Power (Node) Functionality

MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
edited July 2012 in Ideas and Suggestions
<div class="IPBDescription">Sliding Scale, not ON/OFF</div>Longtime NS player, longtime NS2 forum lurker, see requests for quality I&S to tweak developer concepts rather than revoking them. These are the result. Statistics here are only an example to illustrate the concept.

<b>Problem</b>
Power Nodes are too ON/OFF, too punishing when down, feels 'forced' in.

<b>Idea Concept/Summary</b>
Power Nodes generate power to structures; structures consume power to function. Structures lose efficiency as power node is damaged (Attrition warfare), but can still function if Power Node dies to a rush.

<b>Details/Examples</b>
Power Node from 50-100% supplies 100% Power.
Power Node from 0-49% supplies decreasing Power (e.g. 10% HP supplies 20% Power)

An IP contains enough power reserve to spawn 3 marines.
At 100% HP Power Node, IP spawns unlimited marines.
At 25% HP Power Node, IP spawns 6 marines before being throttled.
When Power Node destroyed, IP spawns only 3 marines before running out of power.

Substitute IP with sentry turret/Phase gate etc.

<b>ARCS</b>
ARCs generate internal power, but regen rate is boosted by Power Node. ARCs fire 2 blasts per obs scan in a powered room; 1 blast per obs scan in an unpowered room.

<b>Complementary Commander Power - Nano Surge</b>
Commander can spend res to bring 1 structure to full power. Ninja PGs anyone?

Comments

  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited August 2012
    i like this approach in general. it will also make backup power-packs more useful.
    but i'd keep at least a part of the on/off mechanics as it ensures dramatic moments.
    my suggestions would be #1:
    -powernode 100% means 100% structure efficiency
    -powernode 2% means 51% structure efficiency (it approaches 0 = 50)
    -powernode 0% means 0% structure efficiency

    or (even better imo) #2:
    -powernode equal or above 40% means 100% structure efficiency
    -powernode below 40% means 40% structure efficiency (maybe more than 40% efficiency, that's a matter of balance)
    -powernode 0% means 0% structure efficiency.
    this matches the visual warning-indicator of the powernode (the lights and sounds which are activated at 40%) and people will actually instantly notice a difference (which might not be the case with a smooth transition).

    as for how structure efficiency is lowered, there are indeed many approaches. an visual indicator (such as flickering lights) might be needed ( unless #2 is used as there already is one) to comunicate this with the player.
    having X charges seems a bit too complex to be intuitive imo (and it seems like a major change in game mechanics regarding IPs).
    you could just increase the spawntime instead, or make an exception for the IPs since it is such a vital mechanic. the cooldown on phasegates (time between two phases) could be increased, the rate at which extractors gather ressources could be lowered. sentries could have reduced fire-rate, armories could refill health and ammo at a slower rate. research speed e.g. at the arms lab could also be lowered. but i dont think already purchased upgrades such as armor1 or shotgun unlock should be affected by this.
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