Power Nodes and Nodes of Power
The Micks Ketches
Join Date: 2012-05-02 Member: 151441Members
<blockquote>With the current build, constructing and rebuilding a power-node requires little investment in the form of time, effort, and vulnerability. The initial socketed power-node has the additional investment in the form of a building that is placed in that area, but once a power node is destroyed it can be rebuild with little additional cost. The persistence of power-nodes despite the area being taken over by Kharaa (and the buildings it powered already destroyed) is a common occurrence with many players not bothering to mess with them at all if the area is heavily contested.</blockquote>
<blockquote> It seems that Marines are getting too much bang for their buck when rebuilding a power node, with the value created by rebuilding a power-node inappropriate for the input given. </blockquote>
While still keeping the node a low risk structure, I propose these options to keep power-node spam under control:
<ul><li>Each destruction lowers the constructed health of a power node requiring a welder or MAC to bring it back to full HP. (ex: Rebuilt power node has 75% HP after 1 destruction, 50% after 2, 33% after 3+). Associate each diminished state with a lower frequency powered_on sound for more intuitiveness. </li><li>Each destruction lowers the constructed health of a power node <i>unless </i> a welder or MAC brings it back to full HP. (Perhaps ignored in an area with a tech point or Command Center present)</li><li>Require welders or MACs to rebuild a power node</li><li>If no buildings are present in the area, the socket beneath the node can be destroyed as well.</li></ul>
Other Suggestions:
<ul><li>Cost rez to rebuild</li><li>Associate nodes only with lights & sentries (requiring welders to rebuild)</li></ul>
Power node spam has bugged me for a while especially when I see some newcomers munching at a node in a contested area knowing they will do little good.
<blockquote> It seems that Marines are getting too much bang for their buck when rebuilding a power node, with the value created by rebuilding a power-node inappropriate for the input given. </blockquote>
While still keeping the node a low risk structure, I propose these options to keep power-node spam under control:
<ul><li>Each destruction lowers the constructed health of a power node requiring a welder or MAC to bring it back to full HP. (ex: Rebuilt power node has 75% HP after 1 destruction, 50% after 2, 33% after 3+). Associate each diminished state with a lower frequency powered_on sound for more intuitiveness. </li><li>Each destruction lowers the constructed health of a power node <i>unless </i> a welder or MAC brings it back to full HP. (Perhaps ignored in an area with a tech point or Command Center present)</li><li>Require welders or MACs to rebuild a power node</li><li>If no buildings are present in the area, the socket beneath the node can be destroyed as well.</li></ul>
Other Suggestions:
<ul><li>Cost rez to rebuild</li><li>Associate nodes only with lights & sentries (requiring welders to rebuild)</li></ul>
Power node spam has bugged me for a while especially when I see some newcomers munching at a node in a contested area knowing they will do little good.
Comments
I dunno, to me at least a diminishing returns seems just as intuitive when applied to power nodes or bunny hopping; especially if the marines were to notice that the node they just built had only 75% of its HP. /my2drachmas
if i were rebuilding a power node and it only went up to 75%, i would think of it as a bug.
You can just add a (damaged %) value like the maturity value alien structures have, bam! instant confusion dissipation.