Make the Prototype Lab un-linked to 2nd com chair

GommeGomme Join Date: 2012-03-22 Member: 149208Members
I was thinking that un-linking the prototype lab to the second command chair would provide the marines with more options in the mid game as well as give the marines more of a chance if/when they lose their second command chair. I think if you still kept it the same with getting an advanced armory and stuff but allowing marrines to get jetpacks while still owning one command chair. However linking the exo-suits to the second command chair would still be in place. Just had way to many situations where we lose one com chair and its pretty much over after that.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Same is true for the aliens, lose your second hive it is usually over. Besides, jetpacks are currently way more viable then EXO. Having jetpacs with A3+W3 flying around with just one chair is asking for trouble ;)
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    Especially with how cheap jetpacks are for what they are actually do. If getting a jetpack after every marine respawn is a no-brainer to do, something is fishy. And aliens suffer way more from losing a Hive than marines from losing a Command Station. Aliens lose an entire set of traits as well as all researched upgrades that are required to keep their team competitive against marines with W3 and A3.
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    If Proto Lab doesn't need a second Comm chair anymore, then what would the second chair even give? Serious question.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    well uwe could bring back structure energy, that could help. hint hint?
  • HusarHusar Join Date: 2012-11-11 Member: 169523Members, Reinforced - Shadow
    <!--quoteo(post=2033395:date=Nov 24 2012, 06:53 AM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Nov 24 2012, 06:53 AM) <a href="index.php?act=findpost&pid=2033395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well uwe could bring back structure energy, that could help. hint hint?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Excuse me, but what is "structure Energy"?
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    <!--quoteo(post=2033530:date=Nov 24 2012, 01:44 PM:name=Husar)--><div class='quotetop'>QUOTE (Husar @ Nov 24 2012, 01:44 PM) <a href="index.php?act=findpost&pid=2033530"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Excuse me, but what is "structure Energy"?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Free abilities with an energy pool instead of tres or a normal cooldown.

    Works better for some stuff (because you actually have a chance of using it when you are on low res!), but people hate it for some reason
  • HusarHusar Join Date: 2012-11-11 Member: 169523Members, Reinforced - Shadow
    Was there structure energy in the alpha/beta of NS2 and has been removed because I can't remember it from NS1?
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=2033539:date=Nov 24 2012, 07:36 AM:name=Omega_K2)--><div class='quotetop'>QUOTE (Omega_K2 @ Nov 24 2012, 07:36 AM) <a href="index.php?act=findpost&pid=2033539"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Free abilities with an energy pool instead of tres or a normal cooldown.

    Works better for some stuff (because you actually have a chance of using it when you are on low res!), but people hate it for some reason<!--QuoteEnd--></div><!--QuoteEEnd-->

    It was bad for combat abilities - nano, medpack and scan because there was no reason to to use it. You were a bad commander if you weren't spamming these.

    However I think energy had a place for other things - like beacon. Beacon is far too expensive for early game, and too spammed late game.
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    edited November 2012
    Yeah, you have to distinguish two concepts in a structure energy pool system:
    -Abilities that can buff your team and help it to win a combat situation. Those are the things that should be paid in cash -> you save resources for more important stuff if you team can clear a situation without needing the buff and thus actually have to make an educated choice about when to use it and if the location that is to be held is worth it.
    -Abilities that you want more balancing control over as dev in form of long cooldowns but also the reliability that it's ready to use from a specific point in time on, regardless of outer circumstances.

    But there aren't all that many abilities tied to buildings for marines anyway.
    Maybe they could add stuff like overclocked turrets via the Battery for some res cost, basically increasing the effectiveness of them on demand for some cash.
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