Resource Supply Reduction for some cases

Classic319Classic319 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!

Comments

  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    I think this mechanic in CoH is meant so that if you lose your entire force, you can at least attempt to rebuild quickly. It also prevents someone who is winning, or very conservative, from having a massive stockpile and making losses unimportant.

    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.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    edited May 2012
    Were you the guy with the idea when cyst chains are broken you are penalized by some sort of los of res intake? With the new energy system there really is no reason for the devs not to implement this... the cysts chains being broken I mean
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited May 2012
    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>*PHASED*</b><!--colorc--></span><!--/colorc--> to Ideas and Suggestions.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    I've never liked this "upkeep" approach because it punishes a player for no reason.

    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.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    <!--quoteo(post=1939719:date=May 29 2012, 08:14 AM:name=.ADHd)--><div class='quotetop'>QUOTE (.ADHd @ May 29 2012, 08:14 AM) <a href="index.php?act=findpost&pid=1939719"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Were you the guy with the idea when cyst chains are broken you are penalized by some sort of los of res intake? With the new energy system there really is no reason for the devs not to implement this... the cysts chains being broken I mean<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    Ahh, but I could axe half a harvester or I could *really* piss the alien comm off by axing his little buildsomewhipsandcrags cysts halfway up the chain ... harvesters are a low risk idea usually, cysts can have massive consequences or none at all ... the question is: how much do you like CHAOS?
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