<div class="IPBDescription">Are they mandetory?</div>Are func_resources mandetory? Do I absolutly need these 5 (or more)of these in each map? How much room do I need to leave around them for resource gathering buildings?
It's the only way to have resource gathering buildings. Which, I believe, are the only way you're going to be getting resources besides through killing.
And you should have enough space around it for both sides to attack/defend.
[rant] That's not particularly useful Moleculor. I had a look at the resource gathering machine. It's huge. I don't think it's realisic to expect people to build maps with room for <b>8</b> of those plus <b>3</b> hive rooms plus a marine start point plus a commander room plus multiple routes / entrances all spaced out enough to keep commander r_speeds bellow 700 and without overlapping and still retain balanced gameplay. [/rant]
LOL man thats exactly what I thought when I heard about them from merk and I posted something very similar saying that this mod was starting to put to much pressure on mappers to do unreasonable things.
Wellllll, it's not 8 on a side. It's 5 to 8 <i>per map</i>.
*Edit* - I think I read you wrong, and you meant 8 players on a side. And no resources. Ehhh... you're describing a game that no longer has any RTS elements. */edit*
If you don't have resource nozzle points, the game becomes a huge exercise in exploitation, where people are hiding resource towers off in dark shadowed spaces. The strategy is gone, and it becomes an easter-egg hunt.
Just like in an RTS, you need to have a rough idea of where the enemy is; completely random gameplay is not going to be easy for new players, and allowing players to put resource structures wherever they feel like will actually be harder on you the mapper, as your playtesting times will need to quadruple to make sure your map can't be exploited. This is not like building a hive room - all you're doing is placing a resource nozel in the map and giving it enough wall clearance that the tower won't clip. From a mapping standpoint, it should add about 15 minutes to your dev time. From a playtesting standpoint - who can say?
How can you say they're huge? They only take up a 64x64 sized space on the ground. It's best to have about a 128x128 sized space around it though, and a reasonably high ceiling. (The alien version of the resource gatherer is about 128 units tall)
The nozzle may only be 64 x 64 but the resource collecter looks much bigger, then you have to have room to walk around it without getting blocked by other players and make it a defensable position, you can't just go sticking it in the middle of a hallway.
Isn't manageing the resources of Health, Armor and Ammo enough for you people?
Yes I mean 8 players per side. That would halve the floorspace needed for each hive room and the marine spawn point.
If you want fixed locations where you can expect to find the enemy both sides have bases that need to be destroyed remember.
looks more like its 72 high but still v. big, I think I can accept it if you let me have 3 rooms with 2 in each that would make them at least defencible an let me put in some reasonable size rooms instead of 6 small defenceless spamable rooms. I dont like the idea of giving the players too many objectives to defende it would make the game impossible to play with small teams. I also don't like the idea of getting resources for kills its too unbalanced and its been done in nearly every other mod, whats to stop a team just camping in a very defencive position. I tryed to think what I would do about the problem and I came up with the following solution. <b>Instead of having fixed resource collectors why not make it a carryable device that is used by the player like a weapon, the commander builds it and gives it to a player who then takes it to a "nano hot spot" (which could be cleverly integrated into each map to look like some kind of glowing conduit) under heavy guard. This gives the marines an alternitive objective to killing the aliens and an alternitive objective for the aliens of protecting the nano hot spots - I think the marins should have to get there collected nano resource units back to thier command station and empty them into something this make the job a little more realistic and means that the marines have to advance and retreat alot(which is fun) or that they have to setup a forward base around a nano hot spot. I think the aliens should build up resources slowly from thier hives(and possibly from kills) but at a much slower rate than the marines can collect them, but if the aliens are doing thier job correctly and the marines will be bussy with other things than resource gathering. I think it would be quite possible to make this slow and steady Vs collection resource gathering fair on both teams and it gives them very different goals and styles of play - It is however a very advanced idea and your resource tower model is very nice, but it I'll be anoyed if you cant come up with a good reason why the resource tower meathod is better.</b>
Mu_ the way i understand your idea is that it would involve one (or more) players acting as resources collectors, (correct?) if so that would be about as much FUN as watching paint dry.
