On general res flow mechanics

VicVic Join Date: 2010-11-20 Member: 75106Members
edited July 2012 in NS2 General Discussion
<div class="IPBDescription">a friendly debate</div>Looking for feedback on 2 issues I keep pondering about with the res flow in NS2:

1. RT count: 12 RTs on Docking (if I counted well) means completely skewed timings on everything post early game and quite long games otherwise. Can't really say this is bad, but I have a hunch it might be.

2. Infinite res from an RT. Once again, leading to really long games in my opinion. There's a reason why SC2 has finite minerals/gas, to require expansion and to allow a comeback for the losing player if he manages to kill and lock down the mining expansions. Then again, on one hand, if you get locked down to a hive/cc with no/low RT flow, it might ruin all the fun for the losing team, on the other it might allow for faster game end.

As I said, I have mixed feelings about these, so if you have any insights I might have overlooked please do chime in.

Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    For 1:
    - Its not the total number of RTs on a map that counts, but the number you can feasibly defend from your starting spawn (since this is the most crucial part of the match). As such, distance from tech to res nodes and the location of chokepoints are what really determine the res flow rate/tech timing.

    For 2:
    - The key difference between SC1/2 and NS1/2 that breaks res depletion is that the base unit in NS1/2 is free (marine/skulk). That's why in SC1/2, running out of res ends stalemates, but in NS1/2 it wouldn't, as you can still keep pumping out marines/skulks indefinitely. Even worse, since the main siege-breaking weapons/classes cost res, res depletion could make stalemates more common and longer, as assault rifle marines and skulks are trying to take out entrenched bases.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    i would like to see the return of free upgrades (1/hive). late game vanilla skulks don't stand a chance against regular upgraded LMG marines unless they spend 2-3 pres in upgrades. i would also like aliens to be able to purchase additional upgrades they have researched at an extra res cost.
  • VicVic Join Date: 2010-11-20 Member: 75106Members
    <!--quoteo(post=1951432:date=Jul 14 2012, 12:37 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jul 14 2012, 12:37 AM) <a href="index.php?act=findpost&pid=1951432"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For 1:
    - Its not the total number of RTs on a map that counts, but the number you can feasibly defend from your starting spawn (since this is the most crucial part of the match). As such, distance from tech to res nodes and the location of chokepoints are what really determine the res flow rate/tech timing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    With no leap and early mine+PG rush, this is difficult to deny, particularly in the case of close spawns on Docking.
    E.g., aliens spawning in Tram and marines in Terminal. Rines got a PG in Ball Court, all the RTs to there (6 RTs v 3!) and they were contesting East Wing and Maintenance. Even though we killed 3 of their RTs, they've had them back up in no time (nano construct) and due to the long travel time and mines it was impossible to deny their position. Maybe this is a problem with these particular spawns, but I still feel they got too much of an advantage for what would have meant in Summit an equal number of RTs (3v3)

    <!--quoteo(post=1951432:date=Jul 14 2012, 12:37 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jul 14 2012, 12:37 AM) <a href="index.php?act=findpost&pid=1951432"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For 2:
    - The key difference between SC1/2 and NS1/2 that breaks res depletion is that the base unit in NS1/2 is free (marine/skulk). That's why in SC1/2, running out of res ends stalemates, but in NS1/2 it wouldn't, as you can still keep pumping out marines/skulks indefinitely. Even worse, since the main siege-breaking weapons/classes cost res, res depletion could make stalemates more common and longer, as assault rifle marines and skulks are trying to take out entrenched bases.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Good point. I didn't have strong feelings about this either. I guess in SC2 you can afford to have a lot of res on the maps and thus require expansion instead of bunkering in, since you're supply capped in the number of gathering units you can have and thus the res flow anyway.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    There's another huge difference between NS and starcraft. In starcraft the resources are ensconced in the heart of your base and heavily defended; in NS the resources are 'out there' and need to be patroled.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1951520:date=Jul 14 2012, 04:10 PM:name=Soylent_green)--><div class='quotetop'>QUOTE (Soylent_green @ Jul 14 2012, 04:10 PM) <a href="index.php?act=findpost&pid=1951520"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's another huge difference between NS and starcraft. In starcraft the resources are ensconced in the heart of your base and heavily defended; in NS the resources are 'out there' and need to be patroled.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, in my opinion it's the biggest difference.

    In Starcraft you expand slowly, consume areas and proceed further. It's good strategical play, but at the same time playing the role of a single unit involves a lot of guard duty and/or attacking strong fortified positions.

    The NS styled all over the place expansion allows units to be more active and have more varied and even fights. It's not necessarily always as strategical and all that, but it has got some beauty and trickery of its own and it's also a very good way for creating varied skirmishes that the melee vs ranged setup needs.

    ---

    I don't know if you could combine the expiring resources with NS styled all over the place expansion, but I feel it would often lead to rather unsatisfying games where one team gets into big disadvantage and shortly after starved out once the early 'safe and easy res' starts to run low. Basically the expiring resources would put huge emphasis to the bunch of heavily contested nodes, which then again leads to more stationary gameplay and guard duty we see in Starcraft.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    The res flow system is fine, but I think there should be a res cap that isn't 999 TRES. A res cap for both teams could help keep the spamming of redundant structures to a minimum. I think one of the biggest issues with stalemates comes from the plethora of res that aliens have end game. Every hallway is spammed with 3 or more whips by end game and it's very tedious (And mostly pointless once arcs hit). A res cap could give incentive to spend your res more stategically... rather than spam spam spam.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    infinate res for hive locations only
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited July 2012
    <!--quoteo(post=1951435:date=Jul 13 2012, 06:53 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Jul 13 2012, 06:53 PM) <a href="index.php?act=findpost&pid=1951435"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i would like to see the return of free upgrades (1/hive). late game vanilla skulks don't stand a chance against regular upgraded LMG marines unless they spend 2-3 pres in upgrades. i would also like aliens to be able to purchase additional upgrades they have researched at an extra res cost.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Upgrades are currently free. Also differentiate between tres and pres, a cap for one might be more viable than a cap for both.
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