...might be perceived as a little complicated though :/
Somewhere I remember Charlie saying something in the likes of "can't give gorges the ability to also build everything without breaking the current alien resource model
" - I think I figured out a pretty sturdy solution! Only possible drawback is it might be perceived as complicated.
Credit goes to NurEinMensch for making this thread: Would it make sense to let Gorges build real stuff? which got me thinking. This started as a short response, but then I wanted to make it be the original post in it's own thread for more exposure :P
edit3: this thread by Katana- goes in the same direction (as far as the res is concerned) Is Tres needed?, but I only saw it afterwards I wrote this.
QUOTE (NurEinMensch @ May 5 2012, 12:17 AM) »What if Gorges got the ability to build everything? I mean pretty much everything the Alien side has to offer, perhaps with the exception of hives. Or perhaps even hives. Using their pres. It would of course require some tweaking for the costs etc. The main objection would be that this steps into the realm of the Alien comm. But would that really be a problem? Nothing would be taken away from him. He would still be the master of all tres and only he would unlock upgrades. In NS1 it worked just fine with multiple Gorges (aka "comms") working in parallel so I can imagine it might work like that in NS2 as well without devaluing the role of the Khamm too much.
I've also been thinking about this!
The ONLY drawback I see with it is players won't get along in terms of who pays for what. Although, like you say, several gorges worked just fine in ns1. Maybe the difference now is that kham and gorge are different roles, while ns1 gorges were all equal.
Actually now that I think about it, there's also the issue of khamm PR; he can jump out to spend PR, to then jump back in and spend TR elsewhere - Kham needs a PR sink!
Highly theoretical suggestions:
- How about making abilities cost BOTH PR and energy?
- Or replacing energy with PR and adding looong cooldowns to counter spamming (+ adding the need to have several structures)?
(Maybe have the buildings need to be "charged" with PR, the "transporting" of which through the infestation takes time?)- Or not gaining PR while inside hive (letting it flow over to rest of team, Ã la ns1*).
To prevent jumping out short intervals (which imo wouldn't even be worth the effort), having TR only trickle in when there's a kham (otherwise it's converted to PR and again flows over to team Ã la ns1*).
edit2: to clarify, how does res work now? - Every 8s (and from every RT) each player gets 1PR + com/kham gets 1TR?
Doing this will first and foremost make all the fuzzy gorgies in the universe a very happy panda (including the one in your office).
Secondly, and most importantly, it will not "break the alien resource model".
There will be no incentive for kham to leave the hive for (personal) economic reasons (gaining PR).
There will be no incentive for kham to leave the hive make buildings (with separate PR).
There will be no incentive for kham-switching!
Here's the not so trivially visible reasons why:
1. There is no longer a total alien income of [N players] + [1 kham]. Like in ns1, it's only [N players]; kham player doesn't get "two-type/dual income".
2. There IS NO extra resources (PR) for the kham player to use; they are "tied" as TR.
(povided he khams the whole game; #2 is not valid if a player with saved up PR takes over the role of kham. I think this is a special-case/exception we just have to live with.)
1+2 = 3. Kham DOES NOT need to keep track of two different resources! Only one resource. Like all the other players! Like in ns1!
(for better or for worse) There will actually be an incentive for the kham player to KEEP khamming
(since his res has become TR)...
...and at the same time not very serious for the team if he doesn't continue.
No res gets "lost".
Each player can themselves decide whether to spend res on lifeforms or building (or in long games both) just like in ns1.
*each 1 unit of incoming res (res tick) gets distributed to only one player; players take turns receiving res each tick
PR = player resources; pres
TR = team resources; tres
RT = resource tower
Keep the gorge at 10PR, get back to hydras costing X amount of PR and balance them to be Y amount effective. So Z = Y/X, makes it worth to invest in, but not OP vs marines.
Get back to hydras shooting actual projectiles whose aim is corrected to the first derivative of marine position (with respect to time) - like in EVERY GAME since the ballistics research in Age Of Empires 2!!!. This way you get hit reliably when predictably traveling in a straight line, something the current implementation fails doing.
A suggestion I made WAY back in b150:s in this thread about gorge and kham co-operationg on the building things side:http://www.unknownworlds.com/ns2/forums/in...howtopic=111628
and here (later in the same thread) i clarified a little more detailed what my idea was:http://www.unknownworlds.com/ns2/forums/in...t&p=1811889
1. Kham can build on his own on DI, but VERY slow. Almost what we have now as "the gardener kham".
2. Kham can place a building "order" to build "through" gorges
, almost Ã la the marine system. Kham pays. More detail in link 2.
3. Gorges can build on their own with own res.
1 has about the same visual effect as is now. 2 & 3 have THIS concept art effect