.
    Should be a Short and Boring Game, imho. (it's like SC2 1Base all-in)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Isn't that basically what Marines do with ARCs?
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    <!--quoteo(post=1921929:date=Apr 5 2012, 12:04 AM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Apr 5 2012, 12:04 AM) <a href="index.php?act=findpost&pid=1921929"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marines don't get to keep their upgrades if their AA, Proto, or Arms Lab are destroyed. Why do Kharaa get to keep lifeforms? How would this change stop aliens from being screwed if they are unable to get a hive up? These issues aside, the one aspect of this that I like is that losing a hive doesn't become an immediate avalanche of defeat in the late-game stages.<!--QuoteEnd--></div><!--QuoteEEnd-->
    ok, then I was wrong on that. On the other Hand, they have so mana buildings providing upgrades and Equipment. If Aliens cant get to higher lifeforms b/c they Loose 1 hive, they got a huge disadvantage.
    Marines have mostly 1 Base with all their stuff, they can easily defend it and have beacon as well if ist gets close. I Never saw a Marine Team looking their tech
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1921935:date=Apr 4 2012, 11:10 PM:name=Solitario)--><div class='quotetop'>QUOTE (Solitario @ Apr 4 2012, 11:10 PM) <a href="index.php?act=findpost&pid=1921935"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They dont Need any strategy or save for a 2nd Hive. Just some RTs, save for onos, and Rush Marine base.
    Should be a Short and Boring Game, imho. (it's like SC2 1Base all-in)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Then do balance-tweaks to fix that issue, don't curtail strategical potential.
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    <!--quoteo(post=1921937:date=Apr 5 2012, 12:11 AM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Apr 5 2012, 12:11 AM) <a href="index.php?act=findpost&pid=1921937"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isn't that basically what Marines do with ARCs?<!--QuoteEnd--></div><!--QuoteEEnd-->
    then ARCs arent that well balanced yet, imo :)
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    I think it'd be better to make the aliens more similar to the marines in terms of researching upgrades and perhaps more tech structures at the main hive, rather than a 2nd hive unlocking everything.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited April 2012
    I always thought second hive fade, third hive onos worked.

    Well, for the most part.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    I don't think retying them is a good idea, but aliens need a T.res investment in these lifeforms BEFORE players can evolve into them using p.res. In the current state, it's as if marines got shotguns, flamethrowers and grenade launchers right off the bat once they got enough p.res. Adding an unlock cost will slow down alien expansion, add more depth to alien play (choices choices choices) and increase the amount of things the khamm has to spend T.res on, which means losing an early RT is going to hit a lot harder. (Very similar to the situation for marines)

    Alternatively they could just consider cutting starting T.res for aliens, since it makes very little sense for both teams to receive equal starting amounts when one side has A LOT more tech they need to invest in.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited April 2012
    Maybe the Mature Hive design decision could lend a hand in this. Perhaps the Comm. would be presented with the choice of Fade or Onos when he upgrades a Hive?
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited April 2012
    <!--quoteo(post=1921979:date=Apr 4 2012, 07:13 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ Apr 4 2012, 07:13 PM) <a href="index.php?act=findpost&pid=1921979"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe the Mature Hive design decision could lend a hand in this. Perhaps the Comm. would be presented with the choice of Fade or Onos when he upgrades a Hive?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'd rather see the Kham make a conscious choice between unlocking Lerk, Fade, and Onos, with each path increasing in difficulty, time, and eventual lifeform cost, but also in payoff. Go Onos the whole game and you're about as likely to live to use it as a Marine team that rushes HA/JPs. Likewise, slowly teching up through the lifeform trees will give you plenty of options, but unless you have good resource control you may be outpaced by Marines. Maybe even make Gorges need research, but for dirt cheap and quick speed.

