Resource Exchange Bin

MrCookieMrCookie Join Date: 2010-04-18 Member: 71451Members
What I was thinking is that maybe there should be a structure that allows players to collect useful pieces of debris, organic parts from alien corpses, pieces of armour from dead marines etc. which they could then deposit into this bin that would give some extra resources for the commander to use.

Comments

  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    I imagine a phase gate kind of thing that disintegrates the materials or easy recycling.

    lol... I'm imagining the trap from Ghost Busters, but bigger. However, a mobile unit could allow you to teleport it to base.

    <img src="http://www.thewallpapers.org/photo/18003/ghost-trap.jpg" border="0" class="linked-image" />
  • brownymasterbrownymaster Join Date: 2009-07-11 Member: 68110Members
    Seems like a boring chore like building was in NS1. Except this one would require you to be near the front than travel back, making it kinda detrimental towards the team push as a whole. Also, would end up making areas cluttered with corpses instead of disappearing conveniently.

    BTW, explain how a marine would go about picking up objects. Are they weighed down, are they automatically picked up, does it disable the marine's attacking ability until they drop it? If the answer is yes to any, it's a disadvantage to the marine to do. Also, because we don't know exactly how spawning/pgs will work in this game with the whole squad thing, it may end up being too easy of a source of income (or possibly an alternative to Kill for Res, assuming everything else is scaled appropriately). You'd have to give aliens a similar function too so that they can either gain similar rewards or they can prevent marines from doing that by destroying the stuff (which again, would mean there's the whole clutter/clipping problem).
  • Crazyperson4200Crazyperson4200 Join Date: 2010-04-15 Member: 71415Members
    I'd worry about this becoming the "unwanted chore" that nobody wants to do and would then become unused, so the effort put into it becomes wasted.

    However, maybe if there was a small (1-2 res) fee in optionally teleporting dropped equipment that an equipped marine walked over and giving it to an unequipped marine would be a twist on this idea. Perhaps make it researchable so there isn't the instant flux of shotguns at match start?
  • ackeracker Join Date: 2010-03-10 Member: 70915Members
    edited April 2010
    I'd be one of the scavengers...if they managed to make it semi-skillful, this could actually be fun.

    Quickly salvaging valuable stuff from a war zone while (fending off)/(hiding from) aliens almost sounds like a game in itself...
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    I'm not seeing what this adds. I agree it feels more like another chore to deal with and doesn't impact gameplay well.

    Recycling has been used in RTS games before, but it's because you have random NPCs to do it for you (see CoH and SupComm). And while it may give yet another job for the spare noob, you don't want to make a whole game just for noobs that is disjoint from the rest of the game. At least being the builder/welder Marine or Gorge in NS1 got you into the action and you had to understand the gameflow, so as you got better you could segue into being an active participant in the fights. Being a scavenger seems like run around avoiding conflict and come in after the fight is over to pick up the scraps.
  • ackeracker Join Date: 2010-03-10 Member: 70915Members
    edited April 2010
    For COH, while it's true that the Medic Tent, CCS, and the Med Bunker auto-recycle casualties for an up-front cost, it is not true that the Bergetiger auto-recycles tanks (generally more deadly, but fairly high-tier). Entire strategies have evolved around denying the enemy recycling his Volks into Grens using the Med Bunker...even NPC recycling isn't something to throw out offhand.

    To be honest, it's not that disjointed from the main game. After all aliens would want to prevent marines from recycling, marines would want to prevent aliens from recycling, and each side would act accordingly. The most that can be said for recycling is that it would be <u>slightly</u> less hazardous than being directly on the front lines. Unless recycling is worth so much that it'd pay to ninja-recycle behind enemy lines, in which case it would be even more hazardous (and probably the domain of the extremely-skilled). The danger/skill level of recycling would be determined by how recycling is done as well as how much recycling is worth.

    I'd want a recycling system that's somewhat safer than the front lines so noobs can be broken into the game, with a few high-value recycle stuff.


    One problem with recycling is that it might cause, at the very highest levels, slight skill differences to become much more...noticeable. Since the team that wins the battle gains practically all of the recyclable loot, this causes individual battles to become even more game-changing. Any recycling system that's considered must take this into account.

    Of note: a small recycling system already exists in NS1; people drop guns when they die. This can drive commanders into frenzies when resources are tight...

    "PICK UP THE HMG, YOU IDIOT!"

    And stuff like that.
  • brownymasterbrownymaster Join Date: 2009-07-11 Member: 68110Members
    I don't think having newbs being designated to always picking recycling stuff is beneficial to helping them learn the actual game if they're not experiencing the battle on the front lines. We still should have marines recycling weapons (picking up drops).

    So yeah, I don't think it'll work out under the current metagame assumptions based of NS1 where people need to be on the front lines and gaining territory/control, not doing chores in the background while people are trying to kill.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    I used to think back in the day that when people say "recycle the weapons" that the commander could click on a fallen hmg and click the recycle button. Later i learned it just meant respawn and run back before the disappears.

    But what if their was a way for the commander to bacon back fallen weapons. Like either it costs some amount of res to do, or the feature must recharge between use.
  • HashashinHashashin Join Date: 2010-04-15 Member: 71416Members
    <!--quoteo(post=1767933:date=Apr 20 2010, 02:54 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Apr 20 2010, 02:54 AM) <a href="index.php?act=findpost&pid=1767933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I used to think back in the day that when people say "recycle the weapons" that the commander could click on a fallen hmg and click the recycle button. Later i learned it just meant respawn and run back before the disappears.

    But what if their was a way for the commander to bacon back fallen weapons. Like either it costs some amount of res to do, or the feature must recharge between use.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How about a weapon exchange option, you can trade an hmg in for 2 shotguns or a grenade launcher (assuming you have it all researched and the grenade launcher limit hasnt been exceeded.) Just in case you don't want to gun/bomb.

    No trade-ups though ie. 4 lmgs or 2 shotguns doesn't buy you an hmg.

    Recycling resources might cause balance issues, but whats the problem with trading your hmg so you and your buddy get a shotgun.
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