Suggestion: Resources In Combat.
Gizmo
Join Date: 2002-12-15 Member: 10853Members
My suggestion:
Every kill will earn that player resources (which would go in an individual "bank account") with which that player could "buy" things (On either side).
Examples:
Marines: They could buy buildings (turrets, ip's, phase gates, obs and armories)
or weapons which they would drop upon death (hmg's, gl's, shotties, mines, grenades, welders)
or one time use support items (Healthpacks, cat packs, ammo packs, scan, distress beacon)
Aliens: They could buy a higher life form which would be lost upon death
or chamber upgrades only until death
or buy buildings(chambers)
or upper hive abilities only until death
or an "egg" which would spawn a dead(or reinforcing) ally.
Benefits:
My suggestion could help those long co games where both sides are all level 10 and are havng a tough time eleminating each other and it could also add some more strategy. Examples:
1) early skulk cloaking problem? Buy an observatory or periodically buy some scanner sweeps.
2) All your teammates dead and you base is getting owned while you are on the opposite side of the map? Marines:Buy a distress beacon. Aliens: Buy a movement chamber and get back to your hive.
3) Level 10 onos that desperatly needs some adrenaline for stomp? Buy some adrenaline.
4) want to plan a sneak attack? Marines: build a pair of phase gates. Aliens Build a batch of "egg's" outside the enemy base and tell your team to rush in (i.e. if they die then they spawn right next to base...)
etc..
Problems:
Would bring co games closer in feel to regular ns games. Could open up "cheap" strategies. Lots of coding and time-consuming to implement(maybe).
Also any alien lifeform can buy a building, and there would have to be limits to how many turrets and oc's a player(or team) can buy (don't want turret farms and wall of lames). Also the prices would have to be adjusted for balance and some sort of resource cap would have to be in place. Any thoughts?
-Giz
Every kill will earn that player resources (which would go in an individual "bank account") with which that player could "buy" things (On either side).
Examples:
Marines: They could buy buildings (turrets, ip's, phase gates, obs and armories)
or weapons which they would drop upon death (hmg's, gl's, shotties, mines, grenades, welders)
or one time use support items (Healthpacks, cat packs, ammo packs, scan, distress beacon)
Aliens: They could buy a higher life form which would be lost upon death
or chamber upgrades only until death
or buy buildings(chambers)
or upper hive abilities only until death
or an "egg" which would spawn a dead(or reinforcing) ally.
Benefits:
My suggestion could help those long co games where both sides are all level 10 and are havng a tough time eleminating each other and it could also add some more strategy. Examples:
1) early skulk cloaking problem? Buy an observatory or periodically buy some scanner sweeps.
2) All your teammates dead and you base is getting owned while you are on the opposite side of the map? Marines:Buy a distress beacon. Aliens: Buy a movement chamber and get back to your hive.
3) Level 10 onos that desperatly needs some adrenaline for stomp? Buy some adrenaline.
4) want to plan a sneak attack? Marines: build a pair of phase gates. Aliens Build a batch of "egg's" outside the enemy base and tell your team to rush in (i.e. if they die then they spawn right next to base...)
etc..
Problems:
Would bring co games closer in feel to regular ns games. Could open up "cheap" strategies. Lots of coding and time-consuming to implement(maybe).
Also any alien lifeform can buy a building, and there would have to be limits to how many turrets and oc's a player(or team) can buy (don't want turret farms and wall of lames). Also the prices would have to be adjusted for balance and some sort of resource cap would have to be in place. Any thoughts?
-Giz
Comments
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I found that so funny I laughed out loud in my math class while reading it. Ah, I feel stupid now. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Anyways back on topic, I don't know. The idea is too much like regular Natural Selection; not identical, but some what similar. The whole point of combat is fast-paced action without really have to buy anything. But I really shouldn't be talking, since I have yet to actually play 3.0 yet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
No
For such a purpose, resources aren't important in such games. Besides, your suggestions wopuld make CO games even LONGER.
No <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
What they said.