Simple idea to improve recycling for all players

plausiblesargeplausiblesarge Join Date: 2012-08-02 Member: 154558Members
edited August 2012 in Ideas and Suggestions
Recycling is designed to sell useless structures or accidentally placed structures. Instead, we see it being abused as a "sell before death" mechanic which annoys alien players as well as abusing the resource system. The current "fix" for this behavior is to make buildings take a long time to recycle. This is annoying for the commander - if he accidentally placed a second arms lab and is now out of res, he has to wait a while before he gets that money back, which can be extremely frustrating. It is also frustrating for the aliens, because it does not prevent this behavior and means more often than not the building will disappear without them killing it.

I propose that, instead of the current fix, which annoys everyone, instead the following selling mechanic be implemented

-Buildings will sell in 2 seconds - 2 seconds after you press the button, the building will disappear and you get your res back
-Buildings cannot be sold if they are in an area without power
-Buildings cannot be sold if any of the buildings in their area of the map have taken damage from a human-controlled alien in the last 15 seconds.


What this means:

-Commanders who screw something up are less frustrated and can get their res back quicker
-Aliens who attack a building are rewarded because they are guaranteed the kill unless they are stopped in some other way
-The commander can no longer get "free res" from structures that should otherwise have been killed.
-No more selling an entire base because 1 armory got attacked

Comments

  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->-Buildings cannot be sold if they are in an area without power<!--QuoteEnd--></div><!--QuoteEEnd-->
    this is already implemented, i've seen it in b215.

    furthermore, you only get a portion of your res back, depending on the health of a building (unless they removed this mechanic, but i really don't think so). e.g. an extractor for 10 res which is recycled at 20% health will only give you 10*0.2=2 res back. seems like a good solution to me: recycling something right before it is destroyed will hardly give you anything at all.
  • plausiblesargeplausiblesarge Join Date: 2012-08-02 Member: 154558Members
    <!--quoteo(post=1956940:date=Aug 4 2012, 09:33 PM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Aug 4 2012, 09:33 PM) <a href="index.php?act=findpost&pid=1956940"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this is already implemented, i've seen it in b215.

    furthermore, you only get a portion of your res back, depending on the health of a building (unless they removed this mechanic, but i really don't think so). e.g. an extractor for 10 res which is recycled at 20% health will only give you 10*0.2=2 res back. seems like a good solution to me: recycling something right before it is destroyed will hardly give you anything at all.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I did not know this

    Even if that is true, it is still frustrating to play against. And I am not the only one who thinks this. I can not go a single game without someone complaining about recycling
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    i agree it is a letdown for a skulk to munch on an extractor for like a minute, only to see it disappear around 5% health ( no explosion, no points :/ ). personally, i would not miss recycle i think.
  • plausiblesargeplausiblesarge Join Date: 2012-08-02 Member: 154558Members
    <!--quoteo(post=1956957:date=Aug 4 2012, 09:47 PM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Aug 4 2012, 09:47 PM) <a href="index.php?act=findpost&pid=1956957"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i agree it is a letdown for a skulk to munch on an extractor for like a minute, only to see it disappear around 5% health ( no explosion, no points :/ ). personally, i would not miss recycle i think.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Recycle has legitimate uses. Nuclear Dawn didnt have recycle for a while but it was needed, so they implemented it. My suggestion tries to enforce legitimate uses only and remove the trolling/griefing/abusing factors of it
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    edited August 2012
    The entire point of recycling is to get resources back from lost buildings that are being attacked by aliens, it has been this way since the dawn of time and this is the way it should be.

    The thing with recycling is that you are truly giving up that node/building, when an alien is munching you can bring people to help save it, but once you hit recycle, there is no turning back, it is gone.


    Also I am offended by your inane and ridiculous claim that recycling dying buildings is "abuse" have you <u> EVER PLAYED NS1?? IT IS LITERALLY THE ENTIRE POINT OF THE ABILITY. </u>
  • plausiblesargeplausiblesarge Join Date: 2012-08-02 Member: 154558Members
    unless we have a written statement from an NS dev stating that the entire point of the ability is to cancel out aliens, then I dont believe you. I think it is far more likely that it is infact a case of a broken feature or bug becoming part of the game, the same way that animation cancelling the AWP in counter strike is regarded as a legitimate gameplay strategy, despite clearly being a bug. People said it was designed that way and that it added to the game when valve fixed it.

