Doh, I forgot to explain, every hive level you get three points. At hive one you would have three points to spend, the equivilent of one three chamber upgrade like now. But, you can have a lvl 3 upgrade unless all three chambers are built, limiting you to two points max.
When hive two comes along, you gain an addition three points to use, or the equiv of having a second hive upgrade. A suggestion could be made to add one aditional point if the player has spread his points out to promote spreads instead of concentrated upgrades.
At hive three, the player gains his max total of 9 points to use, and possibly two extra points if his skills are spread thin, to again, promote diversity.
Thats how I've planned it to chain to hives and chambers, its just an idea. Unfortunetly, for all classes to be viable, you need to be able to mix between the three paths. lvl 2 upgrades are not as strong, but what isnt very useful in current games is cloak, because it limits the user's speed, which we all know is vital to every class that wishes to do more than camp.
Edit: the thread also needs to discuss how to rework unchained chambers, but if you want me to start a new thread I will sir.
Maybe nobody has realized BUT... <b><a href='http://www.modns.org/forums/index.php?showtopic=550' target='_blank'>UNLOCK THE CHAMBER AMX PLUGIN RELEASED</a></b> Just wanted to announce since almost nobody did reply to my plugin <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
<!--QuoteBegin--mE-+Jun 1 2004, 04:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-mE- @ Jun 1 2004, 04:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe nobody has realized BUT... <b><a href='http://www.modns.org/forums/index.php?showtopic=550' target='_blank'>UNLOCK THE CHAMBER AMX PLUGIN RELEASED</a></b> Just wanted to announce since almost nobody did reply to my plugin <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> As much as I like the idea of a meta mod plug-in (kudos to you) I think that one or two servers using the mod is not even near enough to test balance and the genral community feel towards this idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Remember Lets just try to get this into the game first.
All balance issues can be delt with later. For ex the 2.0 intro of onos with 1 hive, health and res had to be adjusted accordingly but that is the easy part of changing a few numbers.
Tactics increase is better because it brings NS that much more away from typical CS type games of the fastest person to react wins.
Defence is best for everything above gorge and skulk as a first upgrade.
MC and SC are best for the smaller creatures.
Blance issues can be resolved for example, Obs > Sens so bring down the cost of OBS and so forth.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--QuoteBegin--mE-+Jun 1 2004, 11:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-mE- @ Jun 1 2004, 11:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe nobody has realized BUT... <b><a href='http://www.modns.org/forums/index.php?showtopic=550' target='_blank'>UNLOCK THE CHAMBER AMX PLUGIN RELEASED</a></b> Just wanted to announce since almost nobody did reply to my plugin <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> thank you for fast response and work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
I will test this AMX mod, could be very very funny to play <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
as currently suggested unchaining the chambers will not be unblanced IMO. they still cost res and you will need to sacrifice something to build them. i dont think there effects need to be reduced in anyway
what it will add is strategic versitilty to the alien game (and god knows it sucks to be an alien nowadays). and not so much as for the upgrades but for the chambers themselves.
a single sc would be worth it in valueble location without being stuck with them until the second hive.
an mc up before the second hive is finished cuz rines usually try to attack it before its finisjed building
The only thing that puzzles me in unchaining the chambers is the fact that gorges would definetly be dropping SCs all over the map, every game, and don't tell me they don't have the res for it. And in most maps, you can easily put SCs to vents where marines can't reach to knife 'em With 3 RTs up it won't take long to put SC to every one of your nodes. Normally SC as first upgrade is countered by fades becoming nearly obsolete without regeneration other than in hive defence, but now you could have both. Focus skulks cloacked by SC AND regefades cloacked by SCs. There lies a risk of the game becoming unbalanced. I propose that to counter that we'd need to increase the obsevatory energy charge rate, say by 50% or 100% OR making an alternative mode of scanning by consuming res, as back in the good 'old days, or you could make motiontracking cheaper say, by 10? Of course that would mean marineteam has motion almost always early in the game, but hey, if you can camp in a corner with cloak, you don't have to move now do you? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
All and all, I think this is a great idea, maybe a little fixing here and there, but I definetly voted YES for this one. This is exactly what NS classic needs.
thor-stryker why are you changing the the idea we're voting for? we don't want points to spend. you have combat for that crap. we want <b>choice</b>, so we want all chambers to be available form the start but you'll still only be allowed to to choose ONE upgrade from ONE evolutionary tree PER hive.. ok? no level 2 cloak and level 1 regen. that's just silly.
