Build limit per power node/infestation patch

JowJow Join Date: 2011-06-23 Member: 106032Members
Just to counter the amount of turret/hydra spam there is, have some kind of power limit on each power node which is big enough to support the buildings +1/2 sentries but not a huge amount.

Then just maybe one hydra per cyst, because of 'nutrient limits' or something like that.

Comments

  • Capt. MoonfluteCapt. Moonflute Join Date: 2011-07-28 Member: 112750Members
    I like this idea would make commanders/ gorges think a bit more about there placments instead of just spaming
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited July 2011
    I'm more of a fan of an overall structure capacity system (like a unit capacity in RTS), where the capacity increases for each tech/res node you capture and structures consume different amounts of capacity (in accordance to their value). Its more flexible than the hard cap/node system, but still restricts structure spam.

    However, for this to work, aliens would need the ability to recycle (devolve?) structures.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited July 2011
    Power Nodes/Packs and Cysts seem like the ideal entities for this mechanic. Both can provided a set amount of "supply", with structures built in their radii consuming that resource. Power Nodes would obviously power each area it's tied to, and Power Packs/Cysts would work essentially like Pylons.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    edited July 2011
    *Shrug* I suppose the obligatory reference is needed here: "You must construct additional power packs!"

    That out of the way, as much as I love the concept of unlimited everything, spam just cant be helped, at least in pubs. So I guess this or the per tech node is likely in order, sadly.
  • Ender_74Ender_74 Join Date: 2011-01-28 Member: 79329Members
    This may seems like a good idea, but I see a few problems:
    -What about marine start ? Usually marines have a lot of structures there, even if you don't count sentry guns. Do you mean that marines will have to build powerpacks in their main base to develop their technology ?

    - If the issue you want to solve here is hydra/sentry spam. It might work for sentries, but for hydras I am not so sure. As Gorges can spit cysts, they will just need to place one cyst every X hydras. In the end you just raised the cost of hydras. On the other hand the marines will have to spawn more powerpacks adding even more structures in places which are already quite crowded.
  • IactoIacto Join Date: 2010-11-23 Member: 75209Members
    <!--quoteo(post=1864499:date=Jul 29 2011, 07:55 AM:name=Ender_74)--><div class='quotetop'>QUOTE (Ender_74 @ Jul 29 2011, 07:55 AM) <a href="index.php?act=findpost&pid=1864499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This may seems like a good idea, but I see a few problems:
    -What about marine start ? Usually marines have a lot of structures there, even if you don't count sentry guns. Do you mean that marines will have to build powerpacks in their main base to develop their technology ?

    - If the issue you want to solve here is hydra/sentry spam. It might work for sentries, but for hydras I am not so sure. As Gorges can spit cysts, they will just need to place one cyst every X hydras. In the end you just raised the cost of hydras. On the other hand the marines will have to spawn more powerpacks adding even more structures in places which are already quite crowded.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh please yes. One of the biggest problem with pub games that I've been in is when the main base is being pressured, the commander won't chuck down a power pack. I've lost a fair few games where the power has gone out in Marine Start, despite us being ahead. I do like the supply (power would be a better name) idea, would this make power nodes also contribute towards marine supply? I'd love that, as it would make destroying power nodes a more tactical decision, definitely give the map control aspect more importance.

    I think an increase to the cost of hydras that would hit more late-game would be excellent. You tend to have a lot of resources late-game anyway however.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    edited July 2011
    Power packs would have to give more supply than cysts of course, since they cost more and are needed far less.
  • JowJow Join Date: 2011-06-23 Member: 106032Members
    <!--quoteo(post=1864499:date=Jul 29 2011, 02:55 AM:name=Ender_74)--><div class='quotetop'>QUOTE (Ender_74 @ Jul 29 2011, 02:55 AM) <a href="index.php?act=findpost&pid=1864499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This may seems like a good idea, but I see a few problems:
    -What about marine start ? Usually marines have a lot of structures there, even if you don't count sentry guns. Do you mean that marines will have to build powerpacks in their main base to develop their technology ?

    - If the issue you want to solve here is hydra/sentry spam. It might work for sentries, but for hydras I am not so sure. As Gorges can spit cysts, they will just need to place one cyst every X hydras. In the end you just raised the cost of hydras. On the other hand the marines will have to spawn more powerpacks adding even more structures in places which are already quite crowded.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I had a think about this, the easiest way I can see for marines i to just add extra capacity to the main powernode or more power when a CC is put down.

