Tech tree random limitations
DailyNodes
Join Date: 2004-09-26 Member: 31928Members
Assuming that NS2 will have a larger tech tree, may i suggest random tech tree limits per round?
As an example:
In a round the marines may not have access to Grenade Launchers but Siege Cannon's cost less to produce;
The aliens lose access to lvl 3 abilties but have all melee attacks increased.
This would create a smaller set of strategies that each side would have to decide between thus making tactics less confusing and more unique round by round.
Now this would only work if the NS2 tech tree is more complex since it would thrive on more complex strategies.
what ya think?
As an example:
In a round the marines may not have access to Grenade Launchers but Siege Cannon's cost less to produce;
The aliens lose access to lvl 3 abilties but have all melee attacks increased.
This would create a smaller set of strategies that each side would have to decide between thus making tactics less confusing and more unique round by round.
Now this would only work if the NS2 tech tree is more complex since it would thrive on more complex strategies.
what ya think?
Comments
"We cant buy SGs this round, but JP is cheaper, yay.."
Commanders depend on haveing everything when meeting a situation (hive location, reloc, map, alien progression)
Maybe map specific limitations?
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Sounds pointless.
What upgrades would you have in mind of restricting on your map? O_o
EDIT: In the interest of balance, please.
EDIT: In the interest of balance, please.<!--QuoteEnd--></div><!--QuoteEEnd-->
err well that'd be another topic... and that could probably be implemented through map scripting
Ya, know... i'm gonna retract this suggestion until the devs state how complex the new tech trees are gonna be. It would only work if its complex anyway =/
What upgrades would you have in mind of restricting on your map? O_o
EDIT: In the interest of balance, please.
<!--QuoteEnd--></div><!--QuoteEEnd--> <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->MARINES CAN'T DROP STRUCTURES, LOLOLOL 8U
Yeah, I'd have to see the ns2 techtree before giving my opinion. :3<!--colorc--></span><!--/colorc-->
the out come of buildigna barrack over a silo first or a mech lab or a refinery all these things and there orders you constructed them in designated your final techs
never once out of do i ever remeber haveing the same final techs, i remeber picking up qutie a few of the same techs as my order of build at certain points was a trait i held true to, but wow, was it a hella fun mod
obisouly the tech trees cut off some where which limited you from getting all the tech evently but some of the units in this game where crazy, and i belvie light the way for some units and the unit lvl and progression system used in RA2
its exstreamly unbalanced but can be exstreamly fun, more so if your winning with a good res flow, g's even looseing can be fun being desimated by units you have never ever seen before
but i mean what do you have in mind?
120 diff gun types, ammo types, diff armors / suits some bio some soild steel some ninja light kevlar cat suits
36 diffrent semi useles buildings?
what about aliens 12 types of acid 150 upgrades based on armor types
5 hive types each allowing one of three diffrent chambers to be build allowing one of nine upgrades to be taken?
maybe random, shiny, end-game bonus techs - that kind of appeals. e.g. when you've finally amassed enough res to build your 500 res uberdestructorator it allows you to unleash the scorpians, build trebuchets on wheels, etc...
i don't like randomness particularly though...