Expiring Resources

RUben1RUben1 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?

Comments

  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    edited December 2010
    If you ever played NS1 you'd say differently.
    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.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1815077:date=Dec 11 2010, 03:32 PM:name=BarerRudeROC)--><div class='quotetop'>QUOTE (BarerRudeROC @ Dec 11 2010, 03:32 PM) <a href="index.php?act=findpost&pid=1815077"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you ever played NS1 you'd say differently.
    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.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    This is happening because they nerfed the resource rate. Slower resource gathering = slower gameplay. Having expiring res would do nothing to fix this.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1815102:date=Dec 11 2010, 05:10 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Dec 11 2010, 05:10 PM) <a href="index.php?act=findpost&pid=1815102"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is happening because they nerfed the resource rate. Slower resource gathering = slower gameplay. Having expiring res would do nothing to fix this.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • RUben1RUben1 Join Date: 2010-11-24 Member: 75246Members
    We continually had like 400 resources after an hour.. (Marines)

    Might also be what Chris said.. We'll have to wait and see I guess.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    I dont think its necessery, it is obvious that the game will be prolonged if both teams slap each other randomly without a clue what to do. FT or fade rush is sufficient to end game if needed.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited December 2010
    I still think this is a problem of damage based balance.

    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.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    As long as resource generation is slower than a team can possibly spend consistently, we should be OK.

    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.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    Send more peons to chop wood!


    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.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Lack of punching power is the <b>bane of the game</b> currently. Onos and Exo/ARC will fix that...
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