Recycle for aliens plz!
obsid
Join Date: 2003-09-16 Member: 20909Members
It seems that if you build things too close to a RT/Hive, you cant build that hive/RT. As such we need some way to recycle/kill a structure as a comm for aliens. Make it limited (to like 1 per min or something) and let the whole alien team know what got recycled, so that people dont abuse it.
Without this a new alien comm can easily mess up several resnodes/hives making it much harder for the aliens to come back latter.
Without this a new alien comm can easily mess up several resnodes/hives making it much harder for the aliens to come back latter.
Comments
As for alien recycle, an "Ungrow" ability that shrinks the building, a non-instant recycle that takes time, but can be activated at any time (whereas Recycle is instant but can only work for buildings with 50% health).
It is annoying to plant all those plants in place X only to see that nobody walks there anyways
It is a bug at the moment.
In saying that, I don't think aliens need a recycle. There wasn't a recycle in NS1 and it worked just fine.
If you absolutely needed a recycle, possibly allow gorges to 'eat' a structure, absorbing the construction materials, and allowing them to place it in another spot? Sort of a relocation rather than a recycle? (of course, the gorge doesn't HAVE to re-place it anywhere).
Hives and res towers should be exempt from being blocked by other structures.
I think that's sufficient really.
If they out of res, and marines have killed their rts, they have lost, but if the same happend to marines, they can sell sentrys, armory, and all the other buildings.
And voila saved, but aliens are f...d
they are living organisms anyways and we got dynamic infestation :)
There are better ways to distinguish the sides then not giving aliens recycle. Sometimes I place a structures in a wrong/bugged/stupid location. Why shouldn't I be able to fix that by recycling?
Concur. It's also a very weak upside compared to the severity of the problem. For instance, I recall that two big stated goals of NS2 are:
* make comming easier
* make the game more accessible
The idea that you have to basically float 15 carbon just in case shotgun marines suicide rush all your RTs kinda fails both tests. Sure, veterans will know this, but novices will probably not. It's the kind of experience that turns people off.
It's also just not a good design that the aliens can effectively lose, but are forced to keep playing for a while. (This problem is also fixable by a 'concede vote' option.)
I'm definitely of the belief that you shouldn't be able to play into a no-win scenario so easily. And if differentiation is so important, there are different ways to provide "emergency income." It's easy to come up with other mechanics that fit an alien theme, several have already been suggested.
- drawn out loss because we had 2 hives but no res. We almost got them back to because of some Lerk harass and skulk killing their IP. However they had enough money to keep making more IP and more sentries. Must have killed like 3 sentries in my Last lerk life. From there it was skulks holding for like 10 minutes. But no hope of winning any more
- 2 skulks rushed IP game won I like 1 min
- again loss all our Harvesters but went all in with Fades + Lerk and got their IP and won.
I don't think we need recicle but we sure need to fix that no harvester situation. Seems like it's to easy to win by getting the IP and also by getting the Havester. Maybe it just too many new players who don't defend properly.
Perfomancewise the game where pretty fun for the most part. Shotgunning lerk/fades is so awesome.
- drawn out loss because we had 2 hives but no res. We almost got them back to because of some Lerk harass and skulk killing their IP. However they had enough money to keep making more IP and more sentries. Must have killed like 3 sentries in my Last lerk life. From there it was skulks holding for like 10 minutes. But no hope of winning any more
- 2 skulks rushed IP game won I like 1 min
- again loss all our Harvesters but went all in with Fades + Lerk and got their IP and won.
I don't think we need recicle but we sure need to fix that no harvester situation. Seems like it's to easy to win by getting the IP and also by getting the Havester. Maybe it just too many new players who don't defend properly.
Perfomancewise the game where pretty fun for the most part. Shotgunning lerk/fades is so awesome.<!--QuoteEnd--></div><!--QuoteEEnd-->
Recycle should be included for reasons other than getting carbon to build a harvester. In general, its a more novice-commander friendly feature by reducing the penalty for poor structure placement.