unlimited hives
Abaddon0
Join Date: 2003-05-09 Member: 16169Members, Constellation
<div class="IPBDescription">upkeep cost</div>ok first off, this does have some flaws, however, i hope at the least this inspires someone else, and at best, people can make suggestions to fix it.
if dynamically placed hives are available in NS2, why should the aliens be limited to 3, it is my understanding that in NS1 there are only 3 'good places' for hives, and thus limited to 3. how about in NS2 you can place as many hives as you want (for the normal RES cost).
as more hives are built, aliens spawn faster, and more chambers are allowed. however, each hive needs to be 'powered' by RES, 5/min (or something low) if to many hives are built before RT are built, or the RT's are destroyed the last hive to be built will start to wither and die, or possibly, the team will start to loose RES until it reaches 0, and then they start to wither and die. and or, it is the hive that is farthest from the RT that wither and die...
if dynamically placed hives are available in NS2, why should the aliens be limited to 3, it is my understanding that in NS1 there are only 3 'good places' for hives, and thus limited to 3. how about in NS2 you can place as many hives as you want (for the normal RES cost).
as more hives are built, aliens spawn faster, and more chambers are allowed. however, each hive needs to be 'powered' by RES, 5/min (or something low) if to many hives are built before RT are built, or the RT's are destroyed the last hive to be built will start to wither and die, or possibly, the team will start to loose RES until it reaches 0, and then they start to wither and die. and or, it is the hive that is farthest from the RT that wither and die...
Comments
What flaws would those be?
idiot n00bs spam hives, draining the team of RES for one.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm good point, You'll always get people who put waste hives by placing them in lame places.
Edit: To avoid the problem of having to cycle through 20 hives via movement chambers, the hives could be grouped according to the area that they exist in, by rooms or by sections of the map. Perhaps the map could be split into 6-8 main sections and perhaps the aliens could even choose which hive to movement to.
To avoid the problem of having to cycle through 20 hives via movement chambers, the hives could be grouped according to the area that they exist in, by rooms or by sections of the map. Perhaps the map could be split into 6-8 main sections and perhaps the aliens could even choose which hive to movement to.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The best way to avoid that is your last proposition, the same thing as with the phase gates in NSAdmin, in which you can choose where to go by using the Pg then by clicking 1,2,3...
<img src="http://www.vh2.nl/pgselect.gif" border="0" alt="IPB Image" />
I like it. For example we have a complex like ns_mineshaft. So there is maybe more than one level where both teams can operate. It would mean that the games will become longer and maybe they'll be much more fun =)