    Given the choice between Fades and Oni, who really wouldn't choose to unlock the latter? The Onos has most of the hit and run capability of the Fade, with much better stats.
  • BrackharBrackhar Santa Monica Join Date: 2003-10-26 Member: 22004Members, Constellation, Reinforced - Onos
    Hmm! Having the aliens research access to the non-base lifeforms, including the appropriate res alterations to account for it, would be a really clever way to solve this problem while also making the access to those lifeforms more meaningful. I think there's a lot of merit to that idea.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    it's similar to being able to upgrade 1 hive to T2, T3. if you don't upgrade your hive, the higher life-forms would lack a lot of their potential. i like this solution more over simple unlocking lifeforms. in some situations you would like to start off right away with leaping skulks, but upgrading to T2 early means your team would not have the p.res for fades (so early T2 would be relative expensive). the timing of chosing when to upgrade the hive would be important, but it would still remain optional (where unlocking life forms would always be mandatory).

    insteading of teching up early on, you can also expand more (to get more eggs and boost your economy), or go for personal upgrades or build a quick whip army (well i don't see this working currently).

    having to unlock life form gives you actually not more choices. at the 6 minute mark fades have to be researched, at 10 onos (just random numbers here now). where are the choices here, and how would that influence early game strategy?
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    I think a system where you need to balance the costs of your matériel and infrastructure with your upgrades would work nicely. Researching Gorges and Lerks early on might lead to you not having enough Resources to research Fades right when they become purchasable. Likewise, researching Fades properly will lead to later Oni appearances that if it was simply skipped. Map control will either speed or slow the rate at which these choices can be made, but no matter how much of the map you control, you've got to choose to delay something.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    researching life forms seems limited in that it restricts what the average player is capable of playing or seeing. (a reason for the resource model changes in ns2, according to Flayra) OR it becomes mandatory every time as sewlek says, and then its just an added step or delaying of life forms..
    a better approach to delaying that 6 minute fade would be far less starting pres.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited April 2012
    I feel like it should be a choice to delay or not delay lifeforms though. Marines can rush JPs, even though it sucks. Why not let Kharaa rush Fades, even though they can't blink? All you need to do is divert some Tres away from some other important areas.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    isnt this done already by the choices of the player instead of the khammander?
    this is working exactly in unison with the high level design document, and fits with the khammander's approach to comming environment instead of the individual.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    Well as in response to something that came up, lifeforms can possibly tied to hive-independant buildings which are required to envolve to the improved life forms (and it would make the alien base a bit more diverse.. more stuff :P)
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    - Tying fade to hive 2 was a real problem, every game was the same : "deny the second hive". Very little strategic depth.

    - Untied lifeforms can work, ns1 works like that.

    - Having a building for each life form. Savage 2 works like that, and I find it really boring for some reason. The lerk den, the fade den, the onos den, it's a bit of an overkill.

    - You could have a lair upgrade like in stracraft to unlock fade and onos.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1922030:date=Apr 5 2012, 05:05 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Apr 5 2012, 05:05 AM) <a href="index.php?act=findpost&pid=1922030"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->researching life forms seems limited in that it restricts what the average player is capable of playing or seeing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Marine com limits what the players can do as well. If he doesn't research shotguns then you can't use them. If he doesn't research armour then tough luck. I think giving the alien com the ability to choose what to research and what not to is far better than the current approach.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->it's similar to being able to upgrade 1 hive to T2, T3. if you don't upgrade your hive, the higher life-forms would lack a lot of their potential. i like this solution more over simple unlocking lifeforms. in some situations you would like to start off right away with leaping skulks, but upgrading to T2 early means your team would not have the p.res for fades (so early T2 would be relative expensive). the timing of chosing when to upgrade the hive would be important, but it would still remain optional (where unlocking life forms would always be mandatory).<!--QuoteEnd--></div><!--QuoteEEnd-->

    In my opinion this is not the case for the onos anyway, a 2nd hive is hardly a must to make the onos a viable choice. It is for the fade, since a fade with just shadowstep will go down a lot quicker, but an onos without stomp won't. And the third hive is entirely redundant in that respect. But even if the hives were more important, aliens just have a lot more T.res to waste on refreshing and placing RTS since they have no other tech to get other than rushing a second hive for 75 res. Adding more depth to the alien tech tree would solve this, if you guys do not believe unlocking lifeforms is a good idea.

