I was reading the mapping guidelines last night, and it struck me that they state that the number of res nodes per map should be N+1 or N+2 where N is the number of tech points on the map. Just going from recollection, it seemed that the original NS had a lot more res nodes than open hive spots (e.g. tanith had 9). I realize that this is because res nodes now have upgrades to increase the rate of resource generation; but part of me wonders if this promotes turtling, because it seems like it's rather easy to tech up to end-game just on 2 upgraded res nodes. I
In NS1, a significant portion of a gorge or commander's resources went to capping and recapping nodes. At any time, perhaps only 2-4 resource nodes were "secure," and even then a particularly well-executed attack could destroy res towers that were "locked down." As a result, teams had to constantly push out and patrol territory, pressure the other team to prevent bases from being overrun. Just from my initial feel from b155, it seems like it's way too easy to lock down a base with the base node + the expansion node, then camp and defend until advanced tech becomes available. Partially this is due to static defenses being too strong right now (Whip definitely needs to be a tier 2 structure btw).
It seems to me that with only N+1 or N+2 nodes, 2 of which will be spawn area nodes, and 2 of which will probably be easily accessible/defensible expansion nodes, then there will be only 2-4 nodes to fight over, none of which will make a big impact because if territories are exchanged often, then the nodes won't have time to 1) pay for themselves or 2) be upgraded.
I guess what I'm trying to say is that I would like to see more resource nodes in play. More resource nodes means that map control is more important, giving teams an incentive to fight to take and hold territory. Anyone else?
Don't assume that because I said something it means I actually was thinking that the core of the sun was going to be replaced with hot dogs.