Compromise for power status at game start

ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
edited November 2012 in Ideas and Suggestions
A lot of people would like it if the power was down in all rooms at the start of a game, and while this would definitely add to the atmosphere of the game, it wouldn't be entirely fair to marines at all. So maybe we can make a compromise, between the advantages to the aliens in a room where the power is off, and the advantage to marines where the power is already on.

So how about this:
Since most maps are somewhat symmetrical in their layout, or can at least be equally divided into two, how about all the power nodes closest to marine spawn start built, with the lights powered on, while all the power nodes on the other half of the map, closest to alien spawn, start destroyed, with lights off.

Thoughts?

Comments

  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    <!--quoteo(post=2030466:date=Nov 21 2012, 07:56 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Nov 21 2012, 07:56 AM) <a href="index.php?act=findpost&pid=2030466"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A lot of people would like it if the power was down in all rooms at the start of a game, and while this would definitely add to the atmosphere of the game, it wouldn't be entirely fair to marines at all. So maybe we can make a compromise, between the advantages to the aliens in a room where the power is off, and the advantage to marines where the power is already on.

    <i>How would it not be fair? since powernodes when they are first dropped build insanely fast there is no real downside and gives you incentive to use your flashlight more and hey it might give skulks better hiding spots in the shadows god knows they need it</i>

    So how about this:
    Since most maps are somewhat symmetrical in their layout, or can at least be equally divided into two, how about all the power nodes closest to marine spawn start built, with the lights powered on, while all the power nodes on the other half of the map, closest to alien spawn, start destroyed, with lights off.
    Thoughts?

    <i>As long as the lights are shown off on the map until scouted otherwise it would be far to easy to pinpoint where the main cc/hive is</i><!--QuoteEnd--></div><!--QuoteEEnd-->
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    Knowing where the hive is is a good point. If the commander couldn't see, but marines obviously could, they would know in advance where the hive was by the time they were 2 or 3 rooms away. Is this acceptable? It would be quite atmospheric to start journeying into the unpowered reaches.
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    <!--quoteo(post=2030504:date=Nov 21 2012, 08:16 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Nov 21 2012, 08:16 AM) <a href="index.php?act=findpost&pid=2030504"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Knowing where the hive is is a good point. If the commander couldn't see, but marines obviously could, they would know in advance where the hive was by the time they were 2 or 3 rooms away. Is this acceptable? It would be quite atmospheric to start journeying into the unpowered reaches.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's all about scouting in sc2 you don't know where your enemy spawns until your scout their base (unless you're a top teir player who knows the map layout) and I still think the map should be dark by default or backup lighting
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