Harvester on unconnected cysts should not be able to provide resources

Classic319Classic319 Join Date: 2010-11-06 Member: 74789Members
<div class="IPBDescription">just like Company Of Heroes!</div>
You know, in Company of Heroes, if the resource-territory is not linked to HQ territory, you couldn't not get those resources.
That brought lots of tactics and variety on that game. I think that system is one of the most important reason how COH became so the most popular and best RTS game of all time.

So why not for NS2? I still remember those Power-node and Cyst ideas are from that idea of Company of Heroes


Anyway, this is it:

If cysts are not connected, that means, if cysts are not linked to Hive, rest of Harvesters on the unconnected cysts would not be able to provide resources.

Then, marines will have plenty of new reasons why they should cut cysts and prevent them to reconnect them or control the area, especially on(the) important junction of the map.






p.s.1 Automatic healing on the infestation should be disabled, if cyst of it is not connected
p.s.2 Cysts should die much faster if they are unconnected. ATM they're dying way too slow and marines have almost no reason to cut it, unless they wanna get point or see them popping off. It's because commander just can drop it easily without any big disadvantages or disturbs.


By the way, the main suggestion is RESOURCE. I would really love to see COH-like territory, resource system. It just fits perfectly to aliens.

Comments

  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    I actually thought unconnected harvesters didn't provide resources, I'm surprised they do. All this time I've been cutting cysts first before hitting the harvester, thinking that'd at least cut off the res stream. I suppose it dying off AND not providing res is too much though, since unpowered structures don't start dying off. (And it's much easier to cut off an alien RT than it is to chew down a powernode)
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    This completely eliminates the strategy of sending out Gorges to remote locations to grab RTs for the Kham and keep them alive. It's a high risk/reward tactic that I don't believe needs to be cut just so Kham has to re-drop a cyst a little bit sooner when Marines come in and kick stuff around while they wait to be eaten by Skulks.
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    <!--quoteo(post=1924851:date=Apr 12 2012, 05:02 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Apr 12 2012, 05:02 PM) <a href="index.php?act=findpost&pid=1924851"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I actually thought unconnected harvesters didn't provide resources, I'm surprised they do. All this time I've been cutting cysts first before hitting the harvester, thinking that'd at least cut off the res stream. I suppose it dying off AND not providing res is too much though, since unpowered structures don't start dying off. (And it's much easier to cut off an alien RT than it is to chew down a powernode)<!--QuoteEnd--></div><!--QuoteEEnd-->

    huh, I thought the same.. o_o
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