Bringing back deeper res decisions and strategies
IeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow Posts: 2,679 Advanced user
edited April 2012 in Ideas and Suggestions
Giving the commander more controlThe free p.res at the beginning is a relic of the old ns1 alien resource system. Unfortunately this means that each team is able to acquire lifeforms and weapons early without the consequences of such actions from the previous game. To balance the old with the new I have written a few suggestions to help produce some interesting gameplay decisions. Contains ns1 bias.
The idea is to have the game start with players having 0 p.res. And team res for kill to ward off early game rushes, which would make the other team be in a much greater position at the start of the game, causing each team to act more defensively as to not feed the other team. And lastly, give the commanders more control over their team's resources.
The alien commander takes a similar strategy found in the ns1 alien resource management. Being able to choose between defense, tech, or early lifeforms. In this the commander is able to spend t.res to drop evolution eggs the players can activate to freely evolve to the designated lifeform. Spending t.res on early game lifeforms would allow the commander to drop a Gorge egg to help spread infestation for a quick res node cap. Or sacrifice a hive or tech for high lifeforms in the early game.
The commander would regain some of the control found in his ns1 roots, without having to babysit too much. The Marine Commander would be able to drop weapons for his teammates using team resources again, allowing him to choose between earlygame firepower, tech, or res flow.
Upgrading extractors/harvesters to extract p.res.
The current freeflowing personal resource system allows the player to obtain a bounty of res while not owning much territory.
Similar to the extractor/harvesters levels in the Alpha, upgrading an individual res tower to unlock p.res flow would allow the commander to customize their economy and make strategic decisions for tech or having the players be able to supply themselves sooner. Base node is upgraded that the start.
Personal resources aren't removed, they still allow a player to save up for a weapon/lifeform he/she has been saving up to get. Depending on the commander the outcome may be similar to current ns2 resources or similar to the resource and weapon management found in ns1.
All players start with 0 personal resources. Causing more importance on securing and taking down resource points.
A t.res for kill to ward off early game rushes and punish failed rushes.
Alien Commander can use t.res to drop evolution eggs for players to evolve with. Sacrificing hives and res flow for higher lifeforms.
Marine Commander gets to drop weapons with t.res again. Sacrificing tech and res flow for early game firepower.
Individual resource towers have to be upgraded to allow p.res flow. Base node is upgraded at the start.
Resource management can vary between commanders. Allowing situations similar to current ns2 or close to ns1.