Expiring Resources
RUben1
Join Date: 2010-11-24 Member: 75246Members
I was just playing a game for like 2 hours, and it still wasn't GG for any of both teams. This was because the marines couldn't destroy hives and alliens couldn't neither destroy all the marines IP's. I bet that game could last the whole day.
Therefor I think resources should expire so both teams cannot keep building new things and, I suppose, the game would eventually end. What do you think?
Therefor I think resources should expire so both teams cannot keep building new things and, I suppose, the game would eventually end. What do you think?
Comments
In NS1 each game would last approximately 1 hour before finishing.
It has always been like this.
This is what gave appeal to NS because it was quite realistic, required teamwork, and felt damn good when you win a battle that was on for so long.
In NS1 each game would last approximately 1 hour before finishing.
It has always been like this.
This is what gave appeal to NS because it was quite realistic, required teamwork, and felt damn good when you win a battle that was on for so long.<!--QuoteEnd--></div><!--QuoteEEnd-->
What? Rounds haven't gone regularly over 30-45 minutes since the very early days where turrets had a gazillion HP and DCs heal stacked so badly that there were permanent DC forest not even sieges could destroy.
In general I like the expiring res, it usually provokes interesting situations in RTS games. However, I don't know how it would work in NS, not to speak of completely unexplored NS2.
One option could be having nodes that recharge when they are not occupied. Long used nodes have a notably smaller income value than the fresh ones. That kind of play never completely finishes in starvation, but it still promotes active map control and mobile gameplay.
Actually it happened to me in build 156.
I think it's more that neither side has a tank yet, so you can't get into a room and smash everything up if it has enough people defending it.
Might also be what Chris said.. We'll have to wait and see I guess.
Essentially you have two teams, both upgrade to sufficient levels, big stale mate occurs. Because <b>Alien damage = Marine damage</b>. Games do end, but they are just slogathons. There are no real negatives or positives to the marines weapons (like there are with aliens) and both teams lack a decent weapon that is good against structures.
The ARC and Onos come late game, so if you have to wait until then to effectively move into an area... it is a little tedious. So far all I have seen is damage based balance, not 'tools for the job that is required'. Everything is effective against everything. Nothing is very good or very bad at certain jobs.
Sentry - Moderate at everything, therefore rubbish. Same for a lot of the high tier marines weapons, and late alien classes and abilities.
Flame thrower is a flame sword that is moderately effective against everything. GL is terrible against aliens, and still fairly bad against structures... and worse of all they arr incredibly cheap.
You should have to work to get the good stuff, because it is so much more satisfying when you do. But you 'should' get it during the game, without having to play 30 mins before you do - because the commander decides to spend a load of resources on it for an effective strike.
For example, a full set of HA, weapons, health packs/ammo, welders, and a PG with TF costs a HUGE amount in NS1, and unless you already had the whole map you couldn't do it without saving. And if whole push failed, well, you're in trouble.
So, perhaps we just have to tweak the resource generation rates, and once we have more expensive stuff coming in it will be less of a problem.
Also, nothing wrong with epic games. As long as they are not stalemate prolonged games.
Seriously, though, it might work if the rt is recycling while the res node recharges.
But a tapped node should last at least 30 minutes at full upgrade and recharge in five.
It will still enable dynamics for tactical map control, even at such... rather short cycles.