Power Grid
Ink
Join Date: 2009-08-15 Member: 68499Members
It seems like a pretty cool concept but like maybe im not getting it completely or maybe i am. If mappers are gonna have to follow a basic layout for the power grid, wont a lot of maps end up looking a like or close to it in layout? or things become unbalanced or something it just seems like a difficult concept to map if your really trying to do something that couldnt really have that type of layout.
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Right now I can't see how the power grid limits mapping more than the requisite of 3 hives in NS. I'll wait for some details until I start speculating more.
People rush forward strategic points in company of hero all the time.
Conceptually, that is the entire point of a power grid design. Instead of always attacking the closest and easiest strategic point (like teams do in NS1), teams are given the option of striking deeper into enemy territory for greater reward but at higher risk.
In NS1, marines periodically choose to ignore skulks killing res nodes to take the offensive. That is no longer possible when 1 skulk can potentially cut off an entire map of resources by killing only 1 or 2 nodes.
No more "set it and forget it" map control.
This isn't really an idea or suggestion, so I'll move it to general.
<img src="http://members.home.nl/afj.wientjes/earlydraft.png" border="0" class="linked-image" />
Edit: forgot to mention that there are no vents in this one yet. Haven't gotten around to doing that yet.
i was made aware of this today, so i will be changing that in a future sketch, thanks for your input.
Please? :-)
Please? :-)<!--QuoteEnd--></div><!--QuoteEEnd-->
Here's my diagram:
Start>o--------------------o------------------------o
Imagine the o's are resource nodes. Then someone comes along and takes out the middle one. Now your buildings don't work in the farthest one!
edit: seriously, that's basically all we know about it :)
So how can you have tech points, which aren't res nodes? What would the aliens attack?
And also, referencing the image up there...
What happens with the interconnected ones?
Does that imply that if the res node north or south of the marine base is out, double can still operate? It's only when both are down that double is down?
So how can you have tech points, which aren't res nodes? What would the aliens attack?<!--QuoteEnd--></div><!--QuoteEEnd-->
The command chair.
<!--quoteo(post=1743057:date=Dec 8 2009, 04:03 PM:name=Psyke)--><div class='quotetop'>QUOTE(Psyke @ Dec 8 2009, 04:03 PM) <a href="index.php?act=findpost&pid=1743057"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And also, referencing the image up there...
What happens with the interconnected ones?
Does that imply that if the res node north or south of the marine base is out, double can still operate? It's only when both are down that double is down?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes. If one node has lots of ways to connect back to the base, it's much harder to isolate.
Every power grid point has the potential for a CC is what I thought was the case.
Since they referenced company of heroes I thought it was going to be like the British in that game. You can relo your truck anywhere in the captured area.
Free included screenshot incase people haven't played CoH.
<img src="http://members.iinet.net.au/~dcadigan/coh.JPG" border="0" class="linked-image" />
For example can I link lights to specific RTs?
Or to tech points and stuff?
Can I force DynFest to move to places if aliens get a tech point?
Would be nice to see what people want to be able to link to the map objective points and see how many can be implemented into the editor.
Or will it be done out of the editor?
Yeah, I'm really hoping this is possible as well, I've got two places on my map I want to set up like that. Kind of like a successive benefit for owning two hard to control areas. We're still waiting on the mechanics of the power grid though, so its all up in the air.
It could pave the way for control points that must be held for X amount of time before their real strategic benefit is gained, with a great visual cue (DI growth) showing progress to the players.