    For aliens the easier solution is to just not allow cysts to be placed on another cysts infestation patch, which kinda makes sense anyway.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    I'd rather see limited Hydra/ Sentry per room. It's a lot simpler, and causes less unforeseen problems, eg Having too many Cysts/Power Packs in a room.
  • CorpseyCorpsey Join Date: 2011-07-02 Member: 107538Members
    edited July 2011
    Just played a game on summit.. marines were able to turtle with 6 turrets in the main base until they saved resources for near-infinite flamethrowers, grenade launchers, and ARC's. They took heli by putting 5 or 6 sentries in flight control and pushing from there, then once they got heli, recycled some of the FC turrets (because they could just flamethrower anything that was attacking in there, depleting their energy forcing them to retreat or do nothing), and built 10 or 11 turrets in heliport alone..

    If the team I was on couldn't even take MS with 6 turrets, what chance would they stand trying to take down heliport with 11?

    I had a large statement as to why this is so wrong but basically it boils down to turrets being able to shoot all the way across a room... at any given time in some rooms an alien can have 4~10 turrets shooting at it...... hydras dont compare to this kind of defense because:

    1) Marines can shoot grenades around corners, thereby making all hydras useless (not to mention whips)
    2) Marines aren't melee.. there's no reason for a marine to get in range of a hydra ever, all they need to do is defend an ARC, which becomes very easy once flamethrowers are researched as aliens can barely get kills when starved of energy

    even if Onos was implemented, if there's a gun that defeats the Onos then what do aliens recieve to defeat that gun?

    No matter what marines will win late game, just like NS1...... so what's the point of being on alien if you didn't win the rush? You will slowly just get ranged to death.... and depending on the comm it could be very slowly :P
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    edited July 2011
    I agree that you have to limit defensive structures some how, but at the same time you absolutely can't treat sentry guns and hydras the same. Hydras are not nearly as effective at killing as sentry guns are due to the way they work and the fact their enemies are all ranged, they can easily skirt corners and wipe out hydras.

    That's the key though, hydras can't kill especially well, but they delay enemies, and because of how they're placed and how they grow, they're found all over the map thus can delay more effectively.

    On the flip side, sentry guns are lethal killing machines against most aliens due to adrenaline restrictions and simple rate of fire and range, its a thousand times harder to take on a room full of well placed sentries with a skulk than it is for a marine to take on a room full of well placed hydras. Hydras role right now in stalemates is to provide a fall back point for aliens, the aliens place a bunch, the marines kill aliens, they respawn, the marines advance, they're stopped by gorges with hydra gardens. The aliens who respawned arrive again and push forward, the gorges move up with a new hydra garden to take that bloody meter they've gained to hold it and it goes so on and so on.

    The marine sentry gun however, can be used both in this way and as a very deterring form of defense for most aliens simply because it's got a gun and they mostly don't have a firearm that works so well. The sentry guns biggest weakness is it requires a commander placing it, the requirement for mutually covered arcs of fire, power to supply it, and marines or MAC's to build it, unlike the hydra which is pretty much placed by a gorge on his own.

    I think the true problem in the game really isn't sentry guns vs hydras, though for frame rates sake I'd prefer to see less, I'd much prefer to see fewer of each that were more powerful with an option to recycle them for both sides, its that there isn't anything that just says "Sentry guns? Is that what that tickling is?" IE the Onos. Honestly, the marines don't even need an onos like tech to compete in that situation, they've got guns.

    Really I'm seeing: Onos is anti-sentry gun.
    Heavy Armor/HMG is anti-Onos.
    The idea is basically the Onos shifts the old tech level of sentry gun spam and hydra advances into "Kill the onos or protect the onos"

    As for increasing the price of the Hydra, I can't say I'm fond of it, simply put you're not getting very much personal resources as a gorge and hydras already cost the same amount to build as it took you to evolve, not to mention the cysts you need. Added to that, the hydra just isn't really that threatening alone, one hydra won't even significantly slow down a single marine much less hurt him badly, the hydra itself will probably be wiped out in seconds unless a gorge is sitting there healing it at which point you've traded 1 gorge for 1 rifle marine, more than a fair trade. The best argument you could really make is that the marine will eventually run out of ammo and be forced to leave.

    Really this is the difference, a sentry gun, all on its own, still can't be approached from the front without serious injury or flat death, it has to be outflanked carefully. A lone hydra however, can't be approached safely from any angle, but doesn't do very much damage and thus doesn't need to be, you can stand at the corner and empty a magazine of rifle ammo into it, and its dead in a handful of seconds.

    I think UW needs to decide what the role of the sentry and hydra are really supposed to be. If they're just supposed to be delayers then sentry guns are vastly too good or aliens need a vastly better method of dealing with them (even bile bomb pales in comparison simply due to the fact that 1 gorge BBing is not the same as 1 marine with grenades, much less 2 with grenades in terms of firepower, both structural and otherwise.)

    In the end, sentries and hydras make the game about pushing forward under AI defense, if that's what they want, that's what they've got, but if its not, sentries and hydras are not the way to go.
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