Tactical Thought For 1.04-2.0

MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
<div class="IPBDescription">how to manage your resources (all 3)</div> In natural selection there are three resources that each plan can be mesured by. These three are manpower, money, and time.

<b>Manpower</b> is one of the more important resource the commander has. Every thing is relative to manpower. You can't build things with out people, you can't take ground with out people. People that don't listen to the commander reduce the amount of manpower he has avalabe, and thus weaken what the commander can do.

<b>Money</b> makes the world go round. Money (or resources) is the second most important resource. With out money you can't build or support your troops. There are two things to take into account when factoring money into a tactic. What is your income vrs useage. And if you have a stock pile.

<b>Time</b> is the last resoure. Unlike the others, time is constant. However, every action requires time to do it. The more time you have, the better prepared you will be to defend against what is comming.

Ok, so now that I have outlined the three resources, I'll state some simple conversions.

<b>Time = Money</b> This is simple, it meens that if you don't spend money and instead wait, you will have more money then before. For example, lets say you have enough money to buy two hmgs. But instead you wait for a minute until you have enough money to buy three hmgs.

<b>People = Time + Money</b> A prime example of this is when defending an area you can do one of two things. One, tell a few people to stand there and defend it. Or two, have a few people spend a few seconds building a turret factory and turrets there.

<b>Money = People</b> Like the other resources, eachone can affect the other. By spending money you can increase what you people can do. This meens buying them upgrades, or big guns.

<b>Attack/Defence and Map control</b>
In NS, like all other tactical games, you must strike a ballence between attacking and defending. Each is just as important as the other, yet at differnt times in the game, one can be more important then the other. In general, if you don't have map control you need to expand. If you do have map control you should work on defending what you have.
What I meen by "map control" is that if you were to stop all expansion, and the other team expanded to take all other resource nodes/hives on the map, and you could still tech faster then them, you have map control.

<b>Examples of map control:</b>
-Marines have 2 hives.
This is your standard 2 hive lock down plan from 1.04. In this plan marines don't even need to go for resource nodes, just emty hive rooms. In 2.0 this plan will still limit aliens, but will not be anywhere nearly as powerful as before.
-Marines have 1 hive and at least half the maps resource nodes.
This plan was not done very often in 1.04, but will become the common plan in 2.0. As long as the aliens are kept from the very top of their tech tree (hive 3) the marines will be able to fight them with the top of their tech tree (jetpacks/hev armor). If the marines are able to replace their losses faster then the aliens, because they have a magority of the res nodes under their control then they will eventualy win.

At the very start of the game, neither team has map control, so both are forced to take an agressive expantionist plan. However, in the mid game, all the resource nodes will become taped, and it will become clear who has map control. The team that doesn't have map control will be forced to attack their oponent (or fall even father behind in the tech race). Since defenders have the advantage, once the behind team attacks, they will probably lose (due to turrets and faster re-enfocement times for the defenders). After the attackers lose, they will be open to a counter attack, since all of their expensive units (fades/onos) were most likely killed durring the failed attack. If you are able to get map control durring the start of the game, it would be a good idea in the mid game to change to a mostly defensive plan so that you can force the other team's hand, or make them fall even farther behind you.

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