Different Power Node Approach
Imbalanxd
Join Date: 2011-06-15 Member: 104581Members
<div class="IPBDescription">more customisable, greater impact</div>Many people have a problem with the current power node model. I'm not exactly sure what issues people have with it, but the problems I see are two fold.
1. The power node is either completely irrelevant (often being ignored by aliens even in hive rooms they have captured) or
2. The power node is a massive weakness, often being the primary target in a base rush
Personally I dislike this black/white divide, there seems to be no middle ground or choice involved. Its either not at all, or all in. The solution I propose overlaps with some other areas of concern as well.
First some numbers. When it comes to structures, time is the most important metric, so when dealing with "damage done to structure", I will refer to how many seconds it takes to destroy one.
It takes a Skulk 26 seconds to destroy a power node and 34 seconds to destroy a extractor.
It takes a marine 12 seconds to destroy a harvester.
It takes an Onos 14 seconds to destroy a power node.
First I will discuss the changes I propose, then I will discuss effects the changes are intended to have.
<ul><li>First and probably most controversially, I propose the power node's health is reduced by 30%. This will mean a single skulk can destroy a power node in 17 seconds, while an Onos will destroy it in about 10 seconds.</li><li>Secondly, I propose that a power node upgrade be added that creates a cage around the power node, which must be built by a marine, and which costs 15 team res points. When combining the health of the weaker power node with that of the protective cage, you get an amount roughly 50% greater than that of the current power node. A skulk will destroy this power node in 37 seconds, and an Onos in approximately 22 seconds. The cage would be a "separate structure", meaning that until it is destroyed, the power node itself could not be damaged.</li><li>Lastly, I propose that an electrified effect be added to a power node that has been critically damaged (30% health or below). This effect would be similar to the electrified upgrade in NS1, dealing damage to life forms that came within range. The damage would be scaled with skulks in mind, and would result in the following scenarios.
A single non-upgraded skulk continuously biting the power node would be killed by the electrification by the time the power node reaches +-5% hp. Two skulks would each be left on half health by the time they killed the power node. A single carapace skulk would be left on around 10% hp by the time the power node was destroyed.</li></ul>
The first effect that this change is intended to have is to give skulks a choice when it comes to power nodes. Either spend the time destroying an extractor, denying the marine team of resources, and cancelling out a 10 team res purchase, or quickly destroy the power node which only denies the resources. This is intended to reduce the amount of control marines have over parts of the map in which they have no physical presence. However a single skulk would be able to have too great an impact, so the electrification is added to enforce two or more skulks (or preferably a skulk and a gorge) to be on power node duty. Additionally, the electrification damage is supposed to make skulk rushing the marine teams power node more risky (though I don't think it adequately accomplishes this goal).
The second effect is obviously to reduce the vulnerability of power nodes. The upgrade would allow marines to protect important power nodes at a (moderately expensive) price, without allowing them to simply protect all power nodes on the map. Securing harvesters to a greater degree would also require that the associated power nodes be upgrades, though for this to be viable, the price would probably need to be dropped to 10 res. This would also be an added early game expense if the marines didn't feel like being overly cautious of a skulk rush.
1. The power node is either completely irrelevant (often being ignored by aliens even in hive rooms they have captured) or
2. The power node is a massive weakness, often being the primary target in a base rush
Personally I dislike this black/white divide, there seems to be no middle ground or choice involved. Its either not at all, or all in. The solution I propose overlaps with some other areas of concern as well.
First some numbers. When it comes to structures, time is the most important metric, so when dealing with "damage done to structure", I will refer to how many seconds it takes to destroy one.
It takes a Skulk 26 seconds to destroy a power node and 34 seconds to destroy a extractor.
It takes a marine 12 seconds to destroy a harvester.
It takes an Onos 14 seconds to destroy a power node.
First I will discuss the changes I propose, then I will discuss effects the changes are intended to have.
<ul><li>First and probably most controversially, I propose the power node's health is reduced by 30%. This will mean a single skulk can destroy a power node in 17 seconds, while an Onos will destroy it in about 10 seconds.</li><li>Secondly, I propose that a power node upgrade be added that creates a cage around the power node, which must be built by a marine, and which costs 15 team res points. When combining the health of the weaker power node with that of the protective cage, you get an amount roughly 50% greater than that of the current power node. A skulk will destroy this power node in 37 seconds, and an Onos in approximately 22 seconds. The cage would be a "separate structure", meaning that until it is destroyed, the power node itself could not be damaged.</li><li>Lastly, I propose that an electrified effect be added to a power node that has been critically damaged (30% health or below). This effect would be similar to the electrified upgrade in NS1, dealing damage to life forms that came within range. The damage would be scaled with skulks in mind, and would result in the following scenarios.
A single non-upgraded skulk continuously biting the power node would be killed by the electrification by the time the power node reaches +-5% hp. Two skulks would each be left on half health by the time they killed the power node. A single carapace skulk would be left on around 10% hp by the time the power node was destroyed.</li></ul>
The first effect that this change is intended to have is to give skulks a choice when it comes to power nodes. Either spend the time destroying an extractor, denying the marine team of resources, and cancelling out a 10 team res purchase, or quickly destroy the power node which only denies the resources. This is intended to reduce the amount of control marines have over parts of the map in which they have no physical presence. However a single skulk would be able to have too great an impact, so the electrification is added to enforce two or more skulks (or preferably a skulk and a gorge) to be on power node duty. Additionally, the electrification damage is supposed to make skulk rushing the marine teams power node more risky (though I don't think it adequately accomplishes this goal).
The second effect is obviously to reduce the vulnerability of power nodes. The upgrade would allow marines to protect important power nodes at a (moderately expensive) price, without allowing them to simply protect all power nodes on the map. Securing harvesters to a greater degree would also require that the associated power nodes be upgrades, though for this to be viable, the price would probably need to be dropped to 10 res. This would also be an added early game expense if the marines didn't feel like being overly cautious of a skulk rush.
Comments
I also think there are a couple things to point out. I don't think the cage should be 'auto-build-able' like the powernodes - as in, any time a node is destroyed it can be rebuilt. I'm thinking the cage should be like any other structure, once destroyed its destroyed and must be re-placed by the comm.
btw, I can already hear the nay-saying of people claiming that an armory or turret factory in front of the node is just as good. I however think this could make a wonderful addition to the game.
The reason I don't want the electrified effect on the cage (and only on the power node) is because of the cages increased health. It would make it impossible for skulks to destroy it without dying a few times.
The reason I don't want the electrified effect on the cage (and only on the power node) is because of the cages increased health. It would make it impossible for skulks to destroy it without dying a few times.<!--QuoteEnd--></div><!--QuoteEEnd-->
As long as the electric effect isn't too powerful, I think it would be fine. Maybe even boost it from what you suggested above - one skulk with carapace wouldn't be able to take out a cage by himself, unless he stopped to regen halfway through. This would let one skulk take out the cage if need be, but would likely end up with more or a gorge to assist. Gotta remember that right now carapace is 99.9% the first upgrade of all games, unless that changes, all skulks will have carapace.
I think the point is that you can still have a robotic factory in front of it, but this thing actually protects <u>and deters</u> enemies on its own. Besides, any robotic factory or armory can still be attacked around.