I think leap should be a permanent skill given at birth.
- So if the second hive goes down, you keep it till death, but... - When leap is first researched or the second hive is replaced, you do not get leap until you next spawn.
<!--quoteo(post=1951098:date=Jul 12 2012, 05:44 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jul 12 2012, 05:44 PM) <a href="index.php?act=findpost&pid=1951098"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1 to op and I've argued this point before, except for all upgrades (marine and alien).
Personally, I feel as long as you stay alive, you should keep your existing upgrades/abilities even if you lose the corresponding upgrade/ability structure. The current method is simply highly disruptive in combat, penalizing you immediately for something that may not be your fault (for example, losing cara in the middle of a fight because a marine just sniped your cara shell).
I think how the jetpack handled is the correct way to go about this. If you lose the 2nd CS, all marines with jetpacks don't suddenly lose their jetpacks in mid flight (which would be silly), but lose the ability to purchase another jetpack if they die. The fact that this occurs for much of the alien tech (e.g. leap, blink, bilebomb, etc) and some marine tech (e.g. weapon/armor upgrades) is one of the big reasons behind the tech explosion/implosion problem with tech tied to captured tech nodes.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is the same way I feel about it as well. While the idea of taking out an upgrade building to drop the teams abilities may sound exciting, I think its a serious choke point in game play. There are a whole lot of factors going into winning a game, but nothing as big as dropping an entire teams upgrades at once. I really hope we see a build where the people alive keep their current upgrades across the board.
What if abilities were tied to certain hives and each hive could have 2 upgrades? For instance, what if kahmm gets leap on main hive, but secondary hive goes down. Leap is kept on the main hive, but no more abilities can be researched.
just a thought, would really remove almost any penalty from losing a 2nd hive though, apart from only having 2 lifeform's abilities.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->just a thought, would really remove almost any penalty from losing a 2nd hive though, apart from only having 2 lifeform's abilities.<!--QuoteEnd--></div><!--QuoteEEnd-->
Benson, that is also why I stated that <u>only leap</u> should be the one ability that is permanent, after it is researched at a second hive. if you also keep blink or spikes then yeah there's not much of a penalty!
some argue that this is confusing though it shouldn't have to be. just make a tool-tip when you hover over "research leap" stating that it is permanent.
I think marines will surely adapt (in time) to knowing that a second hive could mean permanent leap if it stays up long enough (maybe increase the research time for leap by 10-20 seconds to compensate or something)
just repeating myself here: it's a base ability for the base life-form. losing it in mid to late-game means you'll get slaugthered by the marines with JPs. (please take into consideration that you also lose blink and spikes, both of which are JP counters)
Yeah basically you're losing 3 out 3 JP counters if you also lose leap, you know what I'm saying?
Thinking about this from another angle....what if blink were hive 1 and something else got put at hive 2 for the fade? This would allow aliens that are in an ok position economically to recover from a surprise hive loss against jps, but wouldn't have much if any effect in prolonging the game if aliens really have lost the game (down to one hive and not ok economically) since they wouldn't be able to afford fades.
Comments
- So if the second hive goes down, you keep it till death, but...
- When leap is first researched or the second hive is replaced, you do not get leap until you next spawn.
Personally, I feel as long as you stay alive, you should keep your existing upgrades/abilities even if you lose the corresponding upgrade/ability structure. The current method is simply highly disruptive in combat, penalizing you immediately for something that may not be your fault (for example, losing cara in the middle of a fight because a marine just sniped your cara shell).
I think how the jetpack handled is the correct way to go about this. If you lose the 2nd CS, all marines with jetpacks don't suddenly lose their jetpacks in mid flight (which would be silly), but lose the ability to purchase another jetpack if they die. The fact that this occurs for much of the alien tech (e.g. leap, blink, bilebomb, etc) and some marine tech (e.g. weapon/armor upgrades) is one of the big reasons behind the tech explosion/implosion problem with tech tied to captured tech nodes.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is the same way I feel about it as well. While the idea of taking out an upgrade building to drop the teams abilities may sound exciting, I think its a serious choke point in game play. There are a whole lot of factors going into winning a game, but nothing as big as dropping an entire teams upgrades at once. I really hope we see a build where the people alive keep their current upgrades across the board.
just a thought, would really remove almost any penalty from losing a 2nd hive though, apart from only having 2 lifeform's abilities.
Benson, that is also why I stated that <u>only leap</u> should be the one ability that is permanent, after it is researched at a second hive. if you also keep blink or spikes then yeah there's not much of a penalty!
some argue that this is confusing though it shouldn't have to be. just make a tool-tip when you hover over "research leap" stating that it is permanent.
I think marines will surely adapt (in time) to knowing that a second hive could mean permanent leap if it stays up long enough (maybe increase the research time for leap by 10-20 seconds to compensate or something)
just repeating myself here: it's a base ability for the base life-form. losing it in mid to late-game means you'll get slaugthered by the marines with JPs. (please take into consideration that you also lose blink and spikes, both of which are JP counters)
Yeah basically you're losing 3 out 3 JP counters if you also lose leap, you know what I'm saying?