You can upgrade the res towers with 'canal' ability, and when it's upgraded you can do it again. Does it mean each time you get a 33% increase in res from that structure? Some stats would be great if anyone has.
imagine res tower could only be built on DI and if you cut trough the DI so its not connected to the hives anymore trough DI the team does not get RES.
would be a great tactical element :)
but as long as we do not know about DI, we could not say if it would be hard to implement :/
i think this is one of those things that shouldn't be perfectly realistic in a game i explained it for myself like this: in "the real ns universe" gorges carry res from nodes to hive, but since that would destroy gameplay alot, that part was just omitted
that, or maybe the RT collects the "raw res" and attaches clumps of it to small carrying units that take it to the hive through the facility
I've notice that too. That you can upgrade it twice. After the first time I upgraded it I did notice an increased amount of resources. By the time I would get around to doing it the second time the game was becoming intense and I was unable to note if resource income increased again.
So I am unsure if it increases it by 33% and then another 33% on top of the previous.
Far as I know, the "Canal" is a feature we would like to have, but probably won't make it in for release. Basically the Alien commander could open up canals in the DI, basically portals from one part of the map to another - but instead of being instant, the alien players run a short amount of time in a small DI infested tunnel and pop out in the other part of the map.
<!--quoteo(post=1814606:date=Dec 9 2010, 03:11 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Dec 9 2010, 03:11 PM) <a href="index.php?act=findpost&pid=1814606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Far as I know, the "Canal" is a feature we would like to have, but probably won't make it in for release. Basically the Alien commander could open up canals in the DI, basically portals from one part of the map to another - but instead of being instant, the alien players run a short amount of time in a small DI infested tunnel and pop out in the other part of the map.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Interesting Cory.... but we we're talking about the feature on the harvesters/extractors that boost the resource output.
Both the alien harvester and the marine extractors have a resources output upgrade. it is very useful and you'll notice a big difference when you have 3-4 res nodes capped at max upgrade. It really helps push the resources in end game which makes it easier to recover from losing a tech point and rebuilding quickly.
<!--quoteo(post=1814606:date=Dec 10 2010, 08:11 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Dec 10 2010, 08:11 AM) <a href="index.php?act=findpost&pid=1814606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Far as I know, the "Canal" is a feature we would like to have, but probably won't make it in for release. Basically the Alien commander could open up canals in the DI, basically portals from one part of the map to another - but instead of being instant, the alien players run a short amount of time in a small DI infested tunnel and pop out in the other part of the map.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds amazing, and very useful! Hope this makes it into the game at some stage.
<!--quoteo(post=1814606:date=Dec 9 2010, 04:11 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Dec 9 2010, 04:11 PM) <a href="index.php?act=findpost&pid=1814606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Far as I know, the "Canal" is a feature we would like to have, but probably won't make it in for release. Basically the Alien commander could open up canals in the DI, basically portals from one part of the map to another - but instead of being instant, the alien players run a short amount of time in a small DI infested tunnel and pop out in the other part of the map.
<!--quoteo(post=1814606:date=Dec 9 2010, 03:11 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Dec 9 2010, 03:11 PM) <a href="index.php?act=findpost&pid=1814606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Far as I know, the "Canal" is a feature we would like to have, but probably won't make it in for release. Basically the Alien commander could open up canals in the DI, basically portals from one part of the map to another - but instead of being instant, the alien players run a short amount of time in a small DI infested tunnel and pop out in the other part of the map.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd--> My bacterium infested alien heart chuckles ruthlessly at the hive mind's creations >:D
<!--quoteo(post=1814687:date=Dec 10 2010, 01:56 AM:name=yourbonesakin)--><div class='quotetop'>QUOTE (yourbonesakin @ Dec 10 2010, 01:56 AM) <a href="index.php?act=findpost&pid=1814687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's coming after release.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll be buying (or not) NS2 based on the actual game content at the time of release, not based on speculation of what NS2v5 might contain. "This might show up later" isn't content. The tunnel thing was discussed as an NS2v1 feature, therefore not being in NS2v1 = cancelled for NS2v1.
I suppose teleportation-based movement suits the Shift structure more? After all, it is the supposed MC replacement, with "outmaneuver and redeploy" abilities.
It makes me wonder... how thick is DI going to be if an Alien can tunnel through it O_o?
I wish UWE stayed with simple. That's what was originally promised, a simpler NS, it's more complex. Dynamic is fun, power node, DI, tech point. You get some new. Although then over complexifying with inert and active abilities, commander only and player only. Canals and carbon and plasma? It's going to alienate new gamers to the NS world more so than ever before and create the need for combat to introduce the universe.
Having many features doesn't alienate people, all a new player needs to know is use the armory to pick a gun and shoot the aliens, or press the b key and pick a class and eat the marines.
Plasma and carbon and crap are only relevant to the commander, the player just sees a money counter.
The idea of two resources is not rocket science, and is useful for balance. The thing that alienates people is joining a game and everything owns them in one shot for no readily explained reason.
