[Mod] [TRS] Experimental Balance [Changed]

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Comments

  • cpt000cpt000 Join Date: 2013-08-28 Member: 187152Members
    What about modifying the resource collection rate depending on the number of harvesters you capture? So initially it starts out high: 1 node = 16 res/minute. 2 nodes = 14 res/minute. 3 nodes = 12 res a minute. If you get up to 6 or more, then it goes down to 9 res/minute. There's still an incentive to capture nodes, but this mod allows struggling players to still get by.
  • catolmcatolm Norway Join Date: 2013-10-31 Member: 188909Members, Reinforced - Silver
    edited November 2013
    @cpt000

    This has "kinda" been talked about in another thread. The reason why I say kinda here is not exactly this solution, but some have suggested it. The other thread is about decreasing Start PRES from 20 to 15/16. It is not as forgiving towards struggeling players as your suggestion, but it gives them a longer early-game time which can be helpfull for them. What do you think about this suggestion?

    Personally I feel like early-game should last longer, but I do like the RT's to give res as quickly as they do. They often get struck down so quickly that it is important for them to live long enough to actually be worth spending the res on it. (For instance if it gives you just 15 res before someone destroys it, it's not worth using the 10 res to maybe build it). I wonder what the rest has to say about this issue.

    Cheers. Chariot
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    I like the idea
    cpt000 wrote: »
    What about modifying the resource collection rate depending on the number of harvesters you capture? So initially it starts out high: 1 node = 16 res/minute. 2 nodes = 14 res/minute. 3 nodes = 12 res a minute. If you get up to 6 or more, then it goes down to 9 res/minute. There's still an incentive to capture nodes, but this mod allows struggling players to still get by.

    This is per node right?

    If it is, having diminishing return on res nodes might be something worth trying out.

    It will still allow the team with the most map control to have a distinct advantage, while increasing the comeback potential of the losing team. It also would not mess with things like fast lerk too much since starting res can remain unaffected.

    This might also make things a bit more forgiving when a wepon/lifeform is lost as with only 2-3 nodes, a player could still have decent income (but not as much as the team with more nodes)

    ofc, I didn't actually calculate any real timings or res per min for any ammount of nodes, but I think it would be worth experimenting with.
  • catolmcatolm Norway Join Date: 2013-10-31 Member: 188909Members, Reinforced - Silver
    Hmm, this sounds more interesting now that it has been explained a little bit. I will see how the discussion about this (the res function) go in the next days. Right now I am uploading the update to the jetpacks, since I cannot do that the next three days as I've got a compiler to finish before the 4th. After that however I will see about this res function thing if it has been discussed more.

    Cheers. Chariot
  • MazzaMazza Join Date: 2010-11-22 Member: 75194Members, Reinforced - Onos
    IDEA:
    Add 1 new chamber upgrade to each hive upgrade to give more variety in selecting upgrades - Having just 2 upgrades from each chamber is really dull...

    Crag Hive: Acidic Eruption
    Alien bodies will erupt into an acidic ball when killed (excludes xenocide). Damage is calculated by the percentage of the sum of the hit points recieved from the last second of it's life.
    3%, 5% and 9% will be provided respectively for the number of shells.

    Shift Hive: Enhanced Movement (Better name required)
    Each individual movement abilitiy for the aliens are passively increased for each spur
    Skulks Leap - Could possibly have longer/faster accereration
    Gorge Bellyside - Higher accerleation / Does damage to marines on impact
    Lerk Fly - Reduce energy required for each wing flap
    Fade Blink - ?? (Reducing energy isn't very good as we'll just have pre 249 build fades again)
    Onos Charge - Does extra damage to anything it collides (including structures so it can be used to charge through clog walls ;) )

    Shade Hive: Focus (Just like NS1)
    Increase the damage output for the primary attack for all the aliens but sacrifices attack speed.

    Just throwing out ideas that would be nice to 'experiment' with for this mod.
  • CyberKunCyberKun Join Date: 2013-02-02 Member: 182733Members, Reinforced - Shadow
    Random ideas are pointless. What should happen is problems should be found, and then ideas can be made to fix them.

    Just randomly adding thing adds nothing to the game but complexity.
  • shriikeshriike Join Date: 2013-03-27 Member: 184461Members
    Mazza wrote: »
    IDEA:
    Add 1 new chamber upgrade to each hive upgrade to give more variety in selecting upgrades - Having just 2 upgrades from each chamber is really dull...

    Crag Hive: Acidic Eruption
    Alien bodies will erupt into an acidic ball when killed (excludes xenocide). Damage is calculated by the percentage of the sum of the hit points recieved from the last second of it's life.
    3%, 5% and 9% will be provided respectively for the number of shells.

    Shift Hive: Enhanced Movement (Better name required)
    Each individual movement abilitiy for the aliens are passively increased for each spur
    Skulks Leap - Could possibly have longer/faster accereration
    Gorge Bellyside - Higher accerleation / Does damage to marines on impact
    Lerk Fly - Reduce energy required for each wing flap
    Fade Blink - ?? (Reducing energy isn't very good as we'll just have pre 249 build fades again)
    Onos Charge - Does extra damage to anything it collides (including structures so it can be used to charge through clog walls ;) )

    Shade Hive: Focus (Just like NS1)
    Increase the damage output for the primary attack for all the aliens but sacrifices attack speed.

    Just throwing out ideas that would be nice to 'experiment' with for this mod.
    Being able to charge an onos through a clog wall +1
  • cpt000cpt000 Join Date: 2013-08-28 Member: 187152Members
    Exactly, the res flow would be modified per node with decreasing returns as more res nodes are added. I believe the current rate per extractor is 10 res/minute.

    I would set the res flow as follows:

    1-2 res nodes: 16/minute (max: 32)
    3 res nodes: 14/minute (max: 42)
    4-5 res nodes: 11/minute (max: 55)
    6+: 10/minute

    This would allow struggling teams (either side) to have some breathing room. A winning team (6+ nodes) would be impacted by a node missing but the same node would be critical for a losing team. This would reduce turtles since the losing team has more incentive to push out. It would draw out matches though.
  • catolmcatolm Norway Join Date: 2013-10-31 Member: 188909Members, Reinforced - Silver
    After some thought about it, I do support the notion of this non-linear res-system.

    Cheers. Chariot
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    edited December 2013
    cpt000 wrote: »
    Exactly, the res flow would be modified per node with decreasing returns as more res nodes are added. I believe the current rate per extractor is 10 res/minute.

    I would set the res flow as follows:

    1-2 res nodes: 16/minute (max: 32)
    3 res nodes: 14/minute (max: 42)
    4-5 res nodes: 11/minute (max: 55)
    6+: 10/minute

    This would allow struggling teams (either side) to have some breathing room. A winning team (6+ nodes) would be impacted by a node missing but the same node would be critical for a losing team. This would reduce turtles since the losing team has more incentive to push out. It would draw out matches though.

    Good idea! Now all we need to do is figure out the exact amount for every res node. The way it should be is that 3-4 is sort of like the "mininum" where if you had less you rly wouldn't be going anywhere in terms of res. and 5 would be optimal income.
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