A solution for the alien-spawn-problem an bigger servers.
_Necro_
Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
<div class="IPBDescription">beside going always shift hive first.</div>Because it may not be seen in the other thread a few days ago:
On bigger servers aliens get egg-locked very fast. While some mechanic exists, that increases the spawn rate of eggs when more players are in the team, I think there is another thing that can be done. It will not change any existing game mechanic, but will be a solution that decreases the importance of the two strategies: "early second hive" or "early shift hive" in this cases.
<b>Instead of having the active abilities of shifts to create eggs, give this ability to every hive. (Price: 1Tres remains) While the marines invest 15res one time to get another IP, the alien com needs to drop eggs if needed, over the whole match. The shifts active ability changes to "Teleport eggs to shift". (The eggs will be teleported from a hive to the shift. Price: 1TRes) So its viability for creating preferred forward-spawns isn't lost.
To keep the option for marines to kill all eggs in a hive, the ability of spawning eggs around a hive could only be activate-able when no marine is in the perimeter of the hive.</b>
Pros:<ul><li>alien spawn system scales better to bigger games.</li><li>shift hive first together with early second hive strategies getting less mandatory.</li><li>egg locking by aggressive skulk play isn't an instant-loss, but costs team res.</li><li>egg locking while rushing a hive remains possible.</li><li>the ability of placing forward shifts to get aliens a spawner near the action remains.</li><li>the ability of teleporting eggs fits the shift better than respawning eggs.</li></ul>
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->On complete other news: What would be, if the long-demanded focus-upgrade wouldn't do double damage with half attack-speed, but would change the damage of the primary alien weapon from normal to heavy? (Heavy treats every armor point as 1 health while normal treats it as 2.) 4 Bites for Armor-level 3. This upgrade would give skulks the ability to 2-bite marines until armor-level 2 and would need a attack-speed reduction too for balance. (Also effective against exos.) It also would need to be in the craig-tech-tree, so you need to decide between more damage or more surviving.<!--sizec--></span><!--/sizec-->
On bigger servers aliens get egg-locked very fast. While some mechanic exists, that increases the spawn rate of eggs when more players are in the team, I think there is another thing that can be done. It will not change any existing game mechanic, but will be a solution that decreases the importance of the two strategies: "early second hive" or "early shift hive" in this cases.
<b>Instead of having the active abilities of shifts to create eggs, give this ability to every hive. (Price: 1Tres remains) While the marines invest 15res one time to get another IP, the alien com needs to drop eggs if needed, over the whole match. The shifts active ability changes to "Teleport eggs to shift". (The eggs will be teleported from a hive to the shift. Price: 1TRes) So its viability for creating preferred forward-spawns isn't lost.
To keep the option for marines to kill all eggs in a hive, the ability of spawning eggs around a hive could only be activate-able when no marine is in the perimeter of the hive.</b>
Pros:<ul><li>alien spawn system scales better to bigger games.</li><li>shift hive first together with early second hive strategies getting less mandatory.</li><li>egg locking by aggressive skulk play isn't an instant-loss, but costs team res.</li><li>egg locking while rushing a hive remains possible.</li><li>the ability of placing forward shifts to get aliens a spawner near the action remains.</li><li>the ability of teleporting eggs fits the shift better than respawning eggs.</li></ul>
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->On complete other news: What would be, if the long-demanded focus-upgrade wouldn't do double damage with half attack-speed, but would change the damage of the primary alien weapon from normal to heavy? (Heavy treats every armor point as 1 health while normal treats it as 2.) 4 Bites for Armor-level 3. This upgrade would give skulks the ability to 2-bite marines until armor-level 2 and would need a attack-speed reduction too for balance. (Also effective against exos.) It also would need to be in the craig-tech-tree, so you need to decide between more damage or more surviving.<!--sizec--></span><!--/sizec-->
Comments
I actually never notice an egg lock problem any worse on a 24 slot server than I do on a 12 slot server.
I played a game today in which we were egg locked from skulk death and 5+ marines rushed our <i>*only*</i> hive. Everybody thought it was over when the comm ninja dropped a shift in the room and spammed eggs so that the team of 11 could spawn all at once. We saved the hive and ended up winning the game. This only becomes a problem when you have only one hive. With two, you spawn eggs at the other, shift them over and everything's fine. When on only one hive, losing that ability to spawn eggs, even on a shift, <b><i>actually makes egg lock worse</i></b>. I do agree that the aliens should be able to be egg locked, so we have a problem on our hands.
I think 1 res per egg is too expensive though...perhapss 1 res for 3-5 egg clusters...after all if your dropping them marines are likely shooting them...aliens already spend enough res on cysts...this could simply cripple the side further.
We didn't have a faster spawn rate than when I've played on a 12 slot server.
I was lucky enough to spawn as my egg was out of sight of marine, jumped into hive, upgraded to shift and cysted away from spawn to build a shift.
We actually ended up winning that game too.
Marine team often needs to drop more IPs on big servers
Why should aliens get their boost for free?
I also think that if your team is smart and isn't running into die constantly <i>(actually camping vents, cielings, etc)</i> you don't need a shift
Again:
<b>Every hive gets the ability to spawn an egg for 1 tres.
The shift ability is changed to "Teleport egg from hive to shift". instead of creating eggs. (also 1 tres)
Hives with marines nearby can not spawn additional eggs.</b>