    I don't think I quite understand the 1-hive upgrading though, would this mean you can get leap at 1-hive if you throw the T.res at it? Won't that further water down the importance 2nd and 3rd hive? It would at least need a significant cost decrease if it's just going to be like the CC then. (Albeit a little more important since it would still allow for more lifeform upgrades I guess) It may also drastically alter alien gameplay, i.e we may see less need for aliens to get a 2nd or 3rd hive, which imo is what makes the game asymmetric and interesting (Aliens have to try and expand at least, they can't just turtle up in their base)

    I suppose it could be interesting to see, but I'm not sure it's also going to do a whole lot as long as the base onos (without significant hive upgrades or a second hive) isn't made weaker. I think the idea of a 'young onos' has a lot of merit in this regard, since it's a (visually noticeable) weaker but still viable lifeform early in the game. Not to mention that by comparison aliens will still lack tech compared to marines, and thus have a lot more spare T.res. (Since all you're doing is basically taking stuff calculated in the cost of the 2nd hive and making them unlock-able separately)
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited April 2012
    <!--quoteo(post=1922089:date=Apr 5 2012, 11:41 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Apr 5 2012, 11:41 AM) <a href="index.php?act=findpost&pid=1922089"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- You could have a lair upgrade like in stracraft to unlock fade and onos.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This could work, but only if you keep abilities tied to hive, so there is a reason to get it, except being an expensive healing station.
    Seeing as the marine commander have to do researches to unlock marine arsenal, and aliens have to use less resources than marines, is making the suggestion even better.
    Now give the alien comm more stuff to use his PRes on, there needs to be tradeoffs to cysts.
    It's still possible to capture alot of harvesters, and get a lifeform. He needs more PRes sinks.
    Same goes for all the small individual structure energy pools, they need more tradeoffs. Coincedence?
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited April 2012
    Agreed with swalk, though I'm guessing we will see this addressed when some of the new Khamm features go in. More p.res and energy sinks will go a long way in solving cyst spam and making the Khamm more fun to play overall. Together with more T.res sinks, or at least a revision of the alien tech tree, things will get a lot more interesting I reckon.
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    I agree with Techercizer and Brackhar and think that adding a tech requirement for gorge, lerk, fade and onos would do good job for solving many problems with the gameplay at this moment.

    The tech requirements could be a simple tech that is researched at any hive and is not lost even if hive goes down. There should be different tech for each lifeform and their costs could be for example the same ones that are needed to evolve now, except in t.res of course.

    So gorge tech would be 10, lerk 30, fade 50, onos 75. Of course all of this could be fine tuned further.

    What this would do for the gameplay?

    It would add much more t.res expenditure for aliens thus making spamming crags, whips and hives less obvious strategy. It would also make it slower for aliens to reach higher lifeforms thus preventing 7 minutes 2 hives triple onos rushes. It would also give more strategic decisions to the alien comm because he could skip lifeforms such as gorge, lerk or fade. Skipping any of them would make getting the higher lifeform faster but has serious consequences to the combat effectivity.

    Is someone willing to mod this? Would be great to try it out!
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1922117:date=Apr 5 2012, 08:18 AM:name=Zeikko)--><div class='quotetop'>QUOTE (Zeikko @ Apr 5 2012, 08:18 AM) <a href="index.php?act=findpost&pid=1922117"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree with Techercizer and Brackhar and think that adding a tech requirement for gorge, lerk, fade and onos would do good job for solving many problems with the gameplay at this moment.

    The tech requirements could be a simple tech that is researched at any hive and is not lost even if hive goes down. There should be different tech for each lifeform and their costs could be for example the same ones that are needed to evolve now, except in t.res of course.

    So gorge tech would be 10, lerk 30, fade 50, onos 75. Of course all of this could be fine tuned further.

    What this would do for the gameplay?

    It would add much more t.res expenditure for aliens thus making spamming crags, whips and hives less obvious strategy. It would also make it slower for aliens to reach higher lifeforms thus preventing 7 minutes 2 hives triple onos rushes. It would also give more strategic decisions to the alien comm because he could skip lifeforms such as gorge, lerk or fade. Skipping any of them would make getting the higher lifeform faster but has serious consequences to the combat effectivity.

