Electrified Nodes In 1.1p

MadFunkMadFunk Join Date: 2002-11-16 Member: 8986Members, Constellation
edited June 2003 in NS General Discussion
<div class="IPBDescription">A possible solution.</div> I am obviously not a playtester, but from what I've read in the Beta Discussion Forum several PTs are unhappy with the increased damage Electrified Resource Nodes do to the Kharaa. An idea came to me: Perhaps nodes could act like Turret Factories. They could support standard turrets but not Siege Cannons but would have their electric damage reverted back to what it was in the previous build.

Comments? Suggestions?

Comments

  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I don't understand your post. Exactly how should electrified resource towers be changed?
  • 0blique0blique Join Date: 2003-05-18 Member: 16477Members
    I think he's saying that an upgraded res node would be like an upgraded TF, so it could support both turrets and shoot electricity at the same time. However, the electrical damage would be lower.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    Could work, but I think it might take away from the "feel" of the game. There again res for kills does that so why not <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.

    Personally I don't like the idea of lvl 1 aliens being able to take out rt's. Remember the marines can't take out many alien rt's because of the hive sight and any good player will respond almost instantly to that, unless they are otherwise occupied.

    Therefore the marines should have something to stop aliens from taking out their res towers at the early stages of the game.
  • MadFunkMadFunk Join Date: 2002-11-16 Member: 8986Members, Constellation
    edited June 2003
    Okay, to clarify. The node idea I have in mind works like this: Electrified Resource Towers would have their damage reverted back to what it was, but to compensate, the Standard and Electrified version of the Tower would be able support basic Turrets, like a standard Turret Factory.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Turrets for an elec rt? I don't like that idea. Electrifying an rt costs the same amount as a tf (right?), and it would function as a tf and be electrified.
  • MadFunkMadFunk Join Date: 2002-11-16 Member: 8986Members, Constellation
    Both standard and electrified RTs would have this ability. If I'm commanding and I want to defend my node, I can electrify it. If I really want to defend it I would have had to have placed a Turret Factory before I could turret it up. With this the cost of the Turret Factory is removed while preventing Siege cheese around RTs.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    goodie.

    electrafied rt, AND turrets. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • 0blique0blique Join Date: 2003-05-18 Member: 16477Members
    I don't really like this: I'm thinking that if this was implemented, there would really be no need to pay for a TF, unless you wanted to siege. As well, this would probably encourage turret spamming, as most commanders would be much more inclined to put turrets around all the res nodes, as they no longer have to invest in a fairly useless TF.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    So the rt functions as a tf, and it is <i>cheaper</i>? Way too many turrets from that.
  • MadFunkMadFunk Join Date: 2002-11-16 Member: 8986Members, Constellation
    edited June 2003
    First off, nodes would <i>not</i> replace turret factories. Remember, there are only so many nodes on a map.
    Second, this is an idea. Perhaps the range at which turrets could be placed around a node would be smaller, perhaps a node could only support 3 or 4.

    Come on people, make suggestions, don't just till me how terrible an idea it is. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • 0blique0blique Join Date: 2003-05-18 Member: 16477Members
    But most of the key areas of the maps are around or near nodes, like marine start, hives, double nodes. There might be a few areas which don't have nodes, but those are usually used as seige locations.

    Your suggestion is not really all that bad- it's an interesting solution to the problem. It's just that in this particular case, the roles of nodes and TF need to be seperate.
  • HellSpawnHellSpawn Join Date: 2003-05-17 Member: 16415Members
    i really like this idea..and 3-4 turets sounds about right..but NOO seige canons..otherwise tf wil become a lil less useful
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I just think this would mean turret factories only being used for sieges. There are very few areas on the map that are important that don't have a res nozzle. You go to an area because it has res, or because it has a hive (with a res nozzle in it, usually, and I won't even bring up hives without res nozzles here, I don't like that part of map design), or because it is marine start (again, with a res nozzle). If there is an important area without res, it is because you actually have to move through frequently, which makes a phase gate appropriate. A phase gate with mines and constant marine use should not go down unless the aliens are overwhelming the marines there, in which case the turret factory would not have helped.

    In short, while your suggestion is well thought out, it would result in turret factories only being used for sieging, and I believe that is a bad thing.
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    edited June 2003
    I'm sorry, but from the title I thought that the resource nodes where you place Resource Towers on top would be electrified...so explain the topic to me?
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--SinSpawn+Jun 8 2003, 04:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SinSpawn @ Jun 8 2003, 04:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm sorry, but from the title I thought that the resource nodes where you place Resource Towers on top would be electrified...so explain the topic to me? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Basically, marines can upgrade an rt so it is electrified, which makes it do some damage to a certain number of nearby aliens (currently 30 damage for up to 3 targets, not sure on the rate). Some people think that the damage is too much, so MadFunk was proposing to reduce the damage and also make it so turrets could be built by the rt, regardless of whether or not it was electrified.
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