Chamber Upgrades Scaling With Structure Count
KuBaN
Join Date: 2002-11-16 Member: 8979Members, Constellation
I'm curious to know what everyone's opinion would be on implementing the NS1 method of handling upgrades (adapted to accommodate for the new upgrade system).
For each Chamber of the same type, the effects of chamber-specific player upgrades (Frenzy, Swarm, Regen, Carapace) stack once, up to 5 times. In other words at 5 Whips, players have Level 5 Frenzy (whatever that would be).
For each Mature Chamber of the same type, the level of that chamber's Passive Upgrades (Melee, Armor) are increased by 1, up to 3 times. So for Armor Level 3, you'd need 3 Mature Crags.
Many are saying Marines have to win early or not at all, because Kharaa are overpowered at 2 Hives. Perhaps tying their progression in this manner would not only moderate their progression, but also make them easier to cripple.
For each Chamber of the same type, the effects of chamber-specific player upgrades (Frenzy, Swarm, Regen, Carapace) stack once, up to 5 times. In other words at 5 Whips, players have Level 5 Frenzy (whatever that would be).
For each Mature Chamber of the same type, the level of that chamber's Passive Upgrades (Melee, Armor) are increased by 1, up to 3 times. So for Armor Level 3, you'd need 3 Mature Crags.
Many are saying Marines have to win early or not at all, because Kharaa are overpowered at 2 Hives. Perhaps tying their progression in this manner would not only moderate their progression, but also make them easier to cripple.
Comments
All this would give targets for marines to take out in order to weaken aliens. Right now it all rests on the hive. It still wouldn't be as specific as marine structures, and would be shared and spread out among various structures.
It seems like the easier fix is balancing the power marines have early in comparison to what aliens get early.