A good power node idea / change
Salt
Join Date: 2012-11-21 Member: 172766Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
Before i start, and i feel the need to say that i'm tired of the whole issue and people making weird ass suggestions as to what to do with power nodes. Remove then, or not.
I have a simple yet effective solution, that with only little tweaking would be fairly interesting as a mechanic, and i think balance just a little more than just the power node issues.
Basically the idea is this:
Strip power nodes of their 'shutdown everything in the area' function. Everything will still work.
Keep the lights on/off mechanic.
All power nodes in the map, functions as a 'power gauge' function.
So lets say on refinery, there are 13 power nodes in total. It's wise to hard-limit the 'power gauge' maximum to 75% of the total power nodes in the map as 100% 'power'.
So that brings us to just 10 power nodes. In this case that would mean capturing each power node gains your team 10% in the 'power gauge'
The 'power gauge' effectively decides how 'functional' your buildings are, IP's would spawn slower/faster, Armory's heal slower / give armor slower.
It can affect a lot of things, How fast the commander can place med-packs and ammo packs, changing build / research times, Or even how fast arcs can fire? i'll let the specifics be defined by UWE themselves.
What does this entail really?
Marines can easily hold a good half of the map in power nodes. and this is more or less an issue of 'tweaking' the values. But at that rate everything operates at a good 100% effectiveness.
But then as you close in on the alien hive, the values run up to 150/170% effectiveness.
Allowing faster spawns, faster research/build times.
it would make aliens spreading out to hit multiple powernode places at the same time a lot more effective.
It would make stale places with no res-nodes in maps like refinery at (for example) exchange and routing more attractive to attack / defend.
But this also prevents the marine team's ability to have super long turtle games, while they're only just on 1 or maybe two powernodes.
But it certainly doesn't end the game if that power node is down from a quick rush.
Having no power nodes would make things function at 50% effectiveness from as they are now. Maybe if you have no power nodes, the armor of every building also disappears? there's a lot that can be done with this.
Lower spawns allows for faster cleanup, etc.
It will need a lot of number balancing and play testing. but i think this is a pretty good idea.
I'll try give this some more thought and see if i can think up some more mechanics or improvements, let me know if you guys like this or not.
I have a simple yet effective solution, that with only little tweaking would be fairly interesting as a mechanic, and i think balance just a little more than just the power node issues.
Basically the idea is this:
Strip power nodes of their 'shutdown everything in the area' function. Everything will still work.
Keep the lights on/off mechanic.
All power nodes in the map, functions as a 'power gauge' function.
So lets say on refinery, there are 13 power nodes in total. It's wise to hard-limit the 'power gauge' maximum to 75% of the total power nodes in the map as 100% 'power'.
So that brings us to just 10 power nodes. In this case that would mean capturing each power node gains your team 10% in the 'power gauge'
The 'power gauge' effectively decides how 'functional' your buildings are, IP's would spawn slower/faster, Armory's heal slower / give armor slower.
It can affect a lot of things, How fast the commander can place med-packs and ammo packs, changing build / research times, Or even how fast arcs can fire? i'll let the specifics be defined by UWE themselves.
What does this entail really?
Marines can easily hold a good half of the map in power nodes. and this is more or less an issue of 'tweaking' the values. But at that rate everything operates at a good 100% effectiveness.
But then as you close in on the alien hive, the values run up to 150/170% effectiveness.
Allowing faster spawns, faster research/build times.
it would make aliens spreading out to hit multiple powernode places at the same time a lot more effective.
It would make stale places with no res-nodes in maps like refinery at (for example) exchange and routing more attractive to attack / defend.
But this also prevents the marine team's ability to have super long turtle games, while they're only just on 1 or maybe two powernodes.
But it certainly doesn't end the game if that power node is down from a quick rush.
Having no power nodes would make things function at 50% effectiveness from as they are now. Maybe if you have no power nodes, the armor of every building also disappears? there's a lot that can be done with this.
Lower spawns allows for faster cleanup, etc.
It will need a lot of number balancing and play testing. but i think this is a pretty good idea.
I'll try give this some more thought and see if i can think up some more mechanics or improvements, let me know if you guys like this or not.
Comments
I would like to see it tried though.
So say a room gives a power output of X. you Need Y power a structure. Then if you place too many structures and don't have enough nodes then the efficiency goes down rather than a base increase in efficiency with more power nodes. This way Marines could cram their one base with everything and try to hold out but on one node you maybe be able to support 1 infantry portal, an armour and an obs and (Command stations not being part of this as they draw power from the tech point.
So imho its too much work to be worth it