Power Capacity

Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
<div class="IPBDescription">Solution for turtling, incentive for 2 base</div>Right now marines can build as many structures they could ever want in their base which leads to some annoying games of turtle. This could be solved by creating a threshold on how much power is available for consumption from the power node. Here's some numbers:

Threshold: 200 Power Units

Command Chair: 50 Power Units
Infantry Portal: 20 Power Units
Phase Gate: 30 Power Units
Armory: 30 Power Units
Observatory: 30 Power Units
Prototype Lab: 50 Power Units
Robotics Factory: 50 Power Units
Sentry Turret: 20 Power Units

(Power Packs would create 50 power units, but only power one building as of the current builds implementation of them)

Obviously the numbers are subject to change but the idea is that the last building you build over the threshold will require its own power pack to be powered. This would lower the amount of sentry spam as well as provide more incentive for securing a second TP/base for marines.

Comments

  • GrissiGrissi Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    I think its great that you are trying to find a solution to the power problem but I don't agree with your idea.

    This is again just a patch on a another problem and futher limits marine play. They should fix the core issue with the power grid and build from that.


    Also the main problem with sentry spam is its damage output and the aliens don't have range siege weapons.
  • StopSpazzingStopSpazzing Join Date: 2005-02-26 Member: 42529Members, Constellation, Reinforced - Shadow
    edited April 2012
    <!--quoteo(post=1930201:date=Apr 26 2012, 07:57 AM:name=Grissi)--><div class='quotetop'>QUOTE (Grissi @ Apr 26 2012, 07:57 AM) <a href="index.php?act=findpost&pid=1930201"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think its great that you are trying to find a solution to the power problem but I don't agree with your idea.

    This is again just a patch on a another problem and further limits marine play. They should fix the core issue with the power grid and build from that.


    Also the main problem with sentry spam is its damage output and the aliens don't have range siege weapons.<!--QuoteEnd--></div><!--QuoteEEnd-->


    But would solve (and make sense) of building structures in attempts to crash the game. Maybe just a hard map limit of a total amount of structures that can be built. This goes for aliens too.

    Think in terms of the "seige" maps that will be created, later down the road. You know how much lag there will be with 500+ structures crammed into 1 room on 1 power node...
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    As for turret spamming and whatnot, maybe increasing costs for each of the same structure in an area (one power node)?
  • StopSpazzingStopSpazzing Join Date: 2005-02-26 Member: 42529Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1930246:date=Apr 26 2012, 08:56 AM:name=Rover)--><div class='quotetop'>QUOTE (Rover @ Apr 26 2012, 08:56 AM) <a href="index.php?act=findpost&pid=1930246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As for turret spamming and whatnot, maybe increasing costs for each of the same structure in an area (one power node)?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I see nothing wrong with spamming...nothing... >.>

    <img src="http://www.stopspazzing.com/images/32%20seiges.jpg" border="0" class="linked-image" />
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