Some suggestions on Early Gameplay Balancing

RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
Alien start needs a power node. It is a little unfair to that marines can build in this room at any time during the game. By adding a power node to alien start it also gives them something to take care of when spawning instead of rushing right to marine start.

In addition to putting a power node in alien start... each power node should begin with a turret facing it. This would make it harder for kharaa to just rush through the map. Really if you're building a giant military based space complex... made a little initial built in security makes sense. It could be present at alien start in such a manner that it doesnt spawn kill but has to be taken care of. This would give the marines a bit more time to set up their primary base defenses.

Comments

  • Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
    OK I'll reply piece by piece. 1 Starting having power nodes, that's cool, like the idea, rather have them start off with the resources that would've been awarded for killing it though, and have the power node instead already destroyed.
    2. having turrets, no, I don't like the idea, turrets are a decision in tactics, and games should be able to be ended fairly quickly, because normally they can last a while, in which trying to prolong every game is just sad. I for one, like the idea of having quick, Fun! matches, instead of it drawing out just because a stupid turret was blocking my alien from getting close.
    3. turrets already placed, why not hydra?? logically how did the turret get there, marine yeah, because of commander, a logical idea then is to make hives 50% health too. Nah love the idea of power nodes, not so much the turrets, that's to much power towards marines, let alone very mean to new beginners, or noobs.
  • MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Members
    Well the game should focus 80% Marines, 20% Aliens. :P
  • RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
    1) You know the difference between a power node and a res node right? Power nodes allow marines buildings to function like IPs, turrets, the like. They are the controlling point for knocking down the marine defense grid. Essentially you kill the power node to a room nothing they build in their functions. Why should alien start be the only room without one? Its the alien main base and say in games it gets taken over by my marines but the aliens have other hives. They can build as much as they want in their and the only way for you to know out their sentries in their would be to kill the turrets one by one. You can't hit the power node down and then proceed to attack in the wake of the aftermath.

    2-3)We're not playing in a refinery or tram station built by aliens are we? Most of these settings are somewhat industrial locations set up by large companies in the outer reaches of space yes? Why couldn't they have a built in security system to begin with? It's not like they are fighting in a jungle. We have tech points and resource nodes that are artificial why isn't it logical that there might not be some built in security to begin with? The TSA is being sent in to do with alien infestation of an area that was manufactured by them mostly. Maybe in the case of the map being something like invading a Kharaa homeworld Whips automatically being placed makes sense. But if we're talking an expensive space cruiser or station - why wouldn't automated security turrets be expected in key locations?

    Right now the game consists of a rush to either get tier 2 upgrades as marines, or prevent them as aliens. A single skulk can one shot a starting marine and most times rape a full team. If you're alien you can end the match by just rushing marine start and taking out the IP and killing anyone whose alive. I've commed many winning and losing matches on both teams since alpha. Right now it pretty much comes down to if you're marines and you get the FT and Gls you win... it may be a long win.. but you win. Aliens if you cap all the tech points and make sure the marines don't you pretty much have the game. And aliens can easily rush the techpoints in the beginning. Now I don't necessarily want to make it any harder on me as an alien and I certainly hate how the FTs are atm. Its impossible to skulk and kill one and if you have more than 2 marines attacking you as a fade and one has an FT you're done.

    But to me the idea for a space station built by a powerful corporation with military/tsa ties or whatever would have some basic defense against initial alien invasion.

    my 2 cents
  • FrontlinerDeltaFrontlinerDelta Join Date: 2010-12-24 Member: 75924Members
    <!--quoteo(post=1820800:date=Jan 1 2011, 05:01 PM:name=Rulgrok)--><div class='quotetop'>QUOTE (Rulgrok @ Jan 1 2011, 05:01 PM) <a href="index.php?act=findpost&pid=1820800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) You know the difference between a power node and a res node right? Power nodes allow marines buildings to function like IPs, turrets, the like. They are the controlling point for knocking down the marine defense grid. Essentially you kill the power node to a room nothing they build in their functions. Why should alien start be the only room without one? Its the alien main base and say in games it gets taken over by my marines but the aliens have other hives. They can build as much as they want in their and the only way for you to know out their sentries in their would be to kill the turrets one by one. You can't hit the power node down and then proceed to attack in the wake of the aftermath.

    2-3)We're not playing in a refinery or tram station built by aliens are we? Most of these settings are somewhat industrial locations set up by large companies in the outer reaches of space yes? Why couldn't they have a built in security system to begin with? It's not like they are fighting in a jungle. We have tech points and resource nodes that are artificial why isn't it logical that there might not be some built in security to begin with? The TSA is being sent in to do with alien infestation of an area that was manufactured by them mostly. Maybe in the case of the map being something like invading a Kharaa homeworld Whips automatically being placed makes sense. But if we're talking an expensive space cruiser or station - why wouldn't automated security turrets be expected in key locations?

    Right now the game consists of a rush to either get tier 2 upgrades as marines, or prevent them as aliens. A single skulk can one shot a starting marine and most times rape a full team. If you're alien you can end the match by just rushing marine start and taking out the IP and killing anyone whose alive. I've commed many winning and losing matches on both teams since alpha. Right now it pretty much comes down to if you're marines and you get the FT and Gls you win... it may be a long win.. but you win. Aliens if you cap all the tech points and make sure the marines don't you pretty much have the game. And aliens can easily rush the techpoints in the beginning. Now I don't necessarily want to make it any harder on me as an alien and I certainly hate how the FTs are atm. Its impossible to skulk and kill one and if you have more than 2 marines attacking you as a fade and one has an FT you're done.

    But to me the idea for a space station built by a powerful corporation with military/tsa ties or whatever would have some basic defense against initial alien invasion.

    my 2 cents<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd be cool with all of that. Except the turrets near nodes, if they were to put those in I'd want them to be a minor distraction, not nearly as good as the current sentries used by the marine team.

    Maybe it's heavily damaged/out of repair?
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    One major consideration is that currently the power nodes are balanced based on what's in the game. So, understandably, they are a tad weak. However, later when DI is incorporated as another way to hinder Marine progress I hope Power Nodes will get a slight buff.


    The other way I see it is that Aliens have to take the time to either rush more territory and attack or bite down nodes. Having a weak starting turret to force a Skulk to sacrifice some hp to take down the node would work, or perhaps all starting power nodes can also start with an extra protective casing that takes about 15-30seconds to chew through. That way Skulks have to take that extra time to initially take nodes at game start, but later in the game in contested areas the power nodes aren't super strong after being retaken by the Marines.
  • Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
    Here's my suggestion, put a power node in where the aliens start, but have it already destroyed, since they atm don't even have a power node in where they are so they don't get resources, why would they get resources if they had one but it's already destroyed right.
    Now 2nd have it that when infestation comes it knocks out power grids but is required in-order to build hydra's or anythin.
    3rd, don't have turrets at all, it'll make it suck.
    4. with all this, give the ability to gourge's to be able to spit infestation at cost out to be able to build hydra's but it costs. also for 5. Have power nodes be like a building that marines or mac's need to build on in-order to bring them back, it actually takes a while to destroy and doesn't make sense for them to instantly re-appear. also have cheaper buildings take slightly longer to build, it adds to pressure.
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