analysis + fix suggestion
(dictionary at end)
The thing that people have been complaining about is that ARCs are too easy to deploy and then move to the next location and deploy.
And also ARC-trains. Whereas when you a "critical amount" of ARCs you can just brute-force kill a hive, then go on to next one.
The reason is that 1) there's less marine time involved in the NS2 mechanic and 2) it is spent in the safety of the base
So most of the "siegeing process" (getting siege-tech to start siegeing) is spent in base. And, "occupied time" is only spent in base.
However, ARCs need to travel escorted to the siege location
, but this doesn't seem to be limiting enough.
Imo there needs to be some on-location set-up for marines to do before they can siege! But it has to be less than in NS1 because the escort element already contributes.
In NS1 you:
first needed a turret factory in the siege location - hostile territory (time + res + manpower + enemies),
then def it until it's advanced (time + res + enemies),
then build the individual sieges (time + res + manpower + enemies), whose increase could be slowed by limiting manpower (attacking/killing marines).
Whereas in NS2 it's somewhat different.
You make a robo factory (assume/usually in base) (time + res + manpower),
wait for upg (time + res),
then produce the ARCs (time + res), whose increase cannot
be slowed by limiting manpower!
then they need to transport/escort to siege location (time + enemies)
once in place, they diploy instantly (enemies)
ARCs need "special" power to fire when deployed! That means power-packs (PP) need to be dropped in range of the arcs and constructed by marines
My own version:
1PP powers all arcs within its range.
The more PP that are in range of an ARC, the faster it can fire! It starts out pretty slow, and fires faster, with diminishing returns
, for each PP that is built. So the formula can be simple like [fire delay] / [amount of PP]
This will make it so marines have to be present and occupied to siege.
It removes the possibility of the ARC-trains.
Marines have to make a stationary commitment (PP) at the siege location that can be recycled/killed resulting in a loss of res.
time = anything that doesn't happen instantly
res = cost res
manpower = something that occupies a marine from his regular task (enemies)
enemies = need to be fended off
PP = power-pack
quick forum check, i found these related threads:http://www.unknownworlds.com/ns2/forums/in...howtopic=118170http://www.unknownworlds.com/ns2/forums/in...howtopic=118119http://www.unknownworlds.com/ns2/forums/in...howtopic=118162