Balance Concept: Redo Alien Res System for 3.2

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Comments

  • Joe2Joe2 Join Date: 2004-09-03 Member: 31268Members
    edited January 2007
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Oh yeahI also forgot to mention that with bigger teams marines must spend more res just to KEEP UP WITH THE ALIENS IN SPAWN RATES!<!--QuoteEnd--></div><!--QuoteEEnd-->
    When marines can't keep up with aliens in spawn rate, they can beacon.
    When aliens can't keep up with marines in spawn rate, they are doomed (spawn killed).
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--quoteo(post=1596125:date=Jan 8 2007, 05:09 AM:name=Church)--><div class='quotetop'>QUOTE(Church @ Jan 8 2007, 05:09 AM) [snapback]1596125[/snapback]</div><div class='quotemain'><!--quotec-->
    Oh yeahI also forgot to mention that with bigger teams marines must spend more res just to KEEP UP WITH THE ALIENS IN SPAWN RATES!

    Aliens get to spawn faster depending on number of aliens. In say...a 12 v 12 game, marines need to spend 60 res on IPs instead of 20 or 40 just to break even. So, not only do aliens start with 25 more res for each alien, the marines need to spend more res at the beginning just to keep up, before all the medding requests.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Anyway, you are forgetting that 25 res on say 10 aliens aren't any better than 25 res on 6 aliens simply due to the fact that they can't be utilized effectively after the first RTs and chambers have been dropped and the long wait for a useful amount is reached for the others in the team.

    It is much more benefitial for a few individuals to have a fast resflow than lots of people having res which can't be used to go fade/drop hive.
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