PlasmaJoin Date: 2003-04-26Member: 15855Members, Constellation, Squad Five Blue
I prefer the single resource type too; I think though its confusing because:
* Some things cost Plasma, some Carbon * The UI indicates one but you really need the other * There is a Carbon cost but it sometimes deducts from your personal carbon, or the team's Carbon
It's not clear in-game which one you need (because of the 3 problems above) and I don't really get a sense of whether 400 carbon or plasma I sometimes get is very useful or not as commander, when I can't place many turrets because I have 20 in my own player's bank.
A single resource type would be cool (or correct the above issues), and I'd maybe let all team purchases draw on team resources - not individual players.
<!--quoteo(post=1815805:date=Dec 14 2010, 07:59 AM:name=Plasma)--><div class='quotetop'>QUOTE (Plasma @ Dec 14 2010, 07:59 AM) <a href="index.php?act=findpost&pid=1815805"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I prefer the single resource type too; I think though its confusing because:
* Some things cost Plasma, some Carbon * The UI indicates one but you really need the other * There is a Carbon cost but it sometimes deducts from your personal carbon, or the team's Carbon
It's not clear in-game which one you need (because of the 3 problems above) and I don't really get a sense of whether 400 carbon or plasma I sometimes get is very useful or not as commander, when I can't place many turrets because I have 20 in my own player's bank.
A single resource type would be cool (or correct the above issues), and I'd maybe let all team purchases draw on team resources - not individual players.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with your arguments. But 2 resource types will not be overwhelming if it is easy to spot which is used for which. I'm sure UWE will curbstomp as much useability in this game as humanly possible, but maybe not at this exact time. Patience young one =) (Allthough I like your arguments)
Comments
would be a great tactical element :)
but as long as we do not know about DI, we could not say if it would be hard to implement :/
i explained it for myself like this:
in "the real ns universe" gorges carry res from nodes to hive, but since that would destroy gameplay alot, that part was just omitted
that, or maybe the RT collects the "raw res" and attaches clumps of it to small carrying units that take it to the hive through the facility
So I am unsure if it increases it by 33% and then another 33% on top of the previous.
100% income without upgrades
133% on first upgrade
166% on second
200% on third
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Interesting Cory.... but we we're talking about the feature on the harvesters/extractors that boost the resource output.
Both the alien harvester and the marine extractors have a resources output upgrade. it is very useful and you'll notice a big difference when you have 3-4 res nodes capped at max upgrade. It really helps push the resources in end game which makes it easier to recover from losing a tech point and rebuilding quickly.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds amazing, and very useful! Hope this makes it into the game at some stage.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
tricked into content reveal FTW!
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
My bacterium infested alien heart chuckles ruthlessly at the hive mind's creations >:D
content cancellation reveal, you mean
It's coming after release.
Remember, NS1 was still in development years after release on October 31st, 2002. NS2 will be the same.
Meaning more goodies.
I'll be buying (or not) NS2 based on the actual game content at the time of release, not based on speculation of what NS2v5 might contain. "This might show up later" isn't content. The tunnel thing was discussed as an NS2v1 feature, therefore not being in NS2v1 = cancelled for NS2v1.
I suppose teleportation-based movement suits the Shift structure more? After all, it is the supposed MC replacement, with "outmaneuver and redeploy" abilities.
It makes me wonder... how thick is DI going to be if an Alien can tunnel through it O_o?
I wish UWE stayed with simple. That's what was originally promised, a simpler NS, it's more complex. Dynamic is fun, power node, DI, tech point. You get some new. Although then over complexifying with inert and active abilities, commander only and player only. Canals and carbon and plasma? It's going to alienate new gamers to the NS world more so than ever before and create the need for combat to introduce the universe.
Plasma and carbon and crap are only relevant to the commander, the player just sees a money counter.
The idea of two resources is not rocket science, and is useful for balance. The thing that alienates people is joining a game and everything owns them in one shot for no readily explained reason.
* Some things cost Plasma, some Carbon
* The UI indicates one but you really need the other
* There is a Carbon cost but it sometimes deducts from your personal carbon, or the team's Carbon
It's not clear in-game which one you need (because of the 3 problems above) and I don't really get a sense of whether 400 carbon or plasma I sometimes get is very useful or not as commander, when I can't place many turrets because I have 20 in my own player's bank.
A single resource type would be cool (or correct the above issues), and I'd maybe let all team purchases draw on team resources - not individual players.
* Some things cost Plasma, some Carbon
* The UI indicates one but you really need the other
* There is a Carbon cost but it sometimes deducts from your personal carbon, or the team's Carbon
It's not clear in-game which one you need (because of the 3 problems above) and I don't really get a sense of whether 400 carbon or plasma I sometimes get is very useful or not as commander, when I can't place many turrets because I have 20 in my own player's bank.
A single resource type would be cool (or correct the above issues), and I'd maybe let all team purchases draw on team resources - not individual players.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with your arguments. But 2 resource types will not be overwhelming if it is easy to spot which is used for which. I'm sure UWE will curbstomp as much useability in this game as humanly possible, but maybe not at this exact time. Patience young one =) (Allthough I like your arguments)