Energy...
maD maX
Join Date: 2010-01-28 Member: 70347Members
<div class="IPBDescription">What are these things running on?</div>Ok the way I see it you ops for example stores up energy until you scan and use it right? But then the power goes out and then what poof all the power is gone?
Idea.... All structures should gather energy like the ops... And certain functions use that energy but when the power goes out whatever energy is left is all you have until power is restored...
Other results besides loss of power balancing... Say an ip takes 50 points to spawn some one let it store up to 75 points so that if no one has died in a few minutes the next person spawns instantly and the second in half the time or if the power goes out it still might have 1 spawn left...
Applies this to everything and now armories don't have the ability to Healy/arm/repair/reload 8 people as fast but if it is full of energy it could...
I like that it would make everything more dynamic think about turrets that under continued use slow down as they wait on res
Obviously everything would need different charge rates and a lot of tweeking to balance but I think it would add a needed dynamic to every structure.
Idea.... All structures should gather energy like the ops... And certain functions use that energy but when the power goes out whatever energy is left is all you have until power is restored...
Other results besides loss of power balancing... Say an ip takes 50 points to spawn some one let it store up to 75 points so that if no one has died in a few minutes the next person spawns instantly and the second in half the time or if the power goes out it still might have 1 spawn left...
Applies this to everything and now armories don't have the ability to Healy/arm/repair/reload 8 people as fast but if it is full of energy it could...
I like that it would make everything more dynamic think about turrets that under continued use slow down as they wait on res
Obviously everything would need different charge rates and a lot of tweeking to balance but I think it would add a needed dynamic to every structure.
Comments
The thinking is that there is power running through the maps. Each room has a power socket. To access that power, marines need to plug in a wireless transponder (the power node) into those outlets, which sends the power to all the marine structures. When the transponder is destroyed, the marines no longer have access to that power.
--Cory
The one thing I've disliked about the removal of power packs is that defending a room's power node is now the largest priority. Before, I could sacrifice defense of the power node for defense of the tech or res node by using a power pack instead.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115515&st=20&gopid=1887741&#entry1887741" target="_blank">Nano Shield, Beacon, Building energy doesn't scale with resource situation</a>
I miss op's energy now it's unlimited waist of res...
Power packs are the only thing right now I see potential...