Recycling for Aliens
Nakorson
Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
There is a growing number of problems with the fact that the alien commander cant recycle buildings.
In the Game i'm currently playing the comm cant place harvesters at our hive locations because of the too many entities problem ...
The problem that there are too many buildings in a area so that the comm cant even place a harvester is the biggest problem. Which is mostly caused by mini-cysts and hydras.
Another problem is the imbalance that the marines can recycle the RT when its under attack. The aliens can look at their rt and say good by to the resources.
The simpel fact that the alien commander cant rearange the buildings if he or someone else placed the buildings wrong. With small narrow corridors this is a growing problem now that we have the enormous onos.
In the Game i'm currently playing the comm cant place harvesters at our hive locations because of the too many entities problem ...
The problem that there are too many buildings in a area so that the comm cant even place a harvester is the biggest problem. Which is mostly caused by mini-cysts and hydras.
Another problem is the imbalance that the marines can recycle the RT when its under attack. The aliens can look at their rt and say good by to the resources.
The simpel fact that the alien commander cant rearange the buildings if he or someone else placed the buildings wrong. With small narrow corridors this is a growing problem now that we have the enormous onos.
Comments
When the Shift gets introduced, it is said to have the ability to relocate buildings (even entire Hives).
When the Shift gets introduced, it is said to have the ability to relocate buildings (even entire Hives).<!--QuoteEnd--></div><!--QuoteEEnd-->
The limit for entities is a thing they introduced and think its a good thing, and allowing to place to many structures in a small area can create performance issues.
The discussion isnt about if extractors should be recycle able or not.
But i dont think that there is such a big difference between the way the harvesters are build. The aliens can build the harvesters without a player having to build it up, but it can be destroyed/disabled way easier then the extractor by destroyin the cyst chain. The drifters are really low health, so they can be easily killed on the way to the res node. Also is seems to me that the harvesters have lower starting health then unbuild extractors. The pheromones arent in so maybe this will change, but the marines can "easily" delay the destruction of the extrator with the nano shield. Since the Marines get MACs during the game, the aliens should get a research to recycle harvesters.
<!--quoteo(post=1899427:date=Feb 3 2012, 05:17 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Feb 3 2012, 05:17 PM) <a href="index.php?act=findpost&pid=1899427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Kharaa equivalent of recycling: Once the Kham tags a building as disposable, and other kharaa can now eat/destroy it. No res regained; the process is like white blood cells attacking malfunctioning cells or growths. Potentially, you could even have skulks that destroy it become healed (for "eating" the building. Or not. Just ideas.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm pretty new in the forum so i dont know if this has been said by any dev and if he explained it.
But why shouldnt the aliens be able to recycle and get resources as refund? Being not able to do this kinda harsh and in my eyes not that easy to balance.
or de-volving?
altho this doesn't address issue with cyst/hydras
the fact that you can block a res node by building a cyst too close to it
As for the recycling ability, I'm not sure. It introduced additional asymmetry that forced aliens to be more thoughtful about buildings and go about things differently than marines otherwise would. Though of course it shouldn't work against the aliens to the point where the game is completely ruined.
<!--quoteo(post=1899435:date=Feb 3 2012, 02:41 PM:name=ogz)--><div class='quotetop'>QUOTE (ogz @ Feb 3 2012, 02:41 PM) <a href="index.php?act=findpost&pid=1899435"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->have suggested this before, but basically, 'recycling' for aliens is just turning a building back into a drifter
or de-volving?
altho this doesn't address issue with cyst/hydras
the fact that you can block a res node by building a cyst too close to it<!--QuoteEnd--></div><!--QuoteEEnd-->
Or this:
<!--quoteo(post=1899427:date=Feb 3 2012, 02:17 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Feb 3 2012, 02:17 PM) <a href="index.php?act=findpost&pid=1899427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Kharaa equivalent of recycling: Once the Kham tags a building as disposable, and other kharaa can now eat/destroy it. No res regained; the process is like white blood cells attacking malfunctioning cells or growths. Potentially, you could even have skulks that destroy it become healed (for "eating" the building. Or not. Just ideas.<!--QuoteEnd--></div><!--QuoteEEnd-->
Quite simply, the entity limit no-build because a gorge went hydra farming is pretty annoying as alien comm. In general, a recycle is also much more new comm friendly as it lessens the impacts of mistakes (i.e. dropping the wrong structure or in the wrong location).
Building thoughtful inst possible since you have the comm and several gorgies who are building structures.