giving marines a reason to take TechPoints

VenatosVenatos Join Date: 2012-03-31 Member: 149762Members, Reinforced - Shadow, WC 2013 - Gold
evil_bob just mentioned an idea in the general forum regarding the nerf arcs thread.

i think it deserves also a place here:
the idea is to put a limit on the marines ability to field AI units(arcs, macs, sentries) dependant on the number of TechPoints they posess.
to me this makes sense, viewing the command center as "computer core" controling the ai units. i think this would fit the lore of NS and would give the marines a reason to actualy take a techpoint with a second base instead of just building an extractor and moving on.

the limit could be something like 20 ai points per techpoint where an arc consumes 5, a turret 2 or 3 and a mac 1 or 2.

so if marines get pushed back to 1 techpoint(mainbase) they still can push out 4 arcs to attack a hive to make a comback, but if they start to turtle with 6 turrets and 2 macs its prettymuch over.

i realy liked that idea and would welcome your thoughts about it. ;)

Comments

  • Raven_XIRaven_XI Join Date: 2003-01-08 Member: 12032Members, Constellation
    The ability to spam more Nano-Shields is reason enough for me as a Comm to try and get ta least 2 Chairs up.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    I still want to make Proto Labs only buildable on TPs.
  • haprohapro Join Date: 2012-03-27 Member: 149492Members
    I actually liked it when a lone renegade Onos could take out the CC in a completely unguarded base in a reasonable amount of time. It was pretty good encouragement for building a second CC, but no one ever did and instead just ######ed about how it's so easy to lose the CC.
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    <!--quoteo(post=1924006:date=Apr 11 2012, 02:48 AM:name=hapro)--><div class='quotetop'>QUOTE (hapro @ Apr 11 2012, 02:48 AM) <a href="index.php?act=findpost&pid=1924006"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I actually liked it when a lone renegade Onos could take out the CC in a completely unguarded base in a reasonable amount of time. It was pretty good encouragement for building a second CC, but no one ever did and instead just ######ed about how it's so easy to lose the CC.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It taking just 10 hits was ridiculous. Especially with the lack of any decent weapons against an onos right now. if the marines only had a single CC, you'd win every time you hit 75 res just by walking straight into their base. Even beacon came late.
  • haprohapro Join Date: 2012-03-27 Member: 149492Members
    <!--quoteo(post=1924007:date=Apr 10 2012, 09:51 PM:name=Rover)--><div class='quotetop'>QUOTE (Rover @ Apr 10 2012, 09:51 PM) <a href="index.php?act=findpost&pid=1924007"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It taking just 10 hits was ridiculous. Especially with the lack of any decent weapons against an onos right now. if the marines only had a single CC, you'd win every time you hit 75 res just by walking straight into their base. Even beacon came late.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well it would still require some tweaks. I just think, there should be a valid alien strategy where 1-2 powerful lifeforms can sneak into an unguarded base to kill the CC, and that plus extra nanoshields should be enough encouragement for putting up multiple ones.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    should should should...

    But more NanoShield IS NOT enough encouragement for most of the players. If so, you would see more second CCs, but I don't.
    The idea is really good. Not only does it add a requirement for having more CCs. It also adds a soft border for turret spam and another option for the com. (eg. will he spent his team res on a second CC or upgrading XYZ first.)
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited April 2012
    i like additional CCs for beaconing, having an additional obs there is also nice for motion tracking anyway.

    still, i like the idea of AI points. it also adds more strategic decisions to the game.
    and i actually think its rather intuitive, many RTs games have food or some other sort of supply. WE NEED MOAR PYLONS!
  • JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members
    at the moment:
    -beam: more cc + obs = ability to beam all mariens to tech point
    -assist: more nano-shield drops
    -secure: no hive possible at this tech point
    -end: first cc down -> no game over

    with unit-limit (number of cc´s = ai-points = limit of arcs, turrets, ...):
    -no more: only 1 cc -> massive arc push-tactic
    (with 1 cc you cant rush the whole map with arcs, because arc-limit)
    -as commander:
    --you need to decide turret (defense) <> arc (push) building
    --also depends on team ressources available (of course)

    with speed-up - building / research ?
    -number of cc / number tech-points on map = amount of speed up research & building time ?
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Beacon + more energy for scans and nano's is a pretty good incentive in my book. Though I usually only do it when I'm floating in res, since tech is way more important.
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