Tech Tree Combat Suggestion
eaglec
Join Date: 2002-11-25 Member: 9948Members, Constellation
I was hoping to use my 1337th post for something useful, insightful and perhaps even to say goodbye to ns.org... but it looks like this is not going to be the case.
Instead I see lots of people moaning about how co_ increases nubbyness, ramboing and confuses players when they get to ns_ also people are complaining that the upgrades system unbalances aliens when they are taken directly from ns.
Some have suggested having different aliens in co (or the same ones with different stats) or seperating the games further to assist in the balance issues.
Since 4a I've pretty much given up on co and its been removed from the ntfm mapcycle but thats not to say I wont try it again later on.
So getting back to the point, here is my suggestion.
Replace the current upgrades menu with a tech tree working in a similar way to Science and Industry. Each player is asked to vote on the 'next' upgrade and only the upgrades under the chosen path are available.
On the alien side the votes for new chambers or a 'next hive' would happen when the team reaches a certain level, (or ammount of xp) and the individual would then use their xp to purchase the upgrades.
For the marines they would vote for the commander upgrade and spend a group pool of XP on the upgrades for all, and increase in lvl would for the marines only result in slightly faster resuply and spawn times.
Both teams would have to wait for a build time after selecting their upgrade before it is active, aliens would be required to upgrade to a lvl2 hive (2nd hive) before getting their second chamber. (obviously there would only be one hive).
I think this setup would provide an easier way to balance the teams under almost identical rules to classic and also make the transition from co to classic less painful, without taking anything away from the combat rambos.
Instead I see lots of people moaning about how co_ increases nubbyness, ramboing and confuses players when they get to ns_ also people are complaining that the upgrades system unbalances aliens when they are taken directly from ns.
Some have suggested having different aliens in co (or the same ones with different stats) or seperating the games further to assist in the balance issues.
Since 4a I've pretty much given up on co and its been removed from the ntfm mapcycle but thats not to say I wont try it again later on.
So getting back to the point, here is my suggestion.
Replace the current upgrades menu with a tech tree working in a similar way to Science and Industry. Each player is asked to vote on the 'next' upgrade and only the upgrades under the chosen path are available.
On the alien side the votes for new chambers or a 'next hive' would happen when the team reaches a certain level, (or ammount of xp) and the individual would then use their xp to purchase the upgrades.
For the marines they would vote for the commander upgrade and spend a group pool of XP on the upgrades for all, and increase in lvl would for the marines only result in slightly faster resuply and spawn times.
Both teams would have to wait for a build time after selecting their upgrade before it is active, aliens would be required to upgrade to a lvl2 hive (2nd hive) before getting their second chamber. (obviously there would only be one hive).
I think this setup would provide an easier way to balance the teams under almost identical rules to classic and also make the transition from co to classic less painful, without taking anything away from the combat rambos.
Comments
You'd just have to wait until the team thought it was required and voted to use the teams pool (or a % of each users available res) to research the tech.
Thinking about it this would also help the late joiners allowing them to actually get straight into the game.
All lifeforms would be available to any player at any time they can afford them. They should be able to evolve (perhaps following a path like they currently do) or devolve(possibly) with expenditure in their own personal pool.
- You research levels of upgrades instead of relying on number of chambers. (Make the difference between levels more significant, too, since they're not as accessible.)
- You can only have one item of research going on at any one time.
- You can research stuff like:
- "Unchained Upgrades" (you can have your second or third upgrades from the same chamber)
- "Upgraded Birthing Time" (spawn queue reduced by one second per level of research)
- "Unlock Hive Two/Three Ability" and "Unlock Secondary/Tertiary Chamber" (if you can't get a second hive up)
- "Gorge/Lerk/Fade/Onos Upgrade" (reduces resource needs to spawn into that lifeform by a certain amount)
- Plenty more! >:)
- Hives, in addition to providing another spawn point, reduce the amount of time it takes to research something. The higher level stuff would take ages to get on one hive, but only a moderate amount of time on two hives, and fairly quickly with three hives. Building a hive also gives you some tech for <i>free</i>, if you don't have it. (i.e. hive two and three abilities, ability to place a second or third chamber type.)
In short, this opens up more strats for aliens, instead of the fairly linear affair we have now.
*I wish more people played this mod. There don't seem to be many servers or players. It's a sad state of affairs. :(
Seems pretty nice to me
- "Linked Upgrades" - if you upgrade regen, you can make it up for redem and cara, but for mov and sens upgrades you must unlock another hive hability
Other suggestion:
fagget1 makes DC upgrade, he gets DC upgrade lvl 1
fagget2 makes DC upgrade, they both get DC upgrade lvl 2
fagget3 makes DC upgrade, all alien that have DC upgrades get DC lvl 3...
and so on...
and up...
fagget1 becomes onos, armor gets * 1
fagget1 unlock hive 2 hability, armor goes * 2.2 (like having another hive)
fagget1 unlock hive 3 hability, armor goes * 3
What u think about this last suggestion?