Beginning with Power Nodes

nsguynsguy Join Date: 2010-01-03 Member: 69869Members
edited March 2013 in Ideas and Suggestions
At the beginning of every game the marine commander must click on a power socket and place a power node at each location where he plans to build something. What's the point? Why not have the power node already in place? Also, why not have the power already enabled in all areas and make it the job of the aliens to kill as many as they can at the beginning of each round?

Is there any reasoning behind the current choice and why is it this way?

Comments

  • xen32xen32 Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
    I don't want dem noobs building every damn socket that gets in their sight.
  • TheSubstituteTheSubstitute Join Date: 2013-03-07 Member: 183770Members
    Wondered that myself actually. When a socket goes down the power to the lights in the room are also cut, so how does it make sense that the game begins with no power sockets and the room lights on?
  • derWalterderWalter Join Date: 2008-10-29 Member: 65323Members
    in competitive that added a further meta level :)

    take veil for instance
    if you are alien and its midgame and you see a powernode
    activated at neck and you have two marines rushing to c12,
    i would call in my teammates.

    on the other side it could be a trick and they could go to east or dome
    too, who knows?
  • archwaykittenarchwaykitten Join Date: 2013-01-18 Member: 180431Members
    Newer players vastly overestimate the importance of power nodes. They see that the main base power node is the most important structure in the game, so they assume all power nodes must be important. Marines waste time building them everywhere and Aliens waste even more time gnawing them down. Unless you need a power node to power something, you don't need to waste time building it. And unless that power node is actively powering multiple strategic buildings, you shouldn't waste time killing it.

    The power nodes don't actually power the lights. The lights go off because when the power node is destroyed, there is a sudden spike in power that blows out all of the breakers or fuses. These fuses are reset after a short while as the system repairs itself.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    edited March 2013
    nsguy:

    Unbuilt (blue) power nodes used to be destroyable

    Turning them all on at the start was very costly
  • nsguynsguy Join Date: 2010-01-03 Member: 69869Members
    If the problem is noobs, then there isn't really a problem. Noobs learn and become denoobified. All you need is to say to them to keep moving and not build that power node.

    I understand the minor tactic of placing a power node, which can cause a commander to think an attack is about to occur. I sometimes do it myself, but it isn't so great given that it requires that the alien commander notices it, and given that aliens can move quickly, it isn't generally an issue for them anyway.

    I'm interested to see how the beginning of a game would change. Having them all unbuilt would just relieve the commander of having to place them, but having them all built could result in marines being able to counter aliens with a sneaky start. For example, the aliens may not destroy one of the strategic power nodes, the marines may notice this and utilise it to sneak in a phase gate and gain an advantage. It would also mean that the first thing the alien team does isn't just hunt down marines, but take out nearby power structures to prevent the marines from setting up a strategic base there.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    Wondered that myself actually. When a socket goes down the power to the lights in the room are also cut, so how does it make sense that the game begins with no power sockets and the room lights on?

    It never made sense, but hey... power nodes. :)

    Personally I'd really like to see three stages of lighting. Basic with unbuilt, bright with built, and dark/emergency lighting with destroyed power nodes.
  • nsguynsguy Join Date: 2010-01-03 Member: 69869Members
    Thank you Comprox for moving this thread where it doesn't belong. Apparently questioning the game mechanics is an idea/suggestion...

    Good job.
  • nsguynsguy Join Date: 2010-01-03 Member: 69869Members
    edited March 2013
    wins.jpg

    The above is an interesting chart taken from ns2stats.org. In the first 5 minutes an alien rush seems to almost always succeed. If the power nodes were all already built then not destroying ones near their main base could become very risky, thus discouraging rushes. It is possible that having the power nodes all built at the start would balance that to around 50:50.

    Edit: Nevermind, apparently it's possible to have -5 minute games.
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