Whats Wrong With 3 Gorges?

n00by_doon00by_doo Join Date: 2003-01-21 Member: 12534Members
<div class="IPBDescription">Alien economists required, apply within</div> I've played for the last 2 months and almost always n00b around the marine entrance waiting for a pass. More and more recently I'm hopping into the 'alien team' door, or its equivalent 'random team', and then skulking around (I kind of suck, usually even kill/death ratios, so those of you with 38-2 records as uncarapiced skulks can enlighten me)...

Whats wrong with 3 gorges?

As far as I understand, each warrior gets 1 share and each gorge 3 shares out of a common pot (which scales with team size, painfully it feels on 12-a-side teams <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> ).

So after collecting 103 initial RPs (after gorges evolve, starting resources seem to vary a bit), these would be split (in an 8 player team - small/average size):

<u>With 1 gorge/7 skulks</u>

Gorge gets 3/10 * 103 = 30.9 RPs

Thats one res node (seems the best initial investment) and 8.9 resources left over.

<u>With 3 gorges/5 skulks</u>

Gorges get 3/14 *103 = 22.07 RPs each

Thats <b>three</b> res nodes and none left over.

Two of the gorges now de-evolve back to skulks, the lifer-gorge then builds 2/3 DCs and saves.

For sure, the single gorge would get a res node up at 22 RP, not 31, but its a drop in the ocean compared to 3 all coming at once - and unless the res chambers are put up at stupid places they are exceedingly safe.

The only problem I see with multiple gorges occurs after the start, when the skulks have 33/33 RPs - then it is very foolish to have more than a single gorge.

---

What am I missing here?

Comments

  • NupiNupi Join Date: 2002-12-16 Member: 10898Members
    My own opinion is, there is nothing wrong with 3 gorges after midgame (3 hives/ 1 gorge for each). at this time resources should be flowing in nicely. But at the start of game it will harm everything :[ . And if your playing on a small server it will limit offensive/defensive troops.. like on 12 player server. This is just one opinion.. :o
  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    edited January 2003
    The problem here is, you're talking about 100 some resources from 1 nozzle. That's a long time. One nozzