How to win a lost game? Funny or not?

WizardHUNWizardHUN Join Date: 2011-10-23 Member: 128903Members
So: At the start nothing usual but a player SCHDEPHY who was crying for flamethrowers, camped base, spammed ammo-med requests and ruined the whole game. I asked him to go out but he refused and I couldnt give med-ammo packs cause of him. I decided to build the last shelter for the team. In the main base i started placing turrets around, so I managed to keep all the aliens out. Noone could destroy anything, the marines killed all the gorges who tried to bile bomd. After like 2.5 hours of game the aliens gave up while we only owned the main base and they had EVERYTHING on the map. Funny?:)
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Comments

  • ArgoshArgosh Join Date: 2011-01-21 Member: 78474Members, Reinforced - Shadow
    Dont know exactly why you opened a thread for this, since it is a 'stalemate' scenario which has been discussed a lot in recent builds.

    Funny? For half an hour maybe but after that it is the most horrible thing to happen.
    As a Com you should know when a game is lost and give up.
    What you did was keeping a lost game alive for more than two hours, denying a regame that the alien team and probably more than half of the marine team was waiting for.
    Running against a wall like this as alien is just frustrating and nowhere near fun. In the end you just forced them to leave.
    It's probably for the best you didn't understand his last words, but in some way i can understand his anger.
    However the Onos will fix this..
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    This thread serves to point out how the aliens still do not have a means of breaking marine turtles.

    Although the Onos will help to some extent, we should not rely on it has a solution to all of our problems. Back in NS1, the Onos still was not as effective in breaking marine turtles as the siege cannon was in breaking alien turtles. Odds are the same scenario will be repeated again in NS2. The aliens need a late game method of effectively destroying marine structures.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    Aw man i remember that game.

    I honestly must have killed a dozen or so gorges. Most of them were staying back though trying to heal the fades, and either the alien commander was too inexperienced to research the bile bombs or the gorges didn't realize that had they invested their time to killing the MACs which we couldn't have replaced fast enough had they constantly destroyed them if they killed them as soon as possible, and then laying waste to the turrets, the alien team could have won much sooner.

    It really was a shame schdephy was griefing the entire game, would have been a much more exciting game rather than multiple hours of marines hunkering down in their main base.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    edited November 2011
    i was in that game and i will suggest depara to install the sentry limit mod on his server again :) also seems that the turrets deal more damage than they should

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I honestly must have killed a dozen or so gorges. Most of them were staying back though trying to heal the fades, and either the alien commander was too inexperienced to research the bile bombs or the gorges didn't realize that had they invested their time to killing the MACs which we couldn't have replaced fast enough had they constantly destroyed them if they killed them as soon as possible, and then laying waste to the turrets, the alien team could have won much sooner.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i was that comm and we had bile bomb after 2nd hive went up
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    Yeah that game took way too long. We all got bored because we couldnt break the seige so a few left and we rr. Was a real good game but aliens still lack the ability to break trough a defented last stand like this one. Also marines have been given a light advantage over aliens now with them getting more powerfull to balance the game and aliens being nerfed slightly. Only reason Aliens got that far in my opinion was our commander because a couple on our team where bad lol (me included)
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Sadly, this is a frequent occurrence (i.e. marines win cause aliens bored-quit).
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    So, lets dicuss how one could fix that. I'm against limiting the amount of turrets. If there are too many, that just means that the resource model is broken.

    So, quick ideas:
    -Onos, obviously
    -Fix the resource model. A one base team should never have enough resources to pay for all that stuff and repair it
    -Which brings us to: Repairing should cost resources
    -Perhaps make bilebomb stronger?
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited November 2011
    <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->What do we want?<!--colorc--></span><!--/colorc-->
    <!--coloro:#00C0FF--><span style="color:#00C0FF"><!--/coloro-->Umbra!<!--colorc--></span><!--/colorc-->
    <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Where do we want it?<!--colorc--></span><!--/colorc-->
    <!--coloro:#00C0FF--><span style="color:#00C0FF"><!--/coloro-->On Lerk!<!--colorc--></span><!--/colorc--> (or Gorge) :P
  • WizardHUNWizardHUN Join Date: 2011-10-23 Member: 128903Members
    <!--quoteo(post=1886734:date=Nov 25 2011, 01:40 AM:name=Argosh)--><div class='quotetop'>QUOTE (Argosh @ Nov 25 2011, 01:40 AM) <a href="index.php?act=findpost&pid=1886734"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dont know exactly why you opened a thread for this, since it is a 'stalemate' scenario which has been discussed a lot in recent builds.

    Funny? For half an hour maybe but after that it is the most horrible thing to happen.
    As a Com you should know when a game is lost and give up.
    What you did was keeping a lost game alive for more than two hours, denying a regame that the alien team and probably more than half of the marine team was waiting for.
    Running against a wall like this as alien is just frustrating and nowhere near fun. In the end you just forced them to leave.
    It's probably for the best you didn't understand his last words, but in some way i can understand his anger.
    However the Onos will fix this..<!--QuoteEnd--></div><!--QuoteEEnd-->

    I know when to give up. Alot of new players are around and they just run around like headless chickens. Aliens made the mistake they never attacked together if they could get the power node we could have lose.

    By the way, is that possible to ban SCHDEPHY from NS2? Ruining the game for 2 hours is something which the community dont want in my opinion.
  • BiglinesBiglines Join Date: 2003-12-07 Member: 24094Members, Constellation
    edited November 2011
    <!--quoteo(post=1886800:date=Nov 25 2011, 10:49 AM:name=WizardHUN)--><div class='quotetop'>QUOTE (WizardHUN @ Nov 25 2011, 10:49 AM) <a href="index.php?act=findpost&pid=1886800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know when to give up. Alot of new players are around and they just run around like headless chickens. Aliens made the mistake they never attacked together if they could get the power node we could have lose.

    By the way, is that possible to ban SCHDEPHY from NS2? Ruining the game for 2 hours is something which the community dont want in my opinion.<!--QuoteEnd--></div><!--QuoteEEnd-->
    you kept a turtle going for 2 hours... I don't like playing with griefers either, but keeping a turtle going that long is just as bad imho...

    The moment a base has more than 3 turrets covering eachother, it's the moment you should have given up anyway. Games should be won by players (or players protecting things like 2-3 arcs), not stupid ai units. A turret should only be used to keep aliens at bay long enough for a marine to either phase or run to that location. Maybe have the bilebomb be more effective against turrets by "clogging" the moving parts, so that turrets when hit by bilebombs either go down way faster than now, or are rendered less effective.

    Also, can someone mod a way for aliens to forfeit that either requires half the alien team's vote, or is similar to recycling the obs/ips for the marine base. That way idiot comms can be circumvented and a restart forced.
  • TekJTekJ Join Date: 2011-08-13 Member: 116212Members
    <!--quoteo(post=1886730:date=Nov 25 2011, 02:18 AM:name=WizardHUN)--><div class='quotetop'>QUOTE (WizardHUN @ Nov 25 2011, 02:18 AM) <a href="index.php?act=findpost&pid=1886730"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... SCHDEPHY ...<!--QuoteEnd--></div><!--QuoteEEnd-->

    After That, i don't read the rest of the speech.
    This guy is a troll.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--quoteo(post=1886785:date=Nov 25 2011, 09:12 AM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Nov 25 2011, 09:12 AM) <a href="index.php?act=findpost&pid=1886785"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, lets dicuss how one could fix that. I'm against limiting the amount of turrets. If there are too many, that just means that the resource model is broken.

    So, quick ideas:
    -Onos, obviously
    -Fix the resource model. A one base team should never have enough resources to pay for all that stuff and repair it
    -Which brings us to: Repairing should cost resources
    -Perhaps make bilebomb stronger?<!--QuoteEnd--></div><!--QuoteEEnd-->


    Instead of paying for sentries with a fixed upfront cost, let them cost 10 tres to place and 2 tres/minute. I think that translates to needing 1 RT for for every 12 sentries or so ... so a marine team turtling with 12 sentries and one RT in the base would have zero tres income - meaning that if you lost a sentry, you would have no tres left to place a new one. Add the ability to deactivate a sentry to save on the maintenance cost for an extra bonus.

    Numbers can be fudged, but having a maintenance cost for stuff would be a good idea for both aliens and marines...
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Don't the sentries already need to be reloaded after some time? that could cost team res.
    That + making repairing cost resources could really help to starve a 1 base team, but would not make the sentries useless for a team dominating the map.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1886816:date=Nov 25 2011, 11:04 AM:name=Biglines)--><div class='quotetop'>QUOTE (Biglines @ Nov 25 2011, 11:04 AM) <a href="index.php?act=findpost&pid=1886816"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, can someone mod a way for aliens to forfeit that either requires half the alien team's vote, or is similar to recycling the obs/ips for the marine base. That way idiot comms can be circumvented and a restart forced.<!--QuoteEnd--></div><!--QuoteEEnd-->
    We used to have the almighty F4-key for such situations, let's bring it back (or rather, let it end the game when there's a 3-4+ player inbalance).
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited November 2011
    <!--quoteo(post=1886860:date=Nov 25 2011, 06:51 AM:name=matso)--><div class='quotetop'>QUOTE (matso @ Nov 25 2011, 06:51 AM) <a href="index.php?act=findpost&pid=1886860"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Instead of paying for sentries with a fixed upfront cost, let them cost 10 tres to place and 2 tres/minute. I think that translates to needing 1 RT for for every 12 sentries or so ... so a marine team turtling with 12 sentries and one RT in the base would have zero tres income - meaning that if you lost a sentry, you would have no tres left to place a new one. Add the ability to deactivate a sentry to save on the maintenance cost for an extra bonus.

    Numbers can be fudged, but having a maintenance cost for stuff would be a good idea for both aliens and marines...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Its not just sentries, but all marine structures. I've seen successful marine turtles without sentries (i.e. lots of beacons + armories + powerpacks). I really think the best solution is to give the aliens an effective anti-structure attack/class (similar to the GL). I think bilebomb would work great for this (by something like doubling its damage vs structures), but its not the only option.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1886789:date=Nov 25 2011, 09:35 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Nov 25 2011, 09:35 AM) <a href="index.php?act=findpost&pid=1886789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->What do we want?<!--colorc--></span><!--/colorc-->
    <!--coloro:#00C0FF--><span style="color:#00C0FF"><!--/coloro-->Umbra!<!--colorc--></span><!--/colorc-->
    <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Where do we want it?<!--colorc--></span><!--/colorc-->
    <!--coloro:#00C0FF--><span style="color:#00C0FF"><!--/coloro-->On Lerk!<!--colorc--></span><!--/colorc--> (or Gorge) :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    Trailing umbra for the lerk could be a very interesting ability.
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    <!--quoteo(post=1886789:date=Nov 25 2011, 08:35 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Nov 25 2011, 08:35 AM) <a href="index.php?act=findpost&pid=1886789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->What do we want?<!--colorc--></span><!--/colorc-->
    <!--coloro:#00C0FF--><span style="color:#00C0FF"><!--/coloro-->Umbra!<!--colorc--></span><!--/colorc-->
    <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Where do we want it?<!--colorc--></span><!--/colorc-->
    <!--coloro:#00C0FF--><span style="color:#00C0FF"><!--/coloro-->On Lerk!<!--colorc--></span><!--/colorc--> (or Gorge) :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    Haha, Gorge fart is so thick, it blocks most bullets. :D
  • A[L]CA[L]C Join Date: 2010-07-25 Member: 72801Members
    <!--quoteo(post=1886821:date=Nov 25 2011, 11:16 AM:name=TekJ)--><div class='quotetop'>QUOTE (TekJ @ Nov 25 2011, 11:16 AM) <a href="index.php?act=findpost&pid=1886821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->After That, i don't read the rest of the speech.
    This guy is a troll.<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1. Ruins most games
  • autograderautograder Join Date: 2011-06-24 Member: 106181Members
    When marines sit in base for 30mins without progress, it's the Marine commanders responsibility to recycle everything (for now, in the beta).

