2 Minute Res Delay On Nodes
TickTock
Join Date: 2002-05-13 Member: 608Members
<div class="IPBDescription">Non-intuitive?</div> Right now in beta you have to wait 2 minutes to get res from a node after building it. This seems terribly strange to me, as you've already finished the structure... but it's not working? I still support the reasoning behind it though. To make it feel more right, perhaps disable gorge's ability to help build resnodes(as if they were a hive), and give it a 2 minute timer for it's build ring to complete. The same could be said for the marine resnode. Don't allow marines to help construct it, but give it a 2 minute auto-build time. Not only would this feel right, but both players and the commander could see how much longer the node has 'til completion. Also, on the beta boards, the view that a node should only be electrifiable once it is giving res has been expressed. This system would account for that automatically.
Comments
but if the cmo does that it would be easy for some <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> or a <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> to take them down b/c they lack defens if the node haven't been electrified..
And if you're looking for a logical reason why they need to build, and then need time to start putting out RP... just think of how much mass an RT contains. Certainly a lot of that is occupied by nano-sludge. Maybe the RTs need to fill themselves with the sludge before they can properly start processing it, after they've been built and are operational.
Though I agree with needing to have the node built (and possibly giving res) before it can be electrified, due to some portions of current gameplay dynamics.
Also, if it takes 2 minutes to finish, the build ring indicator becomes a source of visual feedback.
They're made like this as:
1) Currently, every Alien can go Gorge and drop an RT with starting res. At once.
2) Marine RTs are extremely difficult to take down once they're in place.
3) Build times for BOTH sides are still in place to hamper RT rushing. It's still a tactic, but not one that will become the *only* tactic, as had been with elec in place and the instant-res-upon-build of 1.04
And honestly... the Marine team is about teamwork. Doesn't seem very team-y for a Comm to just drop one, have a single Marine go and tap it (if that) and have it bring itself up. No real risk. No real devotion to an area. Which is one thing that's happening... it's no longer rush-rush-rush. You expand. Instant charging and expecting to win woks a lot less. Gaining ground, instead, is a more assured way to see victory.
It's a change in tactics, is all. Besides, you'll get more res defending that new node from attackers trying to kill it before it comes up fully than you would from it alone, if it gave res instantly. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I'm saying...
- Comm drops RT
- Marine must +use it once.
- It THEN begins building over the course of the next 2 minutes. Once it's physically finished building, it supplies res as usual and can electrify as normal.
At the very least, the model doesn't start it's harvesting animation and sounds until it's active, and of course you won't see the +1 resource messages until it's active.
two minutes sounds like an awful long time, but i am not a PT, i can only hope its changed to one minute <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
On another note will marines get anyway to find out a RT is under attack? apart from the comm screaming down the mic at em. Maybe a mark on the minimap or summit to say its under attack would be nice.
Soz if these have been covered.