Power Grids, MACs, Marines
Donner & Blitzen
Join Date: 2010-03-08 Member: 70879Members
<div class="IPBDescription">How to tie it all together</div>Well with all this talk about marine building, it got me thinking how the marine building system should tie in with all the other planned features for NS2. A vocal majority of this forum seem to be proponents of marine building, either exclusively or in addition to MACs (a compromise). I agree that MACs have their uses, and marine building is a core component of NS gameplay, but the mechanics of how they interact with each other depends on how other aspects of the game works out. This has to do with finding a purpose for the MAC other than a third wheel should marine building be part of the game. This one might be a bit radical for our resident hardcore NS players. I am not liable for any physical side effects of having read this suggestion.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->SKIP TO THE BOTTOM FOR THE TL;DR VERSION. <!--colorc--></span><!--/colorc-->
The idea I get from NS2 is that the Kharraa have evolved so quickly as to outmatch marine technology. Thus, the marines have been reduced to using more conventional means of warfare against the aliens.
We know that it is planned that marine structures can only function in powered up areas, which first require a resource tower to be placed in the room (see <a href="http://www.unknownworlds.com/ns2/2009/4/marine_power_grid_design)" target="_blank">http://www.unknownworlds.com/ns2/2009/4/ma...er_grid_design)</a>.
In addition to that however, I think the commander should be able to instantly spawn unbuilt structures like in NS1 in powered areas, which can be built by both marines and MACs. In unpowered areas however, the MAC must physically place structures (which would logically should always be the RT that first powers the room), after which they can be built by marines and MACs alike.
Well this still sounds like there will be an element of escorting, and we don't want to have our commanding having to micro the MAC to stay alive in combat when he could be focusing on other things, right? Not necessarily, because the MAC doesn't just place RTs, it distributes medpacks and ammo at no resource cost as well! Within a certain radius of the MAC, any marine which falls below (say 50 health) will instantly receive a medpack, and any marine that falls below one magazine worth of ammo will instantly receive an ammopack, both which have an X-second recharge time per marine.
The point of this is that it combines two of the commander's critical tasks (controlling the MAC, and keep marines alive) into one, and therefore, neither activity takes the commander's focus away from the other. Which means that marines aren't so much escorting the MAC as they are actively, mutually protecting each other.
Okay, this sounds bit overpowered, perhaps. That's an issue that can be dealt with during the beta stages I believe, by tweaking with resource costs, health, and speeds as necessary. The point is that it gives the commander the ability to manually interact with the world without taking focus away from assisting marines in combat, or dealing with logistical needs such as building structures and choosing upgrades. The MAC essentially becomes a Mobile Automated Commander.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->TL;DR VERSION:<!--colorc--></span><!--/colorc-->
-Both marines and MAC can build
-MComm drops structures instantly in powered areas
-MAC must place structures in unpowered areas
-MAC automatically gives healthpacks and ammopacks to Marines within a certain radius who have low health and/or low ammo
What this accomplishes:
-Marine building preserved
-Importance of MAC preserved
-Unity between commander and marines as MAC and marines mutually support each other
-MComm able to control MAC without taking focus away from other duties
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->SKIP TO THE BOTTOM FOR THE TL;DR VERSION. <!--colorc--></span><!--/colorc-->
The idea I get from NS2 is that the Kharraa have evolved so quickly as to outmatch marine technology. Thus, the marines have been reduced to using more conventional means of warfare against the aliens.
We know that it is planned that marine structures can only function in powered up areas, which first require a resource tower to be placed in the room (see <a href="http://www.unknownworlds.com/ns2/2009/4/marine_power_grid_design)" target="_blank">http://www.unknownworlds.com/ns2/2009/4/ma...er_grid_design)</a>.
In addition to that however, I think the commander should be able to instantly spawn unbuilt structures like in NS1 in powered areas, which can be built by both marines and MACs. In unpowered areas however, the MAC must physically place structures (which would logically should always be the RT that first powers the room), after which they can be built by marines and MACs alike.
Well this still sounds like there will be an element of escorting, and we don't want to have our commanding having to micro the MAC to stay alive in combat when he could be focusing on other things, right? Not necessarily, because the MAC doesn't just place RTs, it distributes medpacks and ammo at no resource cost as well! Within a certain radius of the MAC, any marine which falls below (say 50 health) will instantly receive a medpack, and any marine that falls below one magazine worth of ammo will instantly receive an ammopack, both which have an X-second recharge time per marine.
The point of this is that it combines two of the commander's critical tasks (controlling the MAC, and keep marines alive) into one, and therefore, neither activity takes the commander's focus away from the other. Which means that marines aren't so much escorting the MAC as they are actively, mutually protecting each other.
Okay, this sounds bit overpowered, perhaps. That's an issue that can be dealt with during the beta stages I believe, by tweaking with resource costs, health, and speeds as necessary. The point is that it gives the commander the ability to manually interact with the world without taking focus away from assisting marines in combat, or dealing with logistical needs such as building structures and choosing upgrades. The MAC essentially becomes a Mobile Automated Commander.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->TL;DR VERSION:<!--colorc--></span><!--/colorc-->
-Both marines and MAC can build
-MComm drops structures instantly in powered areas
-MAC must place structures in unpowered areas
-MAC automatically gives healthpacks and ammopacks to Marines within a certain radius who have low health and/or low ammo
What this accomplishes:
-Marine building preserved
-Importance of MAC preserved
-Unity between commander and marines as MAC and marines mutually support each other
-MComm able to control MAC without taking focus away from other duties
Comments
Free health and ammo sounds good though.