Triple Rp Point

G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
<div class="IPBDescription">ns_excession tripple rp but runs out..</div> I was thinking of giving the marines a triple rp they can take a hold of early in the game. I am considering limiting num_resources property so that after a while the resources run out. Hopefully this should give the marines enough time to build their base and get developing but then abruptly force them deep into the dark, damp, terrifying infested half of the map (half of it is infested...corridors and all) in order to appropriate the resources they will need to buy all that ha etc - a war against time if you will..

Is this something which the ns developers will allow in an ns map or do all rps have to be permenant?

Thank you

G0rebash

Comments

  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    edited February 2003
    All rps are currently permanent, so you shouldn't place a triple rp near marines...
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited February 2003
    teach your marines to place cheap mines.
    there is nothing against a tripple res as long as the map keeps ballanced if its possible.
    but ressources are permanent.
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    hehe yer on the servers i play on theyve started running towards an rp, drawing a circl of poxy mines around it, then building the rp and running off....no guns nothing...jsut mines lol

    still I think I would give the marines a boost early in the game. i am giving the aliens an equally valuable advantage which I have explained in the other thread

    Obvioulsy if permenant rts is the law I will stick to the law but If I can improve gameplay with inventive ideas I will do - within the set constraints.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    dont give the marines a triple res they alreay can tech very fast with just 3 res nodes. Dont make it super easy on them.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Yeah I have found this a problem on ns>europa, and whilst I LOVE the map putting the duel res right next to the marine start with no barriers has caused some issues. Tripple res for marines is nasty, because they can place them virtually from the start and get a lot of benefit from them, and even if they run out they can recycle the mines and get something back. Whereas the aliens really need the long term investment, not a once off, as early game the gorges will still be struggling for res and if they cap those first and they run out, the game quickly stagnates on the alien side for lack of res. I like the idea of tripple res points but make them equally attainable for both sides. I think placing them right near both start locations is unbalancing towards the marines. Middle of the map however...
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    edited February 2003
    well the on my map the multiple res room is very close to the marine start. Unfortunately for the marines the only way to get to it will be to use a large, slow to start, slow to move, freight elevator (will take around 15s to get from the bottom to top. This will allow the marines to get to the double rp quickly initially but they will find it much harder to bring in fresh reinforcements if things go pear shaped, unless they are considerate by sending the lift back down after they go up and waiting for their teamates to hop on before they go up - emphisising teamplay and rewarding it. Its far enough from any hives though that the aliens will never be able to get a strangle hold with gorges building chambers unless one of the following things occurs:

    - the marines are just plain morons who havent a clue
    - the aliens are incredibly skilled and send all their skulks very quickly to the double rp in massed waves from multiple angles
    - the marines refuse to obay the coms orders and go elsewhere
    - the marines are repeatedly inconsiderate of each other when using the elevator

    Only under exceptional circumstances where the teams are grossly unmatched will teh aliens capture the double rp. Normally the aliens will simple be able to harrass the marines as they build wreaking havoc and leading to some extremely fun gameplay (hopefully)

    Also this gives me the advantage that I can fine tune the gameplay in playtests by altering the speed of the elevator ;D

    Either way it makes for great combat...
  • Green_MeatGreen_Meat Join Date: 2002-11-06 Member: 7331Members
    This sounds similar to the map that I am producing. I have placed an additional RP in the marine start. I'm thinking about making it so that it must be unwelded to make it available, so that the commander must pay for a welder to gain the extra resource. What do ya think?

    GSH
  • G0rebashG0rebash Join Date: 2003-02-05 Member: 13153Members
    Sounds good. could be interesting if you can make the pannel re-weldable afterwards so that the marine can seal himself in as he works. Also maybe force the marine with the welder to crawl along some vents before he gets the candy - maybe a grid of vents so any skulks who hear him can circle round behind him and bite him in the **** instead of just getting shot in the face ;D
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Yeah, a weldable res point at marines start would be a nice touch, make sure it doesn't unbalance the game (give the aliens something) because that welder can be useful for other things too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Would also give the marines an incentive to hold their start point.
  • JedediahJedediah Join Date: 2003-01-27 Member: 12847Members
    It seems to me that the biggest problem with gameplay overall right now is that speed is rewarded over patience. The rush strategies always beat the slow defensive strategies and generally the only way to counter them is with a faster rush strategy. The result is that, as people become more adept at the game, they are getting shorter and shorter. The vast majority of clan scrims are over before the second hive gets built.

    It's a shame that mappers can't control the quantity of res nodes because that would make it very easy to adjust the gameplay of individual maps.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    You should make 2 double node rooms instead.
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