You can change anything in the game to make it balanced and I think a lot of people are forgetting this.
I think lowering the cost of gorging and the cost of chambers to 5 but nerfing the chamber's effects would be great. For example, SC only cloaking structures, DC healing power halved, MCs making aliens run faster by 5-10% (hey, it's better than an adren boost that isn't all that useful <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) and OC life reduced to 700 (1 LMG/pistol clip).
<!--QuoteBegin-crono^+Jun 1 2004, 02:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crono^ @ Jun 1 2004, 02:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> thor-stryker why are you changing the the idea we're voting for? we don't want points to spend. you have combat for that crap. we want <b>choice</b>, so we want all chambers to be available form the start but you'll still only be allowed to to choose ONE upgrade from ONE evolutionary tree PER hive.. ok? no level 2 cloak and level 1 regen. that's just silly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> How is it just silly? It sounds kind of neat to me. It also fits in nicely with the thought I saw somewhere that Flayra had wanted to see different levels of each upgrade running around.
Too bad silence doesn't do a lot of good without all three points.
If you weren't restricted to one type of upgrade from each chamber, it could be even more interesting.. lessee, first hive I'd probably go for 1 point of cloak, 1 point of SOF, and 1 point of either regen or celerity. Good ambush skulking material.
Of course, you'd need to limit the points to not only 3/hive but also by chamber type over quantity. (So one of each chamber wouldn't let me do the above, as I'd need a second Sensory)
After all, currently beyond the DMS rutt, there's also the rut of "Who only put up 2Ds? We need another!" It's either 3 or nothing. The point system might get rid of this too, leading to a more flexible alien group.
Does anybody know if the AMX plugin goes off of the original idea, or off of Thor's idea?
<!--QuoteBegin-Kwil+Jun 1 2004, 03:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Jun 1 2004, 03:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-crono^+Jun 1 2004, 02:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crono^ @ Jun 1 2004, 02:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> thor-stryker why are you changing the the idea we're voting for? we don't want points to spend. you have combat for that crap. we want <b>choice</b>, so we want all chambers to be available form the start but you'll still only be allowed to to choose ONE upgrade from ONE evolutionary tree PER hive.. ok? no level 2 cloak and level 1 regen. that's just silly. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> How is it just silly? It sounds kind of neat to me. It also fits in nicely with the thought I saw somewhere that Flayra had wanted to see different levels of each upgrade running around.
Too bad silence doesn't do a lot of good without all three points.
If you weren't restricted to one type of upgrade from each chamber, it could be even more interesting.. lessee, first hive I'd probably go for 1 point of cloak, 1 point of SOF, and 1 point of either regen or celerity. Good ambush skulking material.
Of course, you'd need to limit the points to not only 3/hive but also by chamber type over quantity. (So one of each chamber wouldn't let me do the above, as I'd need a second Sensory)
After all, currently beyond the DMS rutt, there's also the rut of "Who only put up 2Ds? We need another!" It's either 3 or nothing. The point system might get rid of this too, leading to a more flexible alien group.
Does anybody know if the AMX plugin goes off of the original idea, or off of Thor's idea? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I think the original idea of unchained chambers was so that all evolutions could be useful at their respective time of the game easily (lower lifeforms have SC/MC at the beginning and higher lifeforms have DC when they're turning up before the second hive or if they can't get a second hive).
Going to bed now, Nice to see the 'yes' vote is still around 80% <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Keep voting yes people! Think about this, this could genuinely enhance the way ns is played, and, if it doesn't work out, they can always just revert with a quick beta release. What is there to lose?
