"give res 10"

darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
<div class="IPBDescription">for teamplayers</div>
the titel say it. no?

a small bind/comand that you can give 10 res to a other teammate

example

youre a fade/onos and have 60 res
a gorge near you have no res becouse he drop cambers
its simple: the fade/onos look at the gorge and press a key
and the gorge recive 10 res

its for teamplayers and clans

i think i dont need to explain that much

im sorry if i repost

Comments

  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    Well we don't really know what the resource model will look like for the kharaa. We know it will be similar to the marine side with a commander and that it's "unified" but giveres is based upon the idea of individual resource pools.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    This would be an awesome idea for NS1!

    Get 3 players in and type "giveres 10 enigma" and then leave the server. Think how cool it'd be to fight fades unupgraded with no phase gates.
  • La ChupacabraLa Chupacabra Join Date: 2008-02-25 Member: 63729Members
    remember playing on servers with that kind of thing... don't know if anybody runs thins anymore
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    there are several servers than ran something similar for a while. Basically, it's borked.

    30 second 2nd Hive drop.

    Any questions?
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    it can be balanced that you cant use the gived res to build hives and onoses

    also 2 res pools
    youre own
    and the given

    you can evolve, and drop cambers but not a hive or onos
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    <!--quoteo(post=1673014:date=Mar 12 2008, 07:29 AM:name=darktimes)--><div class='quotetop'>QUOTE(darktimes @ Mar 12 2008, 07:29 AM) <a href="index.php?act=findpost&pid=1673014"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it can be balanced that you cant use the gived res to build hives and onoses

    also 2 res pools
    youre own
    and the given

    you can evolve, and drop cambers but not a hive or onos<!--QuoteEnd--></div><!--QuoteEEnd-->
    Unless you block fade also then it is still over powered (seriously, 30 second fade any one?).

    And if you block fade also, then tbh, it is rather useless.
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    or...

    you can only give res when youre a fade or onos
  • LosButchLosButch Join Date: 2007-12-27 Member: 63268Members
    It sounds like this complicates things more than solves problems.
    The problem really is, that a lot of players run around with res they have no use for. Like mentioned, onos and fade with lots of res, but also if theres a lot of players on the server, it always a problem to be alien. The res are scattered evenly between the aliens, wich results in most players having 0-19 res wich is useless unless you are a george. If you combined the entire team you could maybe gather more than 100 res.
    Introducing the alien commander would probably put an end to this.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--QuoteBegin-afratnikov: UW Podcast #16 transcript+--><div class='quotetop'>QUOTE(afratnikov: UW Podcast #16 transcript)</div><div class='quotemain'><!--QuoteEBegin--><b>Team size balance and Resource model</b>

    Charlie: And team size and balance. So the question is: is NS2 going to be balanced like NS1? Well, NS1 was balanced for 6v6, and will NS2 be the same? And that thankfully is not the case. Let’s see, ok, how do I describe this? The new resource model, which I don’t want to describe yet, because I don’t know if it will work, that will actually allow the economy to be the same at all levels. The way it worked in NS1, how the resources were split up among the alien team, the team size actually affected the flow of resources into your teammates. So that actually totally changed the pace of the game and I think there are some other reasons. <i>The resources for aliens were divided among many pools instead of the marines, where it was all in one pool, then you could fall below a threshold of technology, you fall below a threshold that you need, a minimum threshold, more often.</i> Does that make any sense? It’s really hard to describe. <b>If it costs 10 resources to build something and you have 10 among the whole team, but not among any one person, then you can’t buy that thing, whereas on the marine side, you could buy that thing. And if that’s a resources tower, then the aliens can no longer get resources. So it kind of had all these invisible boundaries all over the place in NS1 and so I think that will all be fixed for 2.</b> So, the game will not be balanced for one particular team size, and it should work for all team sizes, probably anywhere from 2v2 to 16v16. And let’s see what else we have here.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited March 2008
    RFK control is one of the things not that many players seem to realize. Depending on the situtation you should direct frags more or less to skulks. That's some teamwork if you ask me. It doesn't help permgorges all that much though.
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