    So yeah, I call bull######
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    This is why I hate totalbiscuit
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Recycling gives:
    100% hp RT: 8 tres
    80% hp RT: 7 tres
    50% hp RT: 5 tres
    20% hp RT: 2 tres
    1% hp RT: 0 tres


    I don't see an exploit here.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    <!--quoteo(post=1956969:date=Aug 4 2012, 09:21 AM:name=plausiblesarge)--><div class='quotetop'>QUOTE (plausiblesarge @ Aug 4 2012, 09:21 AM) <a href="index.php?act=findpost&pid=1956969"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->unless we have a written statement from an NS dev stating that the entire point of the ability is to cancel out aliens, then I dont believe you. I think it is far more likely that it is infact a case of a broken feature or bug becoming part of the game, the same way that animation cancelling the AWP in counter strike is regarded as a legitimate gameplay strategy, despite clearly being a bug. People said it was designed that way and that it added to the game when valve fixed it.

    So yeah, I call bull######<!--QuoteEnd--></div><!--QuoteEEnd-->


    You for real?
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1956984:date=Aug 4 2012, 07:41 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Aug 4 2012, 07:41 AM) <a href="index.php?act=findpost&pid=1956984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Recycling gives:
    100% hp RT: 8 tres
    80% hp RT: 7 tres
    50% hp RT: 5 tres
    20% hp RT: 2 tres
    1% hp RT: 0 tres


    I don't see an exploit here.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ah really? Nice. I had wondered why my RTs were only give 2 tres when being munched by skulks.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1956991:date=Aug 4 2012, 08:47 AM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Aug 4 2012, 08:47 AM) <a href="index.php?act=findpost&pid=1956991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ah really? Nice. I had wondered why my RTs were only give 2 tres when being munched by skulks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, those are experimental results. I'm sure there is an appropriate formula based on building health that gives an exact amount. I believe Tres and Pres can be decimals, though they don't show up as such.

    I'd guess the formula is something like cost * 0.8 * health percentage = tres recovered.
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->i agree it is a letdown for a skulk to munch on an extractor for like a minute, only to see it disappear around 5% health ( no explosion, no points :/ ).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Are people really playing this game for score accumulation?

    If the letdown is the explosion - fine - but a forced recycle is a victory for the alien. The skulk in that situation should keep two things in mind
    1. The recycle wouldn't have happened but for the skulk's work on the extractor.
    2. The recycle sped up the destruction of the extractor, meaning the skulk can move out and attack new targets, not waste time munching on an extractor.

    If anything I think commanders should be recycling extractors under attack much sooner. Too often they rely on a defense which doesn't materialize, even nano-shielding the extractor to extend the time it can be saved. But in an overall cost-benefit analysis it's probably better to recycle and rebuild rather than waste marines and resources defending an extractor that was probably munched because it was out of the way to begin with.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    Keep it as it is. Recycling is to salvage unneeded structures, but also to get some res back from a lost cause.
  • Firepower01Firepower01 Join Date: 2012-08-03 Member: 154658Members
    <!--quoteo(post=1957025:date=Aug 4 2012, 09:42 AM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Aug 4 2012, 09:42 AM) <a href="index.php?act=findpost&pid=1957025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are people really playing this game for score accumulation?

    If the letdown is the explosion - fine - but a forced recycle is a victory for the alien. The skulk in that situation should keep two things in mind
    1. The recycle wouldn't have happened but for the skulk's work on the extractor.
    2. The recycle sped up the destruction of the extractor, meaning the skulk can move out and attack new targets, not waste time munching on an extractor.

    If anything I think commanders should be recycling extractors under attack much sooner. Too often they rely on a defense which doesn't materialize, even nano-shielding the extractor to extend the time it can be saved. But in an overall cost-benefit analysis it's probably better to recycle and rebuild rather than waste marines and resources defending an extractor that was probably munched because it was out of the way to begin with.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That basically sums it up right there. Plus there's always that small chance that a marine could come and save the day at the last minute. I know I've done that a few times.
  • Mr.GreedyMr.Greedy Join Date: 2012-07-21 Member: 154270Members
    <!--quoteo(post=1957025:date=Aug 4 2012, 05:42 AM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Aug 4 2012, 05:42 AM) <a href="index.php?act=findpost&pid=1957025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are people really playing this game for score accumulation?<!--QuoteEnd--></div><!--QuoteEEnd-->


    lol

    Are u thinking that a score isent a motivation factor? Remove points in a worldchampionship for football, tennis ,whatever and just let them play for "fun" and see what happend :p.
  • plausiblesargeplausiblesarge Join Date: 2012-08-02 Member: 154558Members
    glad to see people actually discussing it now.

    I did not know about the less res for recycling at lower health. I guess thats the issue fixed right there.
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