How can we put a Greater Emphasis on Resource Towers?
lilboy98
Join Date: 2009-05-15 Member: 67414Members
I have played many rounds as a commander and have tried to get marines to build RT's and stress the importance of NOT letting a single skulk bite one to death... but only 1 or 2 marines really do either of these. This also happens when I play alien. Often times, I can destroy an RT by myself as a skulk... which usually takes about 1 - 2 minutes. There is also the issue of aliens hoarding resource and not building any structures.
So, what can we do to teach that RT's are important, and holding them and keeping them alive will greatly benefit the team?
One idea I came up with addressed this by introducing +point reward system: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=106655" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=106655</a>
Just came up with another idea: introducing a 'tug-o-war' meter for resources in the HUD showing how many resource towers each side has.
Pro: Players can see how many RT's each side has, and if they notice the opposing team has more than them, they can become aggressive to take over the RT, or they can try to cap the rest of the uncapped RT's.
Con: Players will know how many RT's each side has, giving them an idea of how much map control the opponent already has.
Another idea: Make RT's free to drop with some modified rules: Marines must be near the cap point for the commander to drop one, RT's will be much more weaker, they will be dropped with 1 HP, and there is a cooldown before dropping another RT to prevent spamming.
Pro: Players will drop RT's because they're free, and there's no point in skipping an RT if they can drop one and build one.
Pro/Con: Map control will be shifting much faster because RT's will can be going up and down fast.
Pro/Con: Large map control can be obtained fast with an 'RT rush', but both sides can do the same.
Con: Adds a deep layer of rebalancing.
So, what can we do to teach that RT's are important, and holding them and keeping them alive will greatly benefit the team?
One idea I came up with addressed this by introducing +point reward system: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=106655" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=106655</a>
Just came up with another idea: introducing a 'tug-o-war' meter for resources in the HUD showing how many resource towers each side has.
Pro: Players can see how many RT's each side has, and if they notice the opposing team has more than them, they can become aggressive to take over the RT, or they can try to cap the rest of the uncapped RT's.
Con: Players will know how many RT's each side has, giving them an idea of how much map control the opponent already has.
Another idea: Make RT's free to drop with some modified rules: Marines must be near the cap point for the commander to drop one, RT's will be much more weaker, they will be dropped with 1 HP, and there is a cooldown before dropping another RT to prevent spamming.
Pro: Players will drop RT's because they're free, and there's no point in skipping an RT if they can drop one and build one.
Pro/Con: Map control will be shifting much faster because RT's will can be going up and down fast.
Pro/Con: Large map control can be obtained fast with an 'RT rush', but both sides can do the same.
Con: Adds a deep layer of rebalancing.
Comments
Not sure about the alien res towers though.
Also the problem is not that players don't know about rts, but rather that players are bored to build or defend them and prefer to have some action by rushing alien nodes or the hive.