If you didn't include the aliens, the large calibor balistic weaponry or the fact that you have to wait around in enemy teritory will your resource collector does its work - I see no corelation between this and watching paint dry - its not like you can expect to get away with going to the same spot over and over and not be attacked - I see the colected as a welding torch type device which dosent replace your primary weapon - it could be carryed by all marines but its expensive to build extra ones(you should always have one or two in the game for the commander to deploy) the point is they have to travel into the alien part of the map stand around defencles for 30seconds or a minutes or what ever and then return to the command post - thats DANGEROUS!!!!! and seeing as its in the best intrests of everyone on the team to collect resources the guy who is standing defencless at the nano hot spot can expect to have 4 guys round him picking off the bad guys befor they drop on his head! Mr Nebel I will accept your opinion much more readily if you give the reasons behind it.
Well the obvious solution..... Put your resource points at uneasily defensible positions. Dont put them in "resource rooms", put them out in the open. Its totally up to you.
Well MU 1. I think I read somewhere they'd already considered this style of collection and the game should be about attacking the hives and not collecting resources, the resources should be a small part of it that can be set up along with turrets near them to defend the collectors, the dangerous part being the setup, this way the marines should be able to setup small forward bases as they progress to the hives and slowly take them back from the aliens or vice versa with the aliens defeating the marine defences and taking the node for themselves.
Personally I don't want to spend the game running back and forth across the map to do something that could be automated but weak and in need of defence.
OK, I'm not sure how so much misinformation started whizzing about, but the resource collector itself (not the nozzle) is 64x64x24. This is shorter then a player. It really should not be a big deal.
So, where to place these nozzles? Could you place one in the same room as the command console, and one in every hive location. How much space should there be between them? Should you place one in every corner of the map, or should you have one area in the center of the map where there's pretty little space between them?
Ok, from what I've heard on here so far, my guess would be that the func_resource is exactly the size of the collector.
*checks WC*
Yup. The func_resource is 64x64x25. Not large at all. You place it, and that's 'technically' all the space you'd need, since that's exactly where the building will go.
You'll need more so people can walk around it, build turrets around it and still walk around it, attack an entrenched enemy around it, and so forth.
<!--QuoteBegin--Yolmer+Feb. 27 2002,09:58--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Yolmer @ Feb. 27 2002,09:58)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->So, where to place these nozzles? Could you place one in the same room as the command console, and one in every hive location. How much space should there be between them? Should you place one in every corner of the map, or should you have one area in the center of the map where there's pretty little space between them?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> Think of these resource nozzle thingies as the minerals in starcraft. there's going to be SOME near the start, but they will run out over time, and so you will have to venture out and find more or them (and defend them too) to keep on getting the resource points. I'd be guess two near the marine start point, one near each hive (since the aliens will be getting resource points based off of kills too), and 6-8 others scattered throughout the level. the ones that are scattered throughout; I'd place half in various defendable places that are non discriminating as to which side will get them most of the time, and the other half scattered at random in the hallways.
I decided to take an ingame pic. Here ya go. That screen on the machine that's built on top should come to about chest height. I imagine the alien version will be the same size.
<i>A map should generally have between 5 and 8 of them, roughly equally placed so both sides have the same number at roughly the same distance from their start. </i>
What Bio said is a good idea, but he was suggesting too many. It's very confusing when everyone is answering questions around here. I'd prefer if everyone just let me answer them. It's hard enough getting info out to everyone, it makes it more difficult when some people get conflicting info.
If anyone really does want to answer a question (ie, the topic has been definitely discussed to death already), it would help if you said "I think", or "last I heard", etc. as opposed to giving definitive-sounding answers. Thanks, just trying to make sure things go smoothly around here.
No problem at all, Bio. I know people just want to be helpful. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
And you should have enough space around it for both sides to attack/defend.
<!--EDIT|Moleculor|Feb. 26 2002,16:18-->
That's not particularly useful Moleculor. I had a look at the resource gathering machine. It's huge. I don't think it's realisic to expect people to build maps with room for <b>8</b> of those plus <b>3</b> hive rooms plus a marine start point plus a commander room plus multiple routes / entrances all spaced out enough to keep commander r_speeds bellow 700 and without overlapping and still retain balanced gameplay.
[/rant]
I favor 8 aside team maximum and no resource gathering. That to me sounds reasonable. It's late I think i'll go lie down down...
*Edit* - I think I read you wrong, and you meant 8 players on a side. And no resources. Ehhh... you're describing a game that no longer has any RTS elements. */edit*
If you don't have resource nozzle points, the game becomes a huge exercise in exploitation, where people are hiding resource towers off in dark shadowed spaces. The strategy is gone, and it becomes an easter-egg hunt.