    3-4 noobs will hate you for it, but everyone else will thank you for it.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I think adjusting turrets, buffing bbomb and adding onos will all help in finishing the turtles, but at the same time the situation might need bigger redesign too.

    Aliens are still very clunky in ramping up their strength. The 4+ fades still hatch up, add huge amounts of strength to the team and then go nowhere from there. Combine the lifeform burst effect with massive hive bonuses and turtling is still the marine response in many cases.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    i was commenting on most discussions about marine turtling, and i always had / have the opinion that the onos should not be the only answer. when both teams are on the same tech level (lets call this now T2) it should be possible without onos (only when marines have exo/JP you should really NEED onos). only early game should not give you real siege breaking abilities. whips and arcs would work really good here: mature whips (bombard, an implementation that works not the bomb throw) and arcs cost quite a lot and you usually can't afford them in the early game. im wondering why nobody is pointing out how extremely important those 2 units are for the game. we should concentrate a bit more on them, add the upgrades/abilities (arc upgrades, bombard ability) and balance them properly. it would not only offer the option to siege the enemy in every stage of the game, it is also an offensive t.res dump (could also be used defensive) which is really needed at the moment. maybe not so urgent for the marines, since they already have a lot of stuff to spend constantly res on, but for the aliens it's really needed.

    I have seen quite often whip marches now in public games, and i also did that as alien comm. unfortunately they are not very effective :D but that just tells me that people already try to use the whip for sieging. that (+ whacking grenades :D) will also further differentiate the whips role from the hydra. i have a really nice idea for whip bombard (which i stolen from somebody here, forgot the name) based on the SC2 swarm host. i should maybe post that in the I&S forums since it would be worth a discussion i think
  • Ice30Ice30 Join Date: 2011-11-26 Member: 135365Members
    I'm new here, but I was thinking... If the alien team has so many more resources than marines, then why shouldnt the infection itself cause damage to buildings? What if the infection could be spread through the base, using the aliens abundant resources and cause havoc on their structures?
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1887054:date=Nov 26 2011, 06:07 PM:name=Ice30)--><div class='quotetop'>QUOTE (Ice30 @ Nov 26 2011, 06:07 PM) <a href="index.php?act=findpost&pid=1887054"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm new here, but I was thinking... If the alien team has so many more resources than marines, then why shouldnt the infection itself cause damage to buildings? What if the infection could be spread through the base, using the aliens abundant resources and cause havoc on their structures?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Flamethrowers in base and lunge attacks of marines trying to break out, targetting cysts.

    I am not exactly aware how R4K/pRes work now, but I said this since it was first implemented: 'rine R4K kills the game by sustaining marine turtles.
    It's imbalanced on marines since a dropped weapon is still in game whereas a dropped creature is effectively voided, and has to be repurchased immediately. A weapon can be recollected, especialy during turtle situations.

    If a marine team is pressed into a single room, they build many structures close to each other. if you do that in real life, the fuses jump out the window.
    My proposition to this problem would be to simulate overloading the grid - especially with multiple turrets, their "processors" would go haywire or whatever.

