Alien Chamber Observations
Harry_S_Truman
Join Date: 2002-11-21 Member: 9568Members
<div class="IPBDescription">Why require three chambers?</div> I noticed this playing some games today. Whenever the alien team decided to place a chamber or the next chamber, three were immeidately built giving the alien team the full benefit right away. Why even bother having the skills increase with the first three chamber? Seems kind of redundant especially late game where anyone can just plop down three chambers, no sweat. What I'm getting at is the aliens never really seem to have their skills at level 1 or level 2, is this how it should be???
Perhaps it should be 3 chambers per level of upgrade? I dunno, but it seems kind of silly to me. Any thoughts?
Perhaps it should be 3 chambers per level of upgrade? I dunno, but it seems kind of silly to me. Any thoughts?
Comments
because it makes full upgrades take a little more effort than just 1 chamber?
because if any of those 3 get taken down and they're the only 3 you feel it and have to go out of your way to repair the dmg with a new chamber? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
just some guesses ^^
q: why not make one that cost 30 res and give the benifits of 3
a: because its too expensive for a single tower, for forward bases can you imagine building 30 res d chambers? movemenst, want to spend 90 res for all 3 hives? 60 for 2? sensory nets? forget them. I would like the option of advanced chambers, spend like 20 res get one d tower that heals 20 per click thus helping the forward bases from getting crowded by sloppy designs. oh and if marines kill one chamber thats 30 res.
your advanced d chamber being able to heal 20 at a time and cost 10 more is NO DIFFERENT than placing 2 chambers.
Silence is a prime example... why even bother if it's not lvl 3?
I've tried fighting as a fade with lvl 1 regen and it's so bad it's almost not worth it =s
if they upped the strength of the levels somehow then making it 2 or 3 chambers per level would definitely make it interesting, though anyone managing lvl 3 would be pretty strong come to think of it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Second, to drop 3 chambers means saving 30 res - thats a lerk, or including the 10 for going gorge, you're virtually a fade. 3 chambers used to be spitting distance from a hive.
It's all relatively well balanced - encouraging aliens to spend res on upgrades rather than adv species or hives.
This is the big thing right here. Very few alien losses cannot be attributed to aliens res whoring.
Especially if your res is really tight 2 is better than nothing.
Its rarely a good idea to place all the first 3 chambers next to each other.
In fact this is boring on publics, but thats the way its ballanced.
Which by this point...it's all moot as the aliens are loosing anyway. So reducing them to level 1 or 2 abilities is only slowing the end game.
Which by this point...it's all moot as the aliens are loosing anyway. So reducing them to level 1 or 2 abilities is only slowing the end game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
On the contrary, it speeds up the endgame. Losing upgrades makes aliens easier to kill, and makes them less effective at killing marines.
Hive 1 - 12 res.
Hive 2 - 14 res.
Hive 3 - 16 res.
OT's would cost 10 all throught this. This would put more of a planning burdon on the gorges, as they would have to choose between planting chambers before or after a hive is up. Perhaps some form of compensation, such as increasing the bonus from the chambers, would be helpful. In addition, making the chambers slightly stronger (adding 25% more HP) as you gain hives would offset the increased cost, but still make them important. You would see a lot less Defence chambers, and you would also see more gorges.
Just my thoughts.
your advanced d chamber being able to heal 20 at a time and cost 10 more is NO DIFFERENT than placing 2 chambers.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
spend like 20 res get one d tower that heals 20 per click thus helping the forward bases from getting crowded by sloppy designs.
please read the reason behind it. i'm not looking for super d chambers with better abilitys, just something to help with crowding an area with chambers ata forward location. its 2 d chambers at the same price, only its a single tower on the map. samw with any other chamber
please read the reason behind it. i'm not looking for super d chambers with better abilitys, just something to help with crowding an area with chambers ata forward location. its 2 d chambers at the same price, only its a single tower on the map. samw with any other chamber <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
But D chambers can heal a large area, you don't need to place them all that close to the strutues to want to heal. Hell you can place them under the floor or in the next room where they will be safe and they will still do the job.
I understand what you mean but its not needed.
</jk>
I rather like the way it is now also, it allows multiple gorges to contribute and some of the level one stuff is worth getting, like cloaking.
I don't what they r, but some of u will tell me, right <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Thinking about what the game would be like if you needed 10 upgrade chambers to max an ability intrigues me, but I don't think it would be worth the exhaustive playtesting necessary to balance that. ie, at 10 upgrade chambers you'd need the final "max effect" to be significantly stronger than it is now. It would probably also be appropriate to reprice upgrade chambers with this style of system (which would probably mean tweaking the area of effect abilities of the chambers themselves - cloaking, etc).
It would be a huge number of changes, and might not even improve the game strategically or make the game more fun - so it's probably just not worth the effort. As I said, I think upgrade chambers are fine right now.
So that you have to spend a moderate amount of res.
But d00d I can dropz0r all three at once! -
Very good, but in a TEAM game people can drop them at different, safer, locations. Secondly, there are situations where you don't have enough res, so there has to be SOME perk.
Why are the lower levels poor? -
So that you are encouraged to upgrade to the higher levels.
BUT THE LOWER LEVELS ARE TEH SUX, WHY HAVE THEM?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->??/// -
Because half a loaf is better than no loaf at all. Level one upgrades aren't great but you can take out an elec rt with some patience. You can attack moderately faster. You can even be a very basic scout. Additionally, it means you're already upgraded and ready for when the other two chambers drop, rather than the whole team stopping dead once three chambers have ALL been dropped.
OMG LOLOLOL j00 fool, you're dragging the game out!!!111eleven -
No, I think you'll find that this allows for a comeback from alien teams in the event of a lucky rambo. It means that on the offchance you could only afford to build those three chambers, a lone rambo can't nuke them all before you get back to hive. Secondly, it draws attention from the hive. Consider the aliens rushing a marine base. Go for the CC first? The armoury? The IPs?
Its all finely balanced, and changing one element will affect the others.