Just like in an RTS, you need to have a rough idea of where the enemy is; completely random gameplay is not going to be easy for new players, and allowing players to put resource structures wherever they feel like will actually be harder on you the mapper, as your playtesting times will need to quadruple to make sure your map can't be exploited. This is not like building a hive room - all you're doing is placing a resource nozel in the map and giving it enough wall clearance that the tower won't clip. From a mapping standpoint, it should add about 15 minutes to your dev time. From a playtesting standpoint - who can say?
<!--EDIT|MonsieurEvil|Feb. 26 2002,19:13-->
Isn't manageing the resources of Health, Armor and Ammo enough for you people?
Yes I mean 8 players per side. That would halve the floorspace needed for each hive room and the marine spawn point.
If you want fixed locations where you can expect to find the enemy both sides have bases that need to be destroyed remember.
<img src="http://www.readyroom.org/ns_models/resource2_8x6.jpg" border="0">
The big brown circle thing at the bottom is 64 units big. Which meaaaans.. that whole thing is prolly 128 units large, and maybe 96 units high.
I dunno, is that big?
<!--EDIT|Moleculor|Feb. 27 2002,02:00-->
<b>Instead of having fixed resource collectors why not make it a carryable device that is used by the player like a weapon, the commander builds it and gives it to a player who then takes it to a "nano hot spot" (which could be cleverly integrated into each map to look like some kind of glowing conduit) under heavy guard. This gives the marines an alternitive objective to killing the aliens and an alternitive objective for the aliens of protecting the nano hot spots - I think the marins should have to get there collected nano resource units back to thier command station and empty them into something this make the job a little more realistic and means that the marines have to advance and retreat alot(which is fun) or that they have to setup a forward base around a nano hot spot. I think the aliens should build up resources slowly from thier hives(and possibly from kills) but at a much slower rate than the marines can collect them, but if the aliens are doing thier job correctly and the marines will be bussy with other things than resource gathering. I think it would be quite possible to make this slow and steady Vs collection resource gathering fair on both teams and it gives them very different goals and styles of play - It is however a very advanced idea and your resource tower model is very nice, but it I'll be anoyed if you cant come up with a good reason why the resource tower meathod is better.</b>
i thought they were huge when u look at the model screenies
Sorry but its my opinion
Mr Nebel I will accept your opinion much more readily if you give the reasons behind it.
1. I think I read somewhere they'd already considered this style of collection
and the game should be about attacking the hives and not collecting resources, the resources should be a small part of it that can be set up along with turrets near them to defend the collectors, the dangerous part being the setup, this way the marines should be able to setup small forward bases as they progress to the hives and slowly take them back from the aliens or vice versa with the aliens defeating the marine defences and taking the node for themselves.
Personally I don't want to spend the game running back and forth across the map to do something that could be automated but weak and in need of defence.
I might have to scrap the NS maps i've been working on for the last 4 months otherwise...
*checks WC*
Yup. The func_resource is 64x64x25. Not large at all. You place it, and that's 'technically' all the space you'd need, since that's exactly where the building will go.
You'll need more so people can walk around it, build turrets around it and still walk around it, attack an entrenched enemy around it, and so forth.
Think of these resource nozzle thingies as the minerals in starcraft. there's going to be SOME near the start, but they will run out over time, and so you will have to venture out and find more or them (and defend them too) to keep on getting the resource points. I'd be guess two near the marine start point, one near each hive (since the aliens will be getting resource points based off of kills too), and 6-8 others scattered throughout the level. the ones that are scattered throughout; I'd place half in various defendable places that are non discriminating as to which side will get them most of the time, and the other half scattered at random in the hallways.
<!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
<i>A map should generally have between 5 and 8 of them, roughly equally placed so both sides have the same number at roughly the same distance from their start. </i>
What Bio said is a good idea, but he was suggesting too many. It's very confusing when everyone is answering questions around here. I'd prefer if everyone just let me answer them. It's hard enough getting info out to everyone, it makes it more difficult when some people get conflicting info.
If anyone really does want to answer a question (ie, the topic has been definitely discussed to death already), it would help if you said "I think", or "last I heard", etc. as opposed to giving definitive-sounding answers. Thanks, just trying to make sure things go smoothly around here.