Improving gameplay - Lowering amount of starting res
toreman
Join Date: 2007-12-16 Member: 63173Members
I feel as if resources doesnt play a huge roll in ns2. It feels somehow disconnected from the game. Coms doesnt really have to think about not having enough res, players almost always have enough res for buying weapons or mutating. Basicly res isnt a gameplay factor at all.
Main problem:
- Team start with to much res at the start of the game which results in the com being able to spam hives/coms and buildings.
If everyone began the game with MUCH lower res things like harvesters och kills would acually be important.
Am i making my self clear:P? I know its early in the beta but i think that the gameplay would improve SO much if they made this change. I want to FIGHT for res and by fighting, earning for a hive or mutation etc.
Regards
Toreman
Main problem:
- Team start with to much res at the start of the game which results in the com being able to spam hives/coms and buildings.
If everyone began the game with MUCH lower res things like harvesters och kills would acually be important.
Am i making my self clear:P? I know its early in the beta but i think that the gameplay would improve SO much if they made this change. I want to FIGHT for res and by fighting, earning for a hive or mutation etc.
Regards
Toreman
Comments
And that's a bad thing? It speeds up the game and is forgiving to new comms. Personally, I think they dropped the initial res and res flow too low in 158.
I believe you're correct in that assumption, and I agree with you and the OP.
I've encountered difficulties with resources before, but only rarely, and only under one scenario: when the opposing team has engaged in truly superb resource harassment and prevented us from being able to tech up, and when the opposing team controls the entire map and we're locked in our starting location. The second scenario is, of course, late game, and usually means it's about to be GG.
Other than that, I've never encountered a single issue with resources. While I don't think this is a problem yet while not all of the features are in game, I do consider it an issue in the long run-- but as you said, I think the resources values are low and costs are likewise low simply to facilitate easier testing.
I can understand why it is high at the moment (for testing purpose) but it is frankly annoying.
Yeah, the tech expansion should cost a bit more when testing is over. 100 resources or more. It's supposed to be "big", it's supposed to be a risk. Otherwise there's no choice and the game becomes stale, boring, shelf worthy, and not recommendable.
Truth, but it should be a risk resource-wise. The decision between a "fast expand" should halt your economy temporarily, so that you're essentially deciding, "alright, do we want to turtle up and make sure our main base is will defended, or do we want to expand and risk losing resources in the short term and being vulnerable to attack, but potentially gain a solid foothold?"