Last major unchaining took over half a year to get balanced somewhat right (1.04>last 2.x version). We have a ton of actual BUGS in NS rihgt now - such as infamous shotgun bug. The main reason why people that understand the factor of "limited resourses" vote no is because such change would be as mortal to balance as the lifeform to hive independancy. I'd rather see the bugs fixed then see yet another feature that will remove a lot of team-based strategic space in favor of personal strategic space (as in plan what you want to have as a team, rather then having 3 chambers of each kind and everyone choosing for themselves) and create a huge amount of work to get it anywhere near playably balanced (as your suggestion effectively destroys the present early game scenario completely, with marines being completely unable to make any sort of early advance with both DCs and SCs present on the map on chokepoints early on as well as aliens having early MC upgrades for fades). I'd like to see something like this implemented for v4 if it ever comes out. It's far too dramatic for a beta change imo.
My vote: NO Reasons: 1. Far, FAR too much work for any decent implenetation. 2. Complete and utter destruction of any balance currently achieved in the game (for which many hundreds manhours were used) 3. Severe reducing of the meaning of teamwork and planning ahead on alien side (hive value to alien team will be significantly descreased, and they no loger have to plan ahead what chambers to choose for each play style)
<!--QuoteBegin-Lucky_+Jun 1 2004, 04:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucky_ @ Jun 1 2004, 04:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My vote: NO Reasons: 1. Far, FAR too much work for any decent implenetation. 2. Complete and utter destruction of any balance currently achieved in the game (for which many hundreds manhours were used) 3. Severe reducing of the meaning of teamwork and planning ahead on alien side (hive value to alien team will be significantly descreased, and they no loger have to plan ahead what chambers to choose for each play style) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Honestly, who cares?
It's not like the game is perfectly balanced as it is, and if the balance was to be thrown off whack for the sake of fun I can live with that
<!--QuoteBegin-Lucky_+Jun 1 2004, 04:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucky_ @ Jun 1 2004, 04:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 3. Severe reducing of the meaning of teamwork and planning ahead on alien side (hive value to alien team will be significantly descreased, and they no loger have to plan ahead what chambers to choose for each play style) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> So by choosing which chambers and where to drop along with choosing which combos of upgrades your aliens should have lacks teamwork and planning?
I'd much prefer there to be 5 hive locations of which the aliens have a possibility to be able to build any 3 of these hives. As an alternative to increasing alien diversity.
Saying that I can see this not working as it would demand very large map sizes.
I voted yes because i have no problem trying anything out. I do have the sneaking suspicion that, just like "fixing" the knockback "bug," this will make playing marines a lot harder on an individual, tactical level.
Not to mention how easy it would be to counter any marine rush, and how not-cost-effective it would be to counter any alien rush.
<!--QuoteBegin-Azkar+Jun 1 2004, 10:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Azkar @ Jun 1 2004, 10:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, and remove the effects of standing near a chamber. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That goes a little far? Maybe give their area effect dependancy on how many hives, ie a hive 1 sc's cloaking abilities wouldn't be worth its res standing on its own... again this is something that will be even more unlikely to be implemented because of the amount of time it would take to prepare.
Regardless of whatever chambers you can potentially build.. people will still be rushing for 2 fades, and what upgrade do you think they'll be getting? why regen of course.
Not sure that I can see it working tactically as you wouldn't have enough res to be able to get fades and the surplus upgrade chambers along with your second hive.
If you did this, I would say DON'T nerf the chambers, they are not currently overpowered and maybe a slight res reduction to 8 per chamber but don't nerf them thus making more required to achieve same effect, this would hurt cpu and server performance hard.
Well, I voted yes, and the cost of the chambers would make it hard to get them up at the first minutes and still allow them to be up in time for the onos/fades to get the D upgrades they need.
Comments
When hive two comes along, you gain an addition three points to use, or the equiv of having a second hive upgrade. A suggestion could be made to add one aditional point if the player has spread his points out to promote spreads instead of concentrated upgrades.
