Temp electrification

IceStormIceStorm Join Date: 2002-11-07 Member: 7488Members
Temporary electrification would be, let's say, for a minute, at 10 res (rather than entire game at 30 res), with quicker construction time, a building is elec'd.
Great to keep off pesky skulks.

Comments

  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    So, the same as it was in NS1, but this time it is only for a set amount of time? Why the step back?

    May I suggest that Dynamic Infestation (DI) could counter the electrification of a Resource Collector by clogging, choking, and severing the connections around it, shutting the whole thing down because it no longer has enough power and/or the programs direct the current are glitched?

    Or why not make it so that for a structure to be electrified it has to be connected to a cable which a marine physically put in place on top of the research into the necissary targeting programs? Then the cable could be broken or something, as a counter.

    So why do you want electrification to be toned back but cost less at the same time?
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    because it'd be much more effectiv this way
    1. elec takes a long time so you cant use it spontaneously
    2. elec loses its effectivity in endgame because of higher lifeforms

    but im not sure if this is a usefull or pointless idea.
    it eventually is a better idea to make elec cost you resources per time. like it costs 1 res every 3 resource-ticks, and you can deactivate the elec instantly. but it takes 20sec to turn it on. something like that
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    Yeah, i dont see the point of this.

    And elec is useful against everything except onos to be honest.



    Also, id like to see elec abolished, and instead , for 20 resources, a little turret pops out of the top of the resource node.
    Ping ping ping.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    I'm not sure if he was saying you should <i>replace</i> the normal elec with temp elec.
    I kiiinda like it, it would be useful in cases where an RT is getting attacked and you don't have a lot of res to spare. Then again, it would be a big disadvantage for skulks and such. Downright irritating as it is.
  • IceStormIceStorm Join Date: 2002-11-07 Member: 7488Members
    <!--quoteo(post=1646739:date=Aug 31 2007, 01:02 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Aug 31 2007, 01:02 PM) <a href="index.php?act=findpost&pid=1646739"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, the same as it was in NS1, but this time it is only for a set amount of time? Why the step back?

    May I suggest that Dynamic Infestation (DI) could counter the electrification of a Resource Collector by clogging, choking, and severing the connections around it, shutting the whole thing down because it no longer has enough power and/or the programs direct the current are glitched?

    Or why not make it so that for a structure to be electrified it has to be connected to a cable which a marine physically put in place on top of the research into the necissary targeting programs? Then the cable could be broken or something, as a counter.

    So why do you want electrification to be toned back but cost less at the same time?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sorry I didn't specify.
    The RT or TF now has an additional option for marines.
    You can go for the full length Elec, higher cost, longer build time, OR the temp elec, shorter build time, lower cost.
    When you think about it, no fricken commander is going to spend 10 res to temp elec a node, over and over on a few RTS, it's a waste of res.
    I don't know what the res count per minute is... (assuming the temp elec lasts a minute) but it would be wise to assure the temp elec costs more resources than the node can gather per length of temp elec (to prevent that).
    However, it will be useful for assistance in seiges, as well as if a group of marines are coming to a node, not quite fast enough for a full elec, but quick enough to save, let's say, 5 res (the construction of the actual RT)
    It all balances out, this isn't a gigantic change that will make the marines insanely better, I feel it'd be a neat little strategy enhancement for the marines.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    Assuming the 2.0x update in the guide is still accurate, and assuming this has a third of the research time and cost as elec, you're talking about a 10-second upgrade to save a deep node being chewed on which would cost you as much res as that node would produce in 40 seconds. So assuming it does save the node, you're making 20 seconds, or 5 res off of it.

    On top of that, you spent 10 res to drop a turret factory in the early game instead of a shotgun or mines, so that you could make skulks "bounce" off your nodes. It's losing you a lot of res and power in the early game, but I guess it could make up for it in the midgame, and of course, values could always be altered to balance it - balance is easy.

    I guess that's reasonable, as you're losing power in the pressure team to gain a fairly large resource advantage midgame?

    It would break if a lot of skulks hit it together (cba to do the math). That actually sounds like it might be good. It would solve the "I'm thinking about the 2 hive mark" problem would-be elec-users have at the moment. And it might add another possible strat for the marines besides "i'm dropping mines" or "i'm dropping shotty"
  • IceStormIceStorm Join Date: 2002-11-07 Member: 7488Members
    Could also temp elec TF's incase your phase is going down, and no time to drop mines?
    I don't know, people could find good reasons to temp elec things, it's worth looking into.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1647241:date=Sep 4 2007, 05:46 AM:name=IceStorm)--><div class='quotetop'>QUOTE(IceStorm @ Sep 4 2007, 05:46 AM) <a href="index.php?act=findpost&pid=1647241"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Could also temp elec TF's incase your phase is going down, and no time to drop mines?
    I don't know, people could find good reasons to temp elec things, it's worth looking into.<!--QuoteEnd--></div><!--QuoteEEnd-->

    We wernt really saying it wasnt useful, moreso just unfair - and annoying as ###### to skulks
  • HitesHites Join Date: 2004-08-20 Member: 30745Members
    i vote no, unless you made electrification cost something like 2res/minute instead of just a flat rate for permanent electrification. extra power for the electrification = extra resources. makes sense to me.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1647263:date=Sep 4 2007, 08:36 AM:name=Hites)--><div class='quotetop'>QUOTE(Hites @ Sep 4 2007, 08:36 AM) <a href="index.php?act=findpost&pid=1647263"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i vote no, unless you made electrification cost something like 2res/minute instead of just a flat rate for permanent electrification. extra power for the electrification = extra resources. makes sense to me.<!--QuoteEnd--></div><!--QuoteEEnd-->

    2 res a minute...?

    i think perhaps, you should be able to stop your income from a resource, to supply its eletrification.
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    edited September 2007
    well i thought it might cost ~1/3 of what 1 RT produces. so if 1 RT produces 12 res per minute, it would automatically subtract 4 of this res - dont know how long a res-tick is going to be. (and maybe ~5res when you start the elec-research, to avoid start-cancle-start-cancle abuses)
    because of this it should research much faster, like 30sec-60sec was my thought. and obviously be deactivatable instantly.

    and like already stated, it would also fit much better with the plausiblity. elec drains energy, energy is gained by res, so elec would normally eat your res continously while its active.
Sign In or Register to comment.