Simple idea to improve recycling for all players
plausiblesarge
Join Date: 2012-08-02 Member: 154558Members
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
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
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.
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
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
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>
So yeah, I call bull######
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.
So yeah, I call bull######<!--QuoteEnd--></div><!--QuoteEEnd-->
You for real?
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.
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.
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.
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.
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.
I did not know about the less res for recycling at lower health. I guess thats the issue fixed right there.