Marine Command Center power supply idea ..
Jeehao
Join Date: 2012-11-08 Member: 168294Members
We have all been in situations when 999 aliens rush the marine Command Center and kill the Power Node so the base gets useless and the marines die because they can not even spawn.
So this is my idea to counter those stupid situations..
First off you start with a Power Node and every structure works at 100% and your team show their mucles like they are the best race in the game,
but then comes the ALIENS!!!! and kills the POWER NODE oohhh noooo... You say!!! But WAIT a moment... With my idea the game is not over yet!! Moahaha..
The command center could have 100% health and also 100% Power Supply Energy..
When the Power Node shuts down for the first time, Then your Command Center is charged up with 100% Power Supply Energy,
The Command center will have both a Health and Power Supply meter, Aliens will destroy both meters just by hitting the Command Center.
The Power Supply Energy Meter will charge up aslong as you have a functioning Power Node in your Command Center room.
This is my idea with the Power Supply Energy,
at 100% Energy then all buildings work at 100% speed but if an alien hits the Command Center so the energy goes down to 51% then all buildings will work at 51% speed..
Is the energy is 1% then all buildings will work at 1% speed.. and at 0% nothing will work at all just like it is right now when a Power Node is destroyed in main base.
Everything will always work at 100% if the Power Node is up. The Command Center Supply Energy should just be a backup to save the marines from stupid losses because of no power just because the Power Node is killed in one second..
I do not see this as anything bad for the gameplay, It would just give the game a little more awesomeness :)
So this is my idea to counter those stupid situations..
First off you start with a Power Node and every structure works at 100% and your team show their mucles like they are the best race in the game,
but then comes the ALIENS!!!! and kills the POWER NODE oohhh noooo... You say!!! But WAIT a moment... With my idea the game is not over yet!! Moahaha..
The command center could have 100% health and also 100% Power Supply Energy..
When the Power Node shuts down for the first time, Then your Command Center is charged up with 100% Power Supply Energy,
The Command center will have both a Health and Power Supply meter, Aliens will destroy both meters just by hitting the Command Center.
The Power Supply Energy Meter will charge up aslong as you have a functioning Power Node in your Command Center room.
This is my idea with the Power Supply Energy,
at 100% Energy then all buildings work at 100% speed but if an alien hits the Command Center so the energy goes down to 51% then all buildings will work at 51% speed..
Is the energy is 1% then all buildings will work at 1% speed.. and at 0% nothing will work at all just like it is right now when a Power Node is destroyed in main base.
Everything will always work at 100% if the Power Node is up. The Command Center Supply Energy should just be a backup to save the marines from stupid losses because of no power just because the Power Node is killed in one second..
I do not see this as anything bad for the gameplay, It would just give the game a little more awesomeness :)
Comments
The Alien Hive should let 1-2 skulks hatch inside the hive if there are no eggs on the ground so there is never a time when no aliens at all can hatch.
This would give Aliens a little more defense because marines can't just kill all eggs and win..
- 1 observatory (for beacon) 15 res
- 3 sentries (to cover the power node) 25 res
- Phasegate (so people can actually defend something on the map against aliens) 15 res
- 1 base monkey = 1 player not doing anything but watching base
Thats a lot to defend the biggest weakness in any marine base. I like power nodes and the concept, but Commanders should be able to drop a temporary power pack that costs resources to power a room if the power goes down. What this means is killing a power node costs Marines resources and time, but doesnt mean they lose an entire base outright.
1 onos and 1 skulk can kill a powernode or CC in 10 seconds. Or just bring 3 skulks. Furthermore the alert system for Marine commanders is very slow (hitting spacebar has some sort of delay before it goes to the most recent alert).
b) The end-game as an alien can take forever against a decent marine team.
A game is often/usually won as alien by managing to get the power down. If instead you had to take out 'all' the infantry portals or the command chair, it could take hours.