Scaling marine upgrades
GaussWaffle
Join Date: 2008-02-22 Member: 63708Members
I know that with the addition of the alien commander this will prove to be less useful, but the fact that marines still can get 16 players a 3 bite advantage for 20 res is a little off to me
i propose this... make motion tracking, tampons, and weapons and armor upgrades scalable to the amount of people on the marine team
Since the game was designed for a 6v6 format in NS1, just make an armor upgrade in a 12v12 format 40 res as opposed to 20, this way i feel like the comm really had to PAY for that armor rather than shell out 20 as an afterthought.
for times when the numbers of scaling might be off in the decimals, just round down
I feel that with the current build of NS (not necessarily NS2, but maybe it would carry over fine), this method would create a better gaming atmosphere and *ahem* give aliens a chance in large pub games against good players.
I left out scaling JPs and HA because the AA+proto+actual upgrade is alot in itself scaled or not, plus you already have the shell out according to the amount of players, so that would be fine
any thoughts?
i propose this... make motion tracking, tampons, and weapons and armor upgrades scalable to the amount of people on the marine team
Since the game was designed for a 6v6 format in NS1, just make an armor upgrade in a 12v12 format 40 res as opposed to 20, this way i feel like the comm really had to PAY for that armor rather than shell out 20 as an afterthought.
for times when the numbers of scaling might be off in the decimals, just round down
I feel that with the current build of NS (not necessarily NS2, but maybe it would carry over fine), this method would create a better gaming atmosphere and *ahem* give aliens a chance in large pub games against good players.
I left out scaling JPs and HA because the AA+proto+actual upgrade is alot in itself scaled or not, plus you already have the shell out according to the amount of players, so that would be fine
any thoughts?
Comments
<img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />??
Hmmmm, but if we're scaling marine upgrades, are we also scaling resource gain rate? If not, why not?
If you'll scale the costs, you also need the hive and chambers be more expensive for bigger alien teams.
AFAIK, resource collection does scale for larger teams.
<!--quoteo(post=1676386:date=Apr 21 2008, 05:41 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE(pSyk0mAn @ Apr 21 2008, 05:41 AM) <a href="index.php?act=findpost&pid=1676386"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think it's necessary to scale upgrade costs in NS2, because teams will be more alike regarding the resource part of the game due to the alien commander and marines having their own res to purchase equipment.
If you'll scale the costs, you also need the hive and chambers be more expensive for bigger alien teams.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd imagine resources would scale for both teams. One possible exploit would be to have players leave and upgrade for cheaper costs. I'm not sure of a fair way around that. Maybe have resource costs update after a minute?
there was no need for scaling alien upgrade chambers because an individual alien had to accumulate and pay for it, not a team pool which they used to make it
I'm just trying to bring to light that for a relatively low cost (20/30/40), 16 marines could get a 3/4/5 bite advantage while an Onos costs 15 res less than all the armor upgrades combined, seems unfair to me
I'm just trying to bring to light that for a relatively low cost (20/30/40), 16 marines could get a 3/4/5 bite advantage while an Onos costs 15 res less than all the armor upgrades combined, seems unfair to me<!--QuoteEnd--></div><!--QuoteEEnd-->
even still 3 SC at 2 mins in still means all 16 skulks have focus...
The problem stems from the necessity of getting equipment to the right people without destroying the kharaa build order. Distribution of "equipment/lifeforms" happens somewhat implicitly now with the kharaa with the most kills having enough for fade sooner(pretty elegant actually, hadn't thought of it that way before). However, that skulk can now either drop the hive or go fade. The kharaa have few buildings so each building is costly and precious. So are lifeforms because of the time required to get enough res. The marine tech is gradual and steady, the kharaa tech happens in leaps and bounds. This is why large teams are bad for kharaa, marines tech progresses at the same pace or even sooner if the comm forgoes equip for a while with all his rines in the field, while kharaa tech takes a while to make the necessary "bound" to T2.
Did it?
<!--quoteo(post=1676418:date=Apr 22 2008, 12:15 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Apr 22 2008, 12:15 AM) <a href="index.php?act=findpost&pid=1676418"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One possible exploit would be to have players leave and upgrade for cheaper costs. I'm not sure of a fair way around that.<!--QuoteEnd--></div><!--QuoteEEnd-->
Way too tedious.