    TL;DR-> In short, marine tech should malfunction if theyre shut in by alien siege and they're overbuilding certain structures.
    If they're good enough and worthy of a come back, they can break through the siege without turrets.
  • autograderautograder Join Date: 2011-06-24 Member: 106181Members
    <!--quoteo(post=1887054:date=Nov 26 2011, 11:07 AM:name=Ice30)--><div class='quotetop'>QUOTE (Ice30 @ Nov 26 2011, 11:07 AM) <a href="index.php?act=findpost&pid=1887054"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm new here, but I was thinking... If the alien team has so many more resources than marines, then why shouldnt the infection itself cause damage to buildings? What if the infection could be spread through the base, using the aliens abundant resources and cause havoc on their structures?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Welcome, glad to have you :)

    Not sure where I read it but, infestation is suppose to damage marine buildings AND attack locked doors so they open. It just hasn't been implemented yet.

    Problem with the stategy though, is that marines can very easily kill off cysts. I stil try the occasional gorge hydra rush in a turtled marine base.
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    <!--quoteo(post=1887062:date=Nov 26 2011, 02:39 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Nov 26 2011, 02:39 PM) <a href="index.php?act=findpost&pid=1887062"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->..<!--QuoteEnd--></div><!--QuoteEEnd-->
    Dropping RFK for marines could actually be a very good change, never thought of it as a problem earlier but it would solve the 1-base turtle problem quite effectively
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    no. no...noooo..
    not this discussion again. RFK is NOT the only way to solve the turtling, just read this entire thread there are plenty of ideas that will work, and plenty of features that havent been implemented.

    the worst thing RFK does is merely assist the durability of the turtle - but it does not create it, removing it would not solve it, and the issue is easily fixable by other means that do not remove personal reward for skill/actions. theres very few other ways to reward players for their skill/actions unless its player vs structure gameplay, which a lot of people are opposed to that sort of hyper focus.

    on topic:

    the way i see it, implement turret disabling weapons that dont require LOS, (bbomb that creates fast growing different colored infestation that searches out turrets in X radius) and then its player vs player and if the alien push doesn't win over then its simply not strong enough yet - we've all seen 4 fades in rine base ending a game very quickly.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    Yeah its sad that a marine turtle can survive forever.

    But its better than the marine turtle winning by a slowly building turrets outward.

    I will still keep suggesting what I always suggest...resource nodes have a limited amount and can expire.

    Besides that I can think of a damage multiplier based on expansion.
    With the aliens controlling the rest of the map it would push such a multiplier to its extreme.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1887096:date=Nov 27 2011, 12:17 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Nov 27 2011, 12:17 AM) <a href="index.php?act=findpost&pid=1887096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->no. no...noooo..
    not this discussion again. RFK is NOT the only way to solve the turtling, just read this entire thread there are plenty of ideas that will work, and plenty of features that havent been implemented.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's just what I'm allways saying. Also, it's a team game. Rewarding individual action for a team... well, either it's done right, or incompatible.
    And I feel like RFK <i>is</i> incompatible, especially if a lucky guy can pick off hurt aliens all the time and quickly sports even heavier stuff to pick off MORE.

    But I know I'm pretty alone with that opinion, seeing it's still in - that's why I came up with the grid overload.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I will still keep suggesting what I always suggest...resource nodes have a limited amount and can expire.<!--QuoteEnd--></div><!--QuoteEEnd-->
    And that hard limits game time. 2 hours into the game and every node is dry like my humor - every destroyed structure is down for good.
    imagine a lucky punch on an arms lab and <b>poof</b> all armor upgrades gone.

    I oppose this dearly, a sufficiently skilled team needs to retain the ability to come back from an unlucky frontline incident that leads to a break in.
  • GeneralBowserGeneralBowser Join Date: 2010-05-19 Member: 71801Members
    <!--quoteo(post=1886785:date=Nov 25 2011, 10:12 AM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Nov 25 2011, 10:12 AM) <a href="index.php?act=findpost&pid=1886785"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-Fix the resource model. A one base team should never have enough resources to pay for all that stuff and repair it
    -Which brings us to: Repairing should cost resources<!--QuoteEnd--></div><!--QuoteEEnd-->
    Love this and makes alot of sence, macs repairing should cost res, marines shouldn't tough..
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited November 2011
    Turtle is overrated...
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