Resource Supply Reduction for some cases
Classic319
Join Date: 2010-11-06 Member: 74789Members
<div class="IPBDescription">idea from Company Of Heroes, again!</div>
Firstly, sorry that i always mention about Company Of Heroes and making some discussions and giving some ideas, however, it was my favorites game of all time, and i'm sure that one is the one best RTS game ever, so.. please understand me.
Anyway, before to start to write about it, if you've ever played Company Of Heroes, you may know that the resource-gain reduces itself tremendously for a while if you spawn some super-powerful stuffs like King Tiger or Jagdpanther tanks. Maybe moar than 1/2.
This is kind of disadvantage/responsibility/compensation by using those king-powerful units. And then you have responsibility to not lose any of them and to push enemies a lot with minimum of losses.
(Actually, those kinds of systems are just the basic system of COH, therefore all the units affect resource-supply all the time, but i don't think it's that needed to be explained)
So, directly saying, why not NS2?
Why not giving pres-gain disadvantage when an alien player evolved to Onos(or also for Exosuit in the future)?
e.x.) Increasing resource-gain-time from 8sec to 12-16sec while he's onos.
Or not producing any resource for a while(1~2min.) for him
Why not for dropping hive?
e.x.) Increasing the time(pres) from 8 to 12-16 till the hive is completed or killed.
Or also not producing any resource for a while.
Furthurmore, i think it would be also in some cases good, if resource production depends on how many Hives/Command Chair the team do have.
e.x.) 1 Hive/ 1 CC = 8 secs still
2 Hives/ 2 CCs = 10 secs.
3 Hives/ 3 CCs = 12 secs... etc.
I actually do not think this must be implemented, because it's really complicated and i know Relic, the developer of COH spent lots of time at handling these systems. However, i think this could be really good idea, if UWE reaches to the limitation at balancing game.
Let's discuss about this now!
Firstly, sorry that i always mention about Company Of Heroes and making some discussions and giving some ideas, however, it was my favorites game of all time, and i'm sure that one is the one best RTS game ever, so.. please understand me.
Anyway, before to start to write about it, if you've ever played Company Of Heroes, you may know that the resource-gain reduces itself tremendously for a while if you spawn some super-powerful stuffs like King Tiger or Jagdpanther tanks. Maybe moar than 1/2.
This is kind of disadvantage/responsibility/compensation by using those king-powerful units. And then you have responsibility to not lose any of them and to push enemies a lot with minimum of losses.
(Actually, those kinds of systems are just the basic system of COH, therefore all the units affect resource-supply all the time, but i don't think it's that needed to be explained)
So, directly saying, why not NS2?
Why not giving pres-gain disadvantage when an alien player evolved to Onos(or also for Exosuit in the future)?
e.x.) Increasing resource-gain-time from 8sec to 12-16sec while he's onos.
Or not producing any resource for a while(1~2min.) for him
Why not for dropping hive?
e.x.) Increasing the time(pres) from 8 to 12-16 till the hive is completed or killed.
Or also not producing any resource for a while.
Furthurmore, i think it would be also in some cases good, if resource production depends on how many Hives/Command Chair the team do have.
e.x.) 1 Hive/ 1 CC = 8 secs still
2 Hives/ 2 CCs = 10 secs.
3 Hives/ 3 CCs = 12 secs... etc.
I actually do not think this must be implemented, because it's really complicated and i know Relic, the developer of COH spent lots of time at handling these systems. However, i think this could be really good idea, if UWE reaches to the limitation at balancing game.
Let's discuss about this now!
Comments
Personally I like it, although I don't think the mechanic is suited to NS2 - where the players buying the upgrades (jetpack, exo, onos) are separate from the commander who will be affected by a res hit.
If you were to implement the res hit on players too, then it would mean players joining late (in games where there were many onos in the field) would be stuck playing skulk for a long time. Not much fun for them.
You want to go gorge, you pay the price for a gorge, which is 10 res. It has been decided that this is what the gorge is worth.
When you go onos, you pay 75 res. That is the designated worth of an onos, and so that is the amount that you pay. Don't punish the player for going onos, the player did nothing wrong. If 75 res isn't enough, increase the cost, or decrease the onos' worth.
Kill the harvester, ignore the cysts.
Same thing for aliens. Kill the extractor, ignore the power node.
Stop trying to add things that are not needed.