Should All Chamber Upgrades Be Avilible

NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
<div class="IPBDescription">at hive 1....</div> What are your thoughts/opinions.........

Comments

  • MrSNEAKYMrSNEAKY Join Date: 2003-03-28 Member: 14968Banned
    <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Yes and the def chambers should definitely be available at hive 1 in v1.1 like it is now in 1.04.But still like it is now ya can choose whatever chamber ya wanna use first.
  • cr3amcr3am Join Date: 2002-11-05 Member: 7221Members
    no, too overpowering.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    I made a post about this a while ago in the S&I forums, <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=28860&hl=' target='_blank'>here</a>. I think that yes, all upgrade structures should be buildable at any time, but you should only be able to acquire one upgrade per hive. One guy could get cara, another guy could get celerity, but neither can get both until that second hive goes up. If the aliens are willing to spend 180 res for max upgrade chambers, they should have extra strategic flexibility.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    if you get one upgrade per hive then that would be uber overpoweriing.... for example Skulk with cara, silence, and scent of fear would be damn near hard to kill..... i think 1 new chamber per hive........ thats it MagiTek i think that is what you were talking about... 1 ability per hive thing... if not correct me
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    <!--QuoteBegin--briguy992+May 24 2003, 02:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (briguy992 @ May 24 2003, 02:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if you get one upgrade per hive then that would be uber overpoweriing.... for example Skulk with cara, silence, and scent of fear would be damn near hard to kill..... i think 1 new chamber per hive........ thats it MagiTek i think that is what you were talking about... 1 ability per hive thing... if not correct me <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    One skulk would not be able to have cara, silence, and scent of fear unless the aliens have three hives. But at the one-hive level, a group of three skulks could each get one of those upgrades. The SoF skulk could tell the others when marines were approaching, the carapace skulk could attack from the front while the silence skulk attacked from the rear. Provided the gorge had built the three different types of upgrade chambers, of course.
  • MonKeyTurDMonKeyTurD Join Date: 2003-01-10 Member: 12129Members
    i think that idea is very good
    as we know chambers are more expensive in 1.1 (15 for sens is the cheapest i think) so it will take a long time to get full upgrades, and you would have to chose very wisely what to get first, as you could imagine level 1 cara, silence, or cloaking arent very good, so marines wouldnt be disadvanatged much.
    now even if aliens did want to build all 9 chambers (for full upgrades) they could only have 1 upgrade at a time, and for this luxuary they would have to sacrifice a hive, as its expensive to get up all those chambers, so by that time marines could have heavy weapons and armour
    now before you say marines will be disadvantaged early game, thats wrong, because the build orders will be almost the same at the start and marines will be facing equily harder aliens as usual, the main reason i think that this is a good idea is because of the "2 hive lock down", even if the marines dont have 2 hive, if somehow they can keep the aliens at 1 hive (jp's for example) the aliens cannot get better, while the marines are given extra time to get upgrades while the aliens are left sitting around waiting for a hive. I think thats one of the biggest inequities in the game, the fact that marines can sit back and get better with no effort (of course they have to get hives, but you get the point) while aliens have to work hard, to get a hive, all while getting nothing but a few extra chambers which become more obsolete as time goes by (marines getting better upgrades)
  • FD_RazmatazFD_Razmataz Join Date: 2003-04-07 Member: 15294Members
    It isn't a bad way to get round the 2-hive lockdown imo, but flayra's already got a way to get round it in making all <i>classes</i> available at hive1.
    Allowing all classes is a bigger boost (arguably) than all upgrades, but expensive in terms of evolving; and so, de-values hives while increasing the value of res points. Which is exactly his intention, to make the game more territorial than it is now, ie. simply about 2 hive-rooms which the aliens can't re-capture regardless of how much the marines have neglected the rest of the map (which is usually utterly).

    Allowing (kind-of) all upgrades at hive1 would keep almost all of the value of the hives and not cost the aliens a lot more res in the long-term. Which may or may not fix the 2-hive lockdown problem, but would certainly do little-to-nothing to make the res-nodes more important.
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    the point is to make fun fun WoLs and also to allow the gorgey to put DC's and SC's in froward location while utilizin the upgrade of MCs. it creates a more dynamic environment when the gorge builds anything for its structure value, as opposed to an upgrade choice.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    edited May 2003
    It's been long suggested, but I think the best way of doing it would be to alot a certain amount of points of which you could allot to the desired skill, perhaps making NS a FPRTSSRPG. *gasps for breath*

    MonsE-"wipe that spit off your chin, boy"

    But anyways, I think something would need to be established for the chambers, since obviously having 3 types of chambers on the field at hive one would be overpowering. But just unlocking the abilities and making a point system of 3 points per hive to alot to any skill might be ideal.

    Of course, certain skills, like cloaking would need to go back to like 80-90-100 invisibility.

    So in short

    <ul>
    <li>Three points per hive
    <li>All abilities under any chamber type is accessible
    <li>Any amount of points can be allotted to any skill, within 0-3 points per each.
    <li>Chambers to be built would still be chosen at each hive. As per norm.
    </ul>

    I think that's the only way it would effectively work. However, balance might be another issue.
    But honestly, it would stop alot of complaining.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    It should be:

    1 hive = all upgrades available at level 1
    2 hives = all upgrades available at level 2
    3 hives = all upgrades available at level 3
  • BigwigBigwig Join Date: 2002-10-27 Member: 1646Members
    I think the most practical idea is to let people have 3 levels of upgrade per hive. That means at hive 1 you could have level 1 carapace and level 2 silence, level 1 cloaking/regen/celerity, level 3 adrenaline, etc... this would allow for interesting combinations of upgrades, with a tradeoff (power level vs diversity).
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    edited May 2003
    I would have favoured Maus's solution. It's clean and intuitive and gets rid of a number of problems the current system has (Gorges dictating a playstyle on all Aliens, Sensory being inherently inferior due to its theme, lack of interesting choices in early game). To compensate res costs and the power gap between the levels would have to be increased.

    However, it's unrealistic to suggest such drastic changes so late in the development cycle. This is no post for S&I, it belongs into the "Wishful thinking" forum. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> We'll have to live with what we have.
  • 5c0ut-WHoR35c0ut-WHoR3 Join Date: 2003-05-14 Member: 16288Members
    Bigwig what if you got 3 hives and you could use like points but no limit so lvl3 aint highest.. like lvl4 cara lvl 5 regen.

    Or like lvl9 regen onos >:)

    Or lvl9 adreniline lerk or fade D: Spooky
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Why would a lvl 9 adrenaline lerk be spooky? Wouldn't that be the same as an lmg marine with jp?
  • SootySooty Join Date: 2002-12-23 Member: 11416Members
    maybe because he hold onto mouse1 and spore forever?
    I'd like to see Level 9 andre with parasite though......... HEHEHE *machine gun parasite*

    pchew pchew pchew phew pchew pchew pchew phew
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