    Is someone willing to mod this? Would be great to try it out!<!--QuoteEnd--></div><!--QuoteEEnd-->

    what would this change? yeah i see it's a good idea to give the alien comm choices (there are no currently, not really) but unlocking the onos at ~4 minutes in the game makes no sense. but, unlocking a tier makes (skulks can have leap or even xenocide early on). marines would need a counter for fast tech of course (PT lab untied from adv. armory?), where both side could chose to invest their starting res in high tech in the beginning, sacrificing all economy (which could backfire very easily, no res for onos, RTs or tech switches)

    also having to research life forms would just create the situation which we have on the marine side (which is not as there bad as for aliens): commander does not research it, half of the game features are lost (pub games, competitive is another thing).

    i even coded that feature in ~6 months ago in a mod, and i changed my opinion about it. instead i started to promoted the ns1 tech tree more, untie life-forms from number of hives.

    if "pure" hives server only the purpose for increased respawn rate and for safety, then im sure we will also decrease the hive cost.
  • Gorge CostanzaGorge Costanza Join Date: 2012-03-16 Member: 148861Members, Reinforced - Supporter
    edited April 2012
    <!--quoteo(post=1922226:date=Apr 5 2012, 11:06 AM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Apr 5 2012, 11:06 AM) <a href="index.php?act=findpost&pid=1922226"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what would this change? yeah i see it's a good idea to give the alien comm choices (there are no currently, not really) but unlocking the onos at ~4 minutes in the game makes no sense.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No, it doesn't make much sense THAT early, so aliens comms wouldn't do it. But after getting some harvesters, he could decide to skip Lerk/Fade "tech" to go to Onos if his skulks are doing a good job holding marines off.

    <!--quoteo(post=1922226:date=Apr 5 2012, 11:06 AM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Apr 5 2012, 11:06 AM) <a href="index.php?act=findpost&pid=1922226"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->marines would need a counter for fast tech of cours<!--QuoteEnd--></div><!--QuoteEEnd-->

    It would be good if marines could somehow scout which alien lifeforms had been researched. If they saw that aliens were going right to Onos, they could rush the aliens before they get a chance to actually evolve any. Marine scouting now is limited to WHERE aliens are expanding, but not what they're doing tech-wise because aliens tech virtually the same every game. Everyone skulks with maybe one gorge...a few minutes later you see 1-2 lerks...a few minutes later you see 2-3 fades...a few minutes later you see some Onos.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1922231:date=Apr 5 2012, 01:26 PM:name=Gorge Costanza)--><div class='quotetop'>QUOTE (Gorge Costanza @ Apr 5 2012, 01:26 PM) <a href="index.php?act=findpost&pid=1922231"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, it doesn't make much sense THAT early, so aliens comms wouldn't do it. But after getting some harvesters, he could decide to skip Lerk/Fade "tech" to go to Onos if his skulks are doing a good job holding marines off.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Just like Marines can skip upgrades if their marines are doing well, or skip GLs/FTs and go right for JPs.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1922235:date=Apr 5 2012, 02:33 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Apr 5 2012, 02:33 PM) <a href="index.php?act=findpost&pid=1922235"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just like Marines can skip upgrades if their marines are doing well, or skip GLs/FTs and go right for JPs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    the difference is p.res. onos costs 75, where fade costs only 50. why not spend some tres to get an advantage 'right now' until other players got 25 pres more? that's what i mean. if you don't research lerk for example, then you are stuck on skulk/gorge until fades are there. this is a decision that should be made by each individual player. (marine weapons have all similar costs compared with each other, so once you have the adv. armory there is a decision to make what to research first, for aliens this decision is obvios: research what you can effort)
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited April 2012
    Well the alternative to Marines is "research what you need". You don't really need GLs before aliens turtle up or Onos shows up, and you don't really need FTs until Fades appear. You can get them, but they won't be as useful as a Shotgun for most of the things you do. Instead of letting the players choose what strategy to use, Marines get locked into reactionary playstyles based on Kharaa team choices.
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