Make power nodes and cysts optional
Katana-
Join Date: 2008-11-25 Member: 65575Members
<div class="IPBDescription">optional buff instead of required chore</div>Seems to me the whole system would complement strategic play more if it was an optional investment rather than a chore that has to be used every game.
might work something like this:
Power Node: Marine buildings no longer require power.
costs 5 res, has lower health than it does now.
All marine structures and players in this room regenerate armor and health automatically at a slow rate even in combat.
10% additional armor for marines and structures in a powered room.
Cysts: Alien buildings no longer die off infestation, and can be placed anywhere.
cost 5 res, has higher health then it does now. Can place on an empty power node (socket) to turn off lights in a room.
Also, don't require 'chains' to be made, can place anywhere. High res cost and low initial health prevent spam, and overly aggressive placement.
Increases alien speed on infestation, and shortly after leaving infestation after shift hive is researched. Maybe also improve maturation speed of structures.
Increases alien regen rate on infestation, and shortly after leaving infestation after crag hive is researched. Maybe also give buildings a regen.
Parasites any marine who touches infestation after shade hive. Automatically cloak buildings on infestation.
These are just examples, but the generally idea is:
If using power nodes / cysts was optional and gave some significant local advantage, they would immediately stop being a chore, and start being interesting. I they become an investment and a strategic choice, rather than something that must be done. Comms can choose to spend money on power nodes or cysts in order to gain an advantage over the other team at that location, but because they are expensive some actual thought might have to go into placing them.
might work something like this:
Power Node: Marine buildings no longer require power.
costs 5 res, has lower health than it does now.
All marine structures and players in this room regenerate armor and health automatically at a slow rate even in combat.
10% additional armor for marines and structures in a powered room.
Cysts: Alien buildings no longer die off infestation, and can be placed anywhere.
cost 5 res, has higher health then it does now. Can place on an empty power node (socket) to turn off lights in a room.
Also, don't require 'chains' to be made, can place anywhere. High res cost and low initial health prevent spam, and overly aggressive placement.
Increases alien speed on infestation, and shortly after leaving infestation after shift hive is researched. Maybe also improve maturation speed of structures.
Increases alien regen rate on infestation, and shortly after leaving infestation after crag hive is researched. Maybe also give buildings a regen.
Parasites any marine who touches infestation after shade hive. Automatically cloak buildings on infestation.
These are just examples, but the generally idea is:
If using power nodes / cysts was optional and gave some significant local advantage, they would immediately stop being a chore, and start being interesting. I they become an investment and a strategic choice, rather than something that must be done. Comms can choose to spend money on power nodes or cysts in order to gain an advantage over the other team at that location, but because they are expensive some actual thought might have to go into placing them.
Comments
2nded
Yep.