Alien Tech Tree
ThatOtherOtherGuy
Join Date: 2010-11-29 Member: 75340Members
<div class="IPBDescription">Basically, more paths.</div>So I had an idea for the alien tech tree. Right now it's based around mostly hive number with branches based on each chamber. As it is now, saying what tech level aliens are at is as simple as counting the number of hives they have.
However, what if instead of hives being the only way to progress from L1 to L2 to L3, one could instead progress through the chambers? Essentially, instead of having a hive "trunk" that determines tech level and chamber "branches" that give various extra upgrades, we have several different chamber/hive "trunks" that are very interconnected. Basically I'm proposing this:
1. Hives remain as a limiting factor for lifeforms and chambers. One new lifeform and chamber per hive, with extra abilities for each lifeform as more hives are built.
2. Chambers come in Basic, Mature, and Elder flavors. Each chamber's upgrades and abilities also come in these flavors. An Elder Crag heals much faster and having it on the map means that aliens with Carapace have <i>much</i> more armor than they would with just a basic Crag on the map.
3. Chamber upgrades, cost, and abilities are balanced with the advantages and costs of having more hives and lifeforms.
This is simple but radical proposal for aliens to increase their options strategically and make them much more dynamic. For example, as it is now Aliens must be on the offensive and expansionist. They can do so cautiously with different timings, but in the end they must constantly be attacking RTs to slow marine tech and securing ground for a second and third hive. The marines, admittedly, are also pressured to constantly be on watch for that second hive but they can at least choose to play defensively and have it work for them, especially at a pub level.
But say that instead of having to grab hives, aliens could get powerful abilities through focusing on a chamber. Elder Crags hardening Skulks, Gorges, and Lerks into bruisers that would laugh off the bullets from an unupgraded marine. Elder Shifts letting the Alien Comm teleport the entire alien team right into Marine Base. Elder Shades allowing aliens to be semi-invisible even while attacking and untargetable by sentries.
Giving the aliens multiple paths to power would give every game more variety. I think this would be a simple thing to implement from a technical standpoint, though I may be wrong, and if I am please forgive me. However, I'd imagine that balancing the L3 abilities of each chamber with each other, the L3 tech of hives, and the marines L3 would be more difficult than it would be in the tree we have now.
Now this might be a bad idea, and it certainly may be a direction the developers don't want to take the aliens in, given that it entails a rather large restructuring in how we play the game. Still, the idea of giving aliens more than just the "get upgrades, get hives" path they have now I think should be seriously considered.
Now, before I finish, I'd like to say I am not a big RTS player and I do not have such a fine understanding of balancing tech trees with res costs, activation costs, timings, etc., so I'd like to ask that if you are such a person, even if you don't like this idea, please give it some thought about how you would balance it anyways. I'd like to learn a bit more about this kind of thing. Thank you for your time.
However, what if instead of hives being the only way to progress from L1 to L2 to L3, one could instead progress through the chambers? Essentially, instead of having a hive "trunk" that determines tech level and chamber "branches" that give various extra upgrades, we have several different chamber/hive "trunks" that are very interconnected. Basically I'm proposing this:
1. Hives remain as a limiting factor for lifeforms and chambers. One new lifeform and chamber per hive, with extra abilities for each lifeform as more hives are built.
2. Chambers come in Basic, Mature, and Elder flavors. Each chamber's upgrades and abilities also come in these flavors. An Elder Crag heals much faster and having it on the map means that aliens with Carapace have <i>much</i> more armor than they would with just a basic Crag on the map.
3. Chamber upgrades, cost, and abilities are balanced with the advantages and costs of having more hives and lifeforms.
This is simple but radical proposal for aliens to increase their options strategically and make them much more dynamic. For example, as it is now Aliens must be on the offensive and expansionist. They can do so cautiously with different timings, but in the end they must constantly be attacking RTs to slow marine tech and securing ground for a second and third hive. The marines, admittedly, are also pressured to constantly be on watch for that second hive but they can at least choose to play defensively and have it work for them, especially at a pub level.
But say that instead of having to grab hives, aliens could get powerful abilities through focusing on a chamber. Elder Crags hardening Skulks, Gorges, and Lerks into bruisers that would laugh off the bullets from an unupgraded marine. Elder Shifts letting the Alien Comm teleport the entire alien team right into Marine Base. Elder Shades allowing aliens to be semi-invisible even while attacking and untargetable by sentries.
Giving the aliens multiple paths to power would give every game more variety. I think this would be a simple thing to implement from a technical standpoint, though I may be wrong, and if I am please forgive me. However, I'd imagine that balancing the L3 abilities of each chamber with each other, the L3 tech of hives, and the marines L3 would be more difficult than it would be in the tree we have now.
Now this might be a bad idea, and it certainly may be a direction the developers don't want to take the aliens in, given that it entails a rather large restructuring in how we play the game. Still, the idea of giving aliens more than just the "get upgrades, get hives" path they have now I think should be seriously considered.
Now, before I finish, I'd like to say I am not a big RTS player and I do not have such a fine understanding of balancing tech trees with res costs, activation costs, timings, etc., so I'd like to ask that if you are such a person, even if you don't like this idea, please give it some thought about how you would balance it anyways. I'd like to learn a bit more about this kind of thing. Thank you for your time.
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