Alien Chamber Observations

Harry_S_TrumanHarry_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?

Comments

  • LeetLlamaLeetLlama Join Date: 2003-08-27 Member: 20260Members
    When aliens are starting to lose, it does matter. If you only have 3 movemnts, one at each hive, and you lose the movement hive....well then.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    because in the early game it takes time to build those 3?
    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 ^^
  • TeflonTeflon Join Date: 2003-08-27 Member: 20289Members
    Well a problem with extending the 'viable time' to get full upgrades... level 1 upgrades are utterly pointless. Level 1 weapon upgrades aren't bad, nor are armor. But have you seen level 1 celerity? It's utterly useless. You might as well have saved the 2 res.
  • CrisqoCrisqo Join Date: 2002-12-30 Member: 11625Members
    Because there has to be something to dampen the early resource juggernaut that is the alien team in the beginning?
  • justbobjustbob Join Date: 2003-03-28 Member: 14960Members
    to be able to get the massive bonus that the 3 chambers give should require a bit of res spent. 30 res for 3 chambers.

    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.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    justbob
    your advanced d chamber being able to heal 20 at a time and cost 10 more is NO DIFFERENT than placing 2 chambers.
  • Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
    I just hope that everyone understands what I mean about level 1 and level 2 abilities really never play into the game. It's not like their even part of the natural progression of skills because it's so easy to get 3 of those chambers.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    And what others have said that to make the same amount of upgrade cost the same, you'd need a single chamber that costs 30. This would make chambers virtually unused outside the map, for sensory networks, defences in wols, movements for easier bile bombing, etc.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    the problem with extending the amount of chambers per level is that level 1 and 2 are pretty much a joke as far as some abilities are concerned.
    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-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Chambers are fine as is. Sure the lower levels aren't hugely useful, but that fact is aliens can drop em relatively quickly.

    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.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->encouraging aliens to spend res on upgrades rather than adv species or hives<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    This is the big thing right here. Very few alien losses cannot be attributed to aliens res whoring.
  • Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
    Ok, so why bother with the levels?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Just build the three chambers and get the bonus abilities. The levels are redundant since, as I will state again, rarely aliens have them at 1 or 2.
  • JummehJummeh Join Date: 2003-04-07 Member: 15276Members
    true i rarely see only one chamber for a significant length of time but we have played with 2 upgrade chambers though.

    Especially if your res is really tight 2 is better than nothing.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    The levels seem to come into play more near the end game, when hives are dying and upgrade chambers are being destroyed.
  • JummehJummeh Join Date: 2003-04-07 Member: 15276Members
    agreed there, esp with mc when in some cases one is built at each hive (maybe two) and if that hive goes down you also lose some of the ability
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited September 2003
    As I experienced on clan matches you quickly become trouble when you drop 3 chambers at once, marines are hunting for chambers also.

    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.
  • Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
    <!--QuoteBegin--MMZ>Torak+Sep 17 2003, 10:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Sep 17 2003, 10:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The levels seem to come into play more near the end game, when hives are dying and upgrade chambers are being destroyed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--QuoteBegin--Harry S. Truman+Sep 17 2003, 11:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Harry S. Truman @ Sep 17 2003, 11:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--MMZ>Torak+Sep 17 2003, 10:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Sep 17 2003, 10:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The levels seem to come into play more near the end game, when hives are dying and upgrade chambers are being destroyed. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • lljkWhimsylljkWhimsy Join Date: 2003-04-25 Member: 15829Members
    Wha tI think would add a stronger emphises is that chambers could be more costly as you gain hives. As in:
    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.
  • LeetLlamaLeetLlama Join Date: 2003-08-27 Member: 20260Members
    Gorges do not need any more burden.
  • justbobjustbob Join Date: 2003-03-28 Member: 14960Members
    <!--QuoteBegin--Majin+Sep 16 2003, 10:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Sep 16 2003, 10:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->justbob
    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
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    <!--QuoteBegin--justbob+Sep 17 2003, 12:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (justbob @ Sep 17 2003, 12:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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 <!--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.
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    call me crazy, but i like things just the way they are.
  • DecimatorDecimator Join Date: 2002-11-10 Member: 8057Members
    You're crazy!

    </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.
  • Drewbar99Drewbar99 Join Date: 2003-05-19 Member: 16505Members
    But u got to admit, there r certain aspects of the game that needs to be taking into account.......

    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-->
  • AxehiltAxehilt Join Date: 2003-09-12 Member: 20796Members
    Chambers seem fine to me right now.

    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.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Why 3 chambers -

    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.
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