Suggestion: Non-resource bonuses for holding certain areas of the map

nawoanawoa Join Date: 2012-12-11 Member: 174777Members, Reinforced - Gold
Right now, the different locations on a map are taken and held primarily for resource income. The game largely revolves around holding onto these points which all give exactly the same benefit. Some locations are more strategically valuable simply because of their location (Central Drilling, etc) but this is still rather simplistic. A commander's early game strategy (say, expanding in the direction of Crevice or Computer Lab) is largely based on where resistance is encountered rather than any strategic difference between the two paths. Things could be made more interesting.

I don't know how much work it would be to try this, but maybe holding different areas of a map could provide a team with other types of bonuses. For example, if marines hold Observation, they get a 25% boost to their radar range. If they hold Repair, their structures slowly autorepair, similar to aliens but not quite as fast. Holding elevator transfer provides a 10% boost to TRes income. Holding Logistics provides a 10% bonus to PRes income. Marines holding NanoGrid might increase their construction speed by 33%. These are just random examples.

There could be areas of maps that provide no res but instead have some other benefit. The landing pad in Docking (is that the right name?) hasn't got a res tower but might instead give a 10% reduction in weapon purchase costs, for example. Holding some locations might, instead of providing a bonus, penalize the other team in some way. Maybe holding a certain location would reduce the other team's respawn/egg time, or prevent them from using a certain weapon or ability.

Locations needn't give the same bonus to both sides. Aliens holding Computer Lab might reduce Marines' research speed by 10%, while Marines holding it would increase their research speed by 10%. On the other hand, Aliens holding Atrium might increase their egg spawn rate by 10% while Marines holding it would reduce Aliens' egg spawn rate by 10%. I know Atrium isn't the best choice since it's already a tech point, a res point, and a possible start location. I'm just making up an example.

This might make the game a little more strategic and varied, I think. It might not be easy to balance, but could have great payoff.

Comments

  • RadmanRadman Join Date: 2013-04-05 Member: 184656Members
    This is a very cool idea. I have no idea how well it would play in-game, however.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    edited May 2013
    Kinda hidden-numbers-ish, but not a bad idea if implemented in certain maps with obvious mechanics in specific rooms. I wouldn't want arbitrary stuff put into our current maps, so any new mechanic should be on new maps.

    For example, a central ventilation room that aliens can use to access previously locked air ducts. Or a control room that allows marines to view security cameras and seal/open doors (flush aliens out of air lock!).
  • EgoGamerEgoGamer Join Date: 2012-06-21 Member: 153536Members, Reinforced - Onos, WC 2013 - Supporter
    It may be difficult to telegraph to players which room gives which benefit and why. And mappers would need to structure and name their maps so that corresponding upgrades make sense, and either team doesn't have easy access to the more powerful upgrades.

    Basically, I love the idea but it'd be a bugger to balance and an added headache for mappers.
  • CyberKunCyberKun Join Date: 2013-02-02 Member: 182733Members, Reinforced - Shadow
    The idea is fine but it sounds impossible to implement in execution.
  • sinkingmistsinkingmist Join Date: 2012-11-22 Member: 172905Members
    Sounds like a great idea for a mod to be played on non-comp servers.
    The balance would just make it too hard to be implemented for comp games (getting the balance right to start with would be a nightmare. Then you'd have to take all those things into account in future patches...)
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    Awesome idea but extremely hard to balance. I'd definitely play a server with a mod for this.
  • tummy_yummytummy_yummy Join Date: 2013-05-01 Member: 185073Members, Reinforced - Gold, WC 2013 - Supporter
    Actually sounds like an awesome idea that could add serious depth to pro matches...
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