At hive three, the player gains his max total of 9 points to use, and possibly two extra points if his skills are spread thin, to again, promote diversity.
Thats how I've planned it to chain to hives and chambers, its just an idea.
Unfortunetly, for all classes to be viable, you need to be able to mix between the three paths. lvl 2 upgrades are not as strong, but what isnt very useful in current games is cloak, because it limits the user's speed, which we all know is vital to every class that wishes to do more than camp.
Edit: the thread also needs to discuss how to rework unchained chambers, but if you want me to start a new thread I will sir.
P.S. Sorry for the hijack.
<b><a href='http://www.modns.org/forums/index.php?showtopic=550' target='_blank'>UNLOCK THE CHAMBER AMX PLUGIN RELEASED</a></b>
Just wanted to announce since almost nobody did reply to my plugin <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
<----
<b><a href='http://www.modns.org/forums/index.php?showtopic=550' target='_blank'>UNLOCK THE CHAMBER AMX PLUGIN RELEASED</a></b>
Just wanted to announce since almost nobody did reply to my plugin <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
As much as I like the idea of a meta mod plug-in (kudos to you) I think that one or two servers using the mod is not even near enough to test balance and the genral community feel towards this idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
All balance issues can be delt with later. For ex the 2.0 intro of onos with 1 hive, health and res had to be adjusted accordingly but that is the easy part of changing a few numbers.
Tactics increase is better because it brings NS that much more away from typical CS type games of the fastest person to react wins.
Defence is best for everything above gorge and skulk as a first upgrade.
MC and SC are best for the smaller creatures.
Blance issues can be resolved for example, Obs > Sens so bring down the cost of OBS and so forth.
<b><a href='http://www.modns.org/forums/index.php?showtopic=550' target='_blank'>UNLOCK THE CHAMBER AMX PLUGIN RELEASED</a></b>
Just wanted to announce since almost nobody did reply to my plugin <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
thank you for fast response and work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
what it will add is strategic versitilty to the alien game (and god knows it sucks to be an alien nowadays). and not so much as for the upgrades but for the chambers themselves.
a single sc would be worth it in valueble location without being stuck with them until the second hive.
an mc up before the second hive is finished cuz rines usually try to attack it before its finisjed building
With 3 RTs up it won't take long to put SC to every one of your nodes. Normally SC as first upgrade is countered by fades becoming nearly obsolete without regeneration other than in hive defence, but now you could have both. Focus skulks cloacked by SC AND regefades cloacked by SCs.
There lies a risk of the game becoming unbalanced.
I propose that to counter that we'd need to increase the obsevatory energy charge rate, say by 50% or 100% OR making an alternative mode of scanning by consuming res, as back in the good 'old days, or you could make motiontracking cheaper say, by 10? Of course that would mean marineteam has motion almost always early in the game, but hey, if you can camp in a corner with cloak, you don't have to move now do you? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
All and all, I think this is a great idea, maybe a little fixing here and there, but I definetly voted YES for this one. This is exactly what NS classic needs.
we don't want points to spend. you have combat for that crap.
we want <b>choice</b>, so we want all chambers to be available form the start but you'll still only be allowed to to choose ONE upgrade from ONE evolutionary tree PER hive.. ok?
no level 2 cloak and level 1 regen. that's just silly.
I think lowering the cost of gorging and the cost of chambers to 5 but nerfing the chamber's effects would be great. For example, SC only cloaking structures, DC healing power halved, MCs making aliens run faster by 5-10% (hey, it's better than an adren boost that isn't all that useful <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) and OC life reduced to 700 (1 LMG/pistol clip).
we don't want points to spend. you have combat for that crap.
we want <b>choice</b>, so we want all chambers to be available form the start but you'll still only be allowed to to choose ONE upgrade from ONE evolutionary tree PER hive.. ok?
no level 2 cloak and level 1 regen. that's just silly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
How is it just silly? It sounds kind of neat to me.
