2 Seperate Marine Techs
male_fatalities
ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
I know most of the opinions in this section of the ns forums goes un-noticed.
You know how aliens when they get a chamber can't get another till hive goes up.
I was thinking that with marines, we could have 2 different techs, but in researching one of these techs disables the other. This could lead to more different strats from both sides; aliens and marines.
You know how aliens when they get a chamber can't get another till hive goes up.
I was thinking that with marines, we could have 2 different techs, but in researching one of these techs disables the other. This could lead to more different strats from both sides; aliens and marines.
Comments
hey, but we already have those tech directions: JP, HA.
Or do you mean something else which isn´t acutaly ingame, then you should write down all your sugestions in I&S forums with descriptions to discuss it.
This is why people are suggesting to unchain the chambers: it would bring alien versatility to on par with or above marine versatility, and it might bring balance with it.
*shakes head at suggestion*
Sure it can.
I haven't seen a limit on something INVENTED for the HL engine. It just requires more coding.
But frankly, this is a bad idea. Forcing someone to choose = less strategies = less options = worse gameplay.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
|- JP
Standard Path-|
|- HA
|--*
|-|
|- Branch One -| |--*
Secondary Tree-| |----*
| |-* |-*
|- Branch Two ----| |-|
|---| |-*
|--*
I curse thee Variable Width Fonts!
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
There we have a primary tree, which is the standard core tree, which may or may not be the one we currently have
We also have a secondary tree, which provides specialised upgrades which are geared for a particular strategy or tactic in mind and have their own strengths/weaknesses. Since the trees are high developed though, switching branches except for the early stages could become rather expensive and may infact cripple the team. The secondary tree SHOULD have some basic upgrades which are useful at the low end, but should really be the most effective at the high end, thus introducing a massive cost to tech up to that level.
Perhaps having an initial building for that branch which acts as a sort of 'arms lab' could be used for that purpose of 'cost locking' in the branches. The upgrades disappear with the building in other words...
Just my take on this idea.
Of course, you'll need a MASSIVE tech tree to be able to even consider this proposition, and you'll also have to have the kharaa able to adapt to the possible new strats and have their own counters at the same time.