Mapping and tech points
Molecule
Join Date: 2006-10-26 Member: 58094Members
Some questions regarding the current maps and future map requirements regarding the number of tech points.
Quoted from the design blog
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Second, for the marines, there needs to be some sort of advantage for having multiple tech points under control other than more dubstep ball energy. Their tech trees need to be flexible to give different options (go for quick jetpacks or quick upgrades) to combat the fades so that they are not forced into the whole 2nd hive game.<!--QuoteEnd--></div><!--QuoteEEnd-->
The decision is still being made regarding the abilities and upgrades available for each of the teams per tech node that they hold. ie Aliens need 3 hives (3 tech points) to fully utilise everything available to the alien team. UWE are also now looking at how to tie the marine tech into multiple tech nodes. I'm not against the idea of marines having to hold multiple tech nodes but there could be a problem with the current design of maps.
Most maps are currently designed with 5 tech nodes, this allows a maximum of 3 for the one team and 2 for the other. What this means is that you will never have a game on that map where both teams have full abilities/upgrades (Assuming a 3 tier system for both teams). Some of the best games you have (going back to ns1 days) are when both teams are fully upgraded and kitted out, ie JP+heavies vs 3 hive alien team, fades, onos, etc), intense battles and awesome gameplay. Not allowing both teams to max out everything would lower the enjoyment of the game.
If both teams are going to be on a 3 tier system, both requiring 3 tech nodes for maximum abilities/upgrades, I think mappers should seriously consider using a minimum of 6 tech nodes in their map. Alternatively the one team will need a 3 tier system and the other only a 2 tier system to fully utilize the current 5 tech node maps.
So some opinions on the way forward? Don't want all these mappers to waste their time on a map that may never be used because of a design flaw that we all only realise later.
Quoted from the design blog
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Second, for the marines, there needs to be some sort of advantage for having multiple tech points under control other than more dubstep ball energy. Their tech trees need to be flexible to give different options (go for quick jetpacks or quick upgrades) to combat the fades so that they are not forced into the whole 2nd hive game.<!--QuoteEnd--></div><!--QuoteEEnd-->
The decision is still being made regarding the abilities and upgrades available for each of the teams per tech node that they hold. ie Aliens need 3 hives (3 tech points) to fully utilise everything available to the alien team. UWE are also now looking at how to tie the marine tech into multiple tech nodes. I'm not against the idea of marines having to hold multiple tech nodes but there could be a problem with the current design of maps.
Most maps are currently designed with 5 tech nodes, this allows a maximum of 3 for the one team and 2 for the other. What this means is that you will never have a game on that map where both teams have full abilities/upgrades (Assuming a 3 tier system for both teams). Some of the best games you have (going back to ns1 days) are when both teams are fully upgraded and kitted out, ie JP+heavies vs 3 hive alien team, fades, onos, etc), intense battles and awesome gameplay. Not allowing both teams to max out everything would lower the enjoyment of the game.
If both teams are going to be on a 3 tier system, both requiring 3 tech nodes for maximum abilities/upgrades, I think mappers should seriously consider using a minimum of 6 tech nodes in their map. Alternatively the one team will need a 3 tier system and the other only a 2 tier system to fully utilize the current 5 tech node maps.
So some opinions on the way forward? Don't want all these mappers to waste their time on a map that may never be used because of a design flaw that we all only realise later.
Comments
Pure joy.