Game Balance (Scaling)

CodeCowboyCodeCowboy Join Date: 2012-09-21 Member: 160235Members
<div class="IPBDescription">A 16 player server is very different than a 24...</div>It has been my experience that the larger population games are a SIGNIFICANTLY different feel and strategy than smaller ones.

Examples:

Khamander MUST go Shift Hive first. Because without building a shift, there are NEVER enough eggs.

The Khammander must then expand very slowly because so much res is being used up on extra eggs.

ANY hallway becomes a killing field with marines in a solid position to hold it in numbers (because there are so many marines to go around)

Any thoughts toward having some auto-balance elements in the game for scaling? ie, eggs spawn at one rate with 8 players and at a 50% higher rate with 12. Maybe something similar for the marines? 50% faster reconstruction?

Lerks become practically useless because any entrance into a room full of 8 marines is begging for death, no matter the amount of dodging that is done, similar for fades.

Other issues? Thoughts?

Comments

  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=124790" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=124790</a>
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