Repairing cyst chains often cause more damage (Un-Intuitive)

CmdrKeenCmdrKeen Members, Reinforced - Shadow Join Date: 2013-05-21 Member: 185321Posts: 83 Advanced user
edited January 2017 in Ideas and Suggestions
Look at this fairly new guy commanding aliens:

You see that he attempts to repair the cyst chain by trying to place a cyst at the furthest point of an unconnected chain, which leads to all cysts of that unconnected chain being destroyed (which causes much more damage than the marine did with killing one cyst).

Proposed solution: Tweak the algorithm, so that it attempts to keep unconnected chains and re-place the minumum amount of cysts to get the connected chain to the desired location. I suppose this will mainly be a pathfinding problem, and may therefore be performance expensive, but maybe some gamedev-guru can prove me wrong?


  • meatmachinemeatmachine South EnglandMembers, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter Join Date: 2013-01-06 Member: 177858Posts: 1,551 Advanced user
    I've seen this issue raised so many times but I don't think I've seen anyone from the dev team actually acknowledge it; seemingly from a lack of understanding of what the issue is due to lack of footage? Here's hoping this finally gets fixed one day
    Too weird to live, yet too rare to die
  • AeglosAeglos Members Join Date: 2010-04-06 Member: 71189Posts: 644 Advanced user
    Yeah, a fill in the gaps system would be more forgiving. It happens to the best of us when there is a break the instant you place too, so its not just new commanders who don't know better. I don't know if it still happens, but there is/was also the issue of placing new cysts before the chain is grown which causes the whole chain to be replaced that usually trip up new commanders as well.
  • NintendowsNintendows Members, Squad Five Blue Join Date: 2016-11-07 Member: 223716Posts: 380 Advanced user
    This footage is very helpful!
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