Question about the resource system
Nemesis_Zero
Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
<div class="IPBDescription">Smack me if it's written down somewhere</div>I just started implementing func_resources in Eniant, and wondered how the relations are: Are the predefined 200 RP much? Are they a minimum? I'm aware that the definate res costs won't be settled until about 2 hours before the actual release, but some hints would be nice.
Comments
Here's an example: In NS_Penumbra there is 1 resource nozzle close to each start point, so that each side can easily hold on to at least one supply of resource points. These func_resources are set to 100, only half of the default, to ensure that the team can't win the game using just that resource nozzle alone. The resource nozzles near the middle of the map, which is where most of the fighting will be, are set to 400, which is double the default. This makes them a prize worth fighting for.
So each side can get resources right away from the local nozzle, but in order to win they'll have to expand and capture the middle nozzles. Think of how RTS maps like warcraft/starcraft/C&C are laid out when placing the nozzles and setting their values. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
BTW, I think it might be a good idea to put a func_resource near but not in the marines base - using that one will force them to break their defenses up a bit, so burry-in tactics won't be all that common.
Remember that when the resources run out, so does the game, as the team with no RP's will be unable to reinforce or buy weapons and ammo. That's why it's so critical to control as many nozzles as possible.
<!--EDIT|MonsieurEvil|Mar. 13 2002,15:35-->
Besides, an actual playtest will be very hard if the mapper didn't get the resources right, so please give us some relations:
Are 100 RP worth a LMG?
A turret?
A hot puff of oxygen?
I speak of course from complete inexperience, as I've never been able to successfully do this, but then again I've never tried very hard.
I'm of the mind to keep all the numbers as small as possible, and no smaller. I think ammo should be around the cheapest thing around, probably a couple points. Most alien structures cost in the area of 15 points, and upgrading to a different alien lifeform costs anywhere from around 5 (level 1, assuming you're morphing down) to around 40 for a level 5.
I think most func_resources should have around 100-200 points each. It costs around 10-20 points to build a tower on top of one, and then the marines are encourated to upgrade the towers repeatedly, which each upgrade causing it to harvest faster.
One thing to keep in mind, is that a map should have no more then about 7 func_resources or so. Any more then that gets to be overwhelming and harder to keep straight (most people can keep 5-9 objects in their head). Smaller numbers of things are easier to think about.
Also, don't place the func_resources under things are too close to walls. The resource tower needs to fit on top of it easily.
These numbers are definitely subject to change of course and are just guesstimates right now.
If it's just the builder why should any of the others bother gaurding it?
1. Only change the properties of brush/point entities
2. Only change the type of a brush or point entity
3. Only change the position of non-light point entities
4. Only add/remove non-light point entities
So you can change the values on a func_resource without a problem, and you can move it since it's just a point entity. You can also add them later, or remove them.
Comments? Sugestions? Baseless abuse?
--Scythe--
<a href="mailto:the_only_scythe@yahoo.co.uk">the_only_scythe@yahoo.co.uk</a>