New commander ability for 205: Nano-construct
peregrinus
Join Date: 2010-07-16 Member: 72445Members
Join Date: 2010-07-16 Member: 72445Members
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EDIT: <a href="https://www.youtube.com/watch?v=LwLaOzLRrpA" target="_blank">https://www.youtube.com/watch?v=LwLaOzLRrpA</a> - Charlie talks a bit about 205 changes in this video
According to what Charlie said on the stream, this effect goes on the marine that is building, rather than the structure that is being built. It still needs a marine to be present to do the construction.
Hopefully this will help a lot of situations, particularly with very low player counts where the khamm can expand far faster than the marine team.
Seriously. Every time they have to add a pair of mechanics that are the same, they should just take them both out.
Part of why NS1/2 are good is that they're simple compared to full-on RTS games. If you continuously add unfinished mechanics instead of polishing the ones you've got, it does a disservice to the game.
Yeah, and if you have to give new mechanics to both sides to do that, you're overcomplicating the design and making it ugly/confusing/difficult to balance. Take both catalyze mechanics out and fix the game as it is without them.
If you take the game as it is in build 204, and throw in a catalyze for the marines, suddenly they're way better at building in a lot of really common cases (i.e. when catalyze was first added and aliens had 3 hives at 6:00). Now you have to adjust the contribution level of "player building" versus "catalyze building", and then go back and cascade those changes into the aliens' building numbers and so on. It's probably a better idea to fix the fundamentals first (marine players build, alien drifters build while skulks kill your IPs and win) - coincidentally, this seems to be what they're doing with 205.
Part of why NS1/2 are good is that they're simple compared to full-on RTS games. If you continuously add unfinished mechanics instead of polishing the ones you've got, it does a disservice to the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
I most certainly wouldnt say that this is a half assed mechanic. Some similarities have to be kept otherwise its gonna be a pig to balance and with a mechanic like this its to allow games to be more fast paced which is awesome. And anyway its not exactly the same as catalyse one is applied to a marrine the other is automatic.
Also saying 2 mechanics the same being removed is ridiclus. Thats like saying both teams have mele so remove it. :P
I personally love the complexity thats developing. Keeps things interesting for the commander thats one of the reasons i got bored of commanding on Nucler Dawn (no offence ND fans :P) it was just way too simple. Another oppsiteish example of complexity (which im sure Chris0123 can back me up on :P) was Empires Mod, that has a really in depth research tree and works really well keeping the commander constantly busy thinking about stratgy.(and yes i know Chris the balance on Empires is messed up but thats trickster n co not my point :P)
P.S sry for any typos/spelling errors typed on a phone.
Nah. What I mean is that you can already build, and players already influence it, and there are already tweakable numbers for how all that stuff happens. To fix issues with the building part of the game, you should tweak all those existing things. That's why they've been designed into the game. Adding more mechanics (with their own numbers and web of interactions) to solve existing problems will create new ones as well, which is not ideal. Also, this is nitpicking but usually a beta is 'feature complete' - in this case, what we're seeing is features constantly creeping into the game as a way of balancing it. What should happen is that all the features are assembled together, and <i>then </i>the game is balanced in that state (so we don't have things like adjusting the onos when there are no heavies/HMGs in the game to match them).
A good example is the Shift - the movement chamber was the core of the aliens in NS1, and the shift will likely end up to be in NS2, so balancing the entirety of the game without it (where skulks are slow as hell, hive-hive travel is impossible and so on) is a waste of time in many regards.
Removing melee would be like removing building altogether - it's not the same idea I'm getting at.
EDIT: <a href="https://www.youtube.com/watch?v=LwLaOzLRrpA" target="_blank">https://www.youtube.com/watch?v=LwLaOzLRrpA</a> - Charlie talks a bit about 205 changes in this video<!--QuoteEnd--></div><!--QuoteEEnd-->
who's the guy talking to charlie is it you? he has such a good "presenter" voice
edit: yeah it's you :D
Catalyze is less useful to aliens than nano-construct will be for marines; it's virtually only ever used for speeding up normal expansion, and occasionally to deal with rushes.
In this case, I would like to see catalyze replaced with a more interesting alternative, but I think nano-construct will be interesting enough on its own.
I hope to see this as a Command Station ability, more decision involving energy usage would be great (Scan and Beacon relation).