It also fits in nicely with the thought I saw somewhere that Flayra had wanted to see different levels of each upgrade running around.
Too bad silence doesn't do a lot of good without all three points.
If you weren't restricted to one type of upgrade from each chamber, it could be even more interesting.. lessee, first hive I'd probably go for 1 point of cloak, 1 point of SOF, and 1 point of either regen or celerity. Good ambush skulking material.
Of course, you'd need to limit the points to not only 3/hive but also by chamber type over quantity. (So one of each chamber wouldn't let me do the above, as I'd need a second Sensory)
After all, currently beyond the DMS rutt, there's also the rut of "Who only put up 2Ds? We need another!" It's either 3 or nothing. The point system might get rid of this too, leading to a more flexible alien group.
Does anybody know if the AMX plugin goes off of the original idea, or off of Thor's idea?
we don't want points to spend. you have combat for that crap.
we want <b>choice</b>, so we want all chambers to be available form the start but you'll still only be allowed to to choose ONE upgrade from ONE evolutionary tree PER hive.. ok?
no level 2 cloak and level 1 regen. that's just silly. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
How is it just silly? It sounds kind of neat to me.
It also fits in nicely with the thought I saw somewhere that Flayra had wanted to see different levels of each upgrade running around.
Too bad silence doesn't do a lot of good without all three points.
If you weren't restricted to one type of upgrade from each chamber, it could be even more interesting.. lessee, first hive I'd probably go for 1 point of cloak, 1 point of SOF, and 1 point of either regen or celerity. Good ambush skulking material.
Of course, you'd need to limit the points to not only 3/hive but also by chamber type over quantity. (So one of each chamber wouldn't let me do the above, as I'd need a second Sensory)
After all, currently beyond the DMS rutt, there's also the rut of "Who only put up 2Ds? We need another!" It's either 3 or nothing. The point system might get rid of this too, leading to a more flexible alien group.
Does anybody know if the AMX plugin goes off of the original idea, or off of Thor's idea? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I think the original idea of unchained chambers was so that all evolutions could be useful at their respective time of the game easily (lower lifeforms have SC/MC at the beginning and higher lifeforms have DC when they're turning up before the second hive or if they can't get a second hive).
I'd like to see something like this implemented for v4 if it ever comes out. It's far too dramatic for a beta change imo.
My vote: NO
Reasons:
1. Far, FAR too much work for any decent implenetation.
2. Complete and utter destruction of any balance currently achieved in the game (for which many hundreds manhours were used)
3. Severe reducing of the meaning of teamwork and planning ahead on alien side (hive value to alien team will be significantly descreased, and they no loger have to plan ahead what chambers to choose for each play style)
Reasons:
1. Far, FAR too much work for any decent implenetation.
2. Complete and utter destruction of any balance currently achieved in the game (for which many hundreds manhours were used)
3. Severe reducing of the meaning of teamwork and planning ahead on alien side (hive value to alien team will be significantly descreased, and they no loger have to plan ahead what chambers to choose for each play style) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Honestly, who cares?
It's not like the game is perfectly balanced as it is, and if the balance was to be thrown off whack for the sake of fun I can live with that
So by choosing which chambers and where to drop along with choosing which combos of upgrades your aliens should have lacks teamwork and planning?
Saying that I can see this not working as it would demand very large map sizes.
Not to mention how easy it would be to counter any marine rush, and how not-cost-effective it would be to counter any alien rush.
That goes a little far? Maybe give their area effect dependancy on how many hives, ie a hive 1 sc's cloaking abilities wouldn't be worth its res standing on its own... again this is something that will be even more unlikely to be implemented because of the amount of time it would take to prepare.
Not sure that I can see it working tactically as you wouldn't have enough res to be able to get fades and the surplus upgrade chambers along with your second hive.
Well, I voted yes, and the cost of the chambers would make it hard to get them up at the first minutes and still allow them to be up in time for the onos/fades to get the D upgrades they need.
...
.....
something of this magnitude could not last an open beta. ironically, they need the veteran clans to test this.