Lets Change The Resource Model.... Again
RedDragonGecko
Join Date: 2002-12-11 Member: 10564Members
<div class="IPBDescription">Here me out</div> The problem with the current Alien resource model is since the resources are shared among the players, the amount of players on the team determines how slow or fast the res gain is. Another words a 4 player team will get res twice as fast as an 8 player team with the same number of res nodes.
So while the res model might be balanced at 8 vs 8 it becomes very unbalanced at 12 vs 12 or 4 vs 4.
This is nothing new and many players are already familar with this problem.
This is my solution. Lock the amount of resources each alien player gets from a res node. A value like .125 (you tell me) res per tick to all alien players per captured res node no matter how many players are on the team.
This is a simple solution that I think should work nicely.
Feel free to flame me if this has already been suggested.
So while the res model might be balanced at 8 vs 8 it becomes very unbalanced at 12 vs 12 or 4 vs 4.
This is nothing new and many players are already familar with this problem.
This is my solution. Lock the amount of resources each alien player gets from a res node. A value like .125 (you tell me) res per tick to all alien players per captured res node no matter how many players are on the team.
This is a simple solution that I think should work nicely.
Feel free to flame me if this has already been suggested.
Comments
GG
I actually can't even find the words to describe how absolutely laughable that post is, I just tried for 5 minutes.
It actually sounds like a pretty sensible solution to the alien res imbalance. Now all that remains is to find a solution to marine res imbalance in large games, since they have set research costs.
and this sounds like a great idea, it'll be cool if the devs give it a shot though i don't see that happening
In games with too many players (10x10?) aliens gain resource slower, but the total amount of res they get at the beggining is larger. So... they can build more RTs faster and at the same time have more skulks patrolling the map. Just don't waste all your res at useless OCs. You could go Fade instead of going gorge and dropping those 4 OCs inside hive. Skulks are for free and a bunch of them is better then a WOL. It will take longer for an onos to show up, but if skulks can do a decent job there is no need for one so early, skulk rushes and fades could do it.
Locking the ammount of res per-alien will overpower large alien teams with superfast res and penalize too much small ones. Resource system is like this for a reason.
Under the suggested system on a generic 8 node map:
4 aliens drop 3 nodes at the beginning, so they get .375 res per tick until another node goes up.
8 aliens drop 5 nodes at the beginning, so they get .625 res per tick until another node goes up.
12 aliens drop 6 nodes at the beginning (assuming that marines run out and grab a node very quickly), so they get .75 res per tick.
Under the current system on a generic 8-node map:
4 aliens drop 3 nodes at the beginning, so they get .75 res per tick until another node goes up.
8 aliens drop 5 nodes at the beginning, so they get .625 res per tick until another node goes up.
12 aliens drop 6 nodes at the beginning (assuming that marines run out and grab a node very quickly), so they get .5 res per tick.
So the suggested system would most definetely solve the low-game resource problems for aliens, it would in fact give large-game alien teams bigger amounts of res. I can't see any clear way to solve this problem without doing the whole 'different system for different numbers of people' thing that has been discussed endlessly.
Solution: Let the amount of res that the commander gets also be a function of how many players there are (I am assuming even teams.) AND also let upgrade costs be a function of the numbr of players. So in a 4v4 game, MT might cost X, but on a 8v8 game, getting the same upgrade might cost 2x.
To prevent marines from just f4ing when the com upgrades and rejoining instantly, make it so the server checks how many players were on a minute ago. That way, if the marines f4 for a whole minute to lower the cost of upgrades, that's one whole minute you have to destroy their base when they have way less players.
Who told you that? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Tell him it's BS; marines were meant for teamwork, and aliens should be able to rambo from hearts content -or so the official manual claimed.
It actually sounds like a pretty sensible solution to the alien res imbalance. Now all that remains is to find a solution to marine res imbalance in large games, since they have set research costs. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Problem is, we're switching one imbalance for another - giving marines the ressource advantage in small games, and aliens in large (due to starting res, and how the personalized spending model works).
So say an average income rate for good ol' mr 4 minute fade would be 3 RTs - in a 3on3, we're going to have to putup 2 RTs immediately for that, leaving one Skulk to fight the marine RT-rush. Not to mention even 3 Skulks can't hold down more than ~3 nodes tops, and most importantly that leaves only one guy to go fade after 4 minutes of fighting 2 Shotgunners with 3 Skulks.
In large games on the other hand, it'd be easy to immediately get 5-6 nodes and hold them - giving Aliens a larger res advantage and <b>alot</b> more people that will go lifeforming up earlier than they do now (after all, under the current model, you're always going to need a similiar RT/player ratio).
In short, I don't like the approach much - small games work in their very own weird and fast-paced way, and I suppose thats as good as it gets for a 3on3 RTS/FPS. I'd rather not endanger already peculiar Fade/Skulk/Hive/Chamber ressource balance with something this drastic - and rather fix the early game Skulk. And the diffamous hitboxes of excuses +2.
Edit : If you want a tiny little ressource model fix, just set 6v6 as the standard game size - anything above that ADDS 1 point to the starting ressources, anything below it subtracts one. So in a 12v12 you'd start with 31 ressources, in a 1on1 you'd start with 20 - delaying the initial RTs, and hence making the res advantage a bit less crazy.
Agreed! But I was talking about a minimum of 4x4 and a maximum of 10x10 games.
4x4 is somewhat playable for marines and a skilled team could still win. Its not 50 W/50 L of course, maybe 30 W/70 L or something in between.
In 10x10 games its perfectly possible for aliens to win, but some aliens NEED to res **** from the start, the most skilled fades and onos of course. I'm pretty sure its a 50 W / 50 L rate.
Of course aliens are super-overpowered in 3x3 or less and underpowered in anything larger than 12x12, but hey... you can't apply a simple system to balance these unlikely situations.
NS wasnt really made for less than 4x4. More than 8x8 is only possible in pubs anyway and IF there is no stacking both teams will get an even number of skilled and unskilled players. Balance in NS is a dynamic thing. Player skills make more difference than game rules.
Now the res each alien gets is divided by the number of aliens there are which can be between 1 and 10 on most servers. Perhaps this should be limited, so they get it on a scale divided between 5 and 8...
<span style='color:yellow'><span style='color:gray'>....</span>1<span style='color:gray'>.....</span>2<span style='color:gray'>.....</span>3<span style='color:gray'>.....</span>4<span style='color:gray'>.....</span>5<span style='color:gray'>.....</span>6<span style='color:gray'>.....</span>7<span style='color:gray'>.....</span>8<span style='color:gray'>.....</span>9<span style='color:gray'>....</span>10<span style='color:gray'>...</span>11<span style='color:gray'>...</span>12<span style='color:gray'>...</span>13</span>
<span style='color:yellow'><span style='color:gray'>_</span>5.0<span style='color:gray'>_</span>5.3<span style='color:gray'>_</span>5.6<span style='color:gray'>_</span>5.9<span style='color:gray'>_</span>6.2<span style='color:gray'>_</span>6.5<span style='color:gray'>_</span>6.8<span style='color:gray'>_</span>7.1<span style='color:gray'>_</span>7.4<span style='color:gray'>_</span>7.7<span style='color:gray'>_</span>8.0<span style='color:gray'>_</span>8.0<span style='color:gray'>_</span>8.0<span style='color:gray'>_</span></span>
It's just a rough idea, and would need tweaking, but imo this would balance it quite a bit for larger and smaller games...
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Either this or Forlorns idea of making the cost of upgrades for marines work on a sliding scaled based on the team sizes.