How Is The Res System For 2.0 Working Out?

MeatMeat Join Date: 2003-06-10 Member: 17200Members
<div class="IPBDescription">Is it nearly balanced?</div> After reading all the changelogs and keeping track of the threads about "resources" in the beta forum, I think balancing the resource model is one of the biggest priorities for the playtesters and developers. For instance, could somebody tell me why there is a delay for resources to start flowing from a completed node? Is the delay only from the beginning of the game, or every time you build a node?

Am I the only one who thinks a delay would be counter-intuitive, and slow down the game?

If you want progress for each side to be more linear, why don't you make it so only one res node can be built at a time? Is that what the goal is? I guess I just don't understand the reasoning.

I also really like "res-for-kills." Although this can inflate the resource pools of either team in the early game, I really like the idea of it... Although I still think vanilla marines and unupgraded skulks shouldn't award any resources (early game balance... res for kills won't kick in until the other marine/alien has upgraded maybe?). I'm also one of those people who believes that skulks shouldn't be afraid to die, because they have an ATTACK WHICH BLOWS THEMSELVES UP, FOR GOODNESS SAKES.
I know this has been suggested a million times, but I still haven't seen it implemented. Would a build with a res system of:
<ul>
<li>No time delay on the nodes
<li>No res-for-killing an unupgraded skulk/lvl 0 LMG marine
<li>Increasing chance of getting more res for higer lifeform/higher level/better equipped marine
<li>and POSSIBLY giving a random gorge half of your res earned when you make a kill. (Not much, but helpful)
</ul>
Be feasible? And if not, why not? There may be even more good points then imagined, like adding depth by choosing to upgrade and possibly give them resources, or choosing to save and spend the cash on something else.
This will also help bring back the comeback. Why? Because if one team has almost killed the other, that means the "losing" side won't have as many upgrades, therefore it won't give the other team resources for killing them. That means the "winning" team gets slowed a little bit, while the losing team can hypothetically plop down a couple nodes, save up, and be back in the game, kinda like 1.04. FURTHERMORE, the losing team will get resources for infrequently killing that higher lifeform/equipped marine, bringing them back.
You may have noticed the lack of numbers in this post, because I don't want to throw around figures like "an onos is worth 7 points" or something. I think the specifics need to be determined. But I still think this resource system is at least worth a shot.
Questions, comments, punch and pie?

Comments

  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Seems to be working at near perfect. Resources for kills works surprisingly well, as it allows for the viability of "mining" the other teams to substitute for slow res income. Meaning, if you play as an offensive player, when you guys are having a hard time with resources, you're earning resources to evolve to greater lifeforms. This helps your team greatly when you're having trouble, as it allows greater protection and flexibility to get back on their feet.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    from what im reading it sounds like its good and all the PT's and Vet's have no complaints so thats a good sign <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MeatMeat Join Date: 2003-06-10 Member: 17200Members
    True, there are no complaints about the res system, but there are complaints about the quality and duration of the games, which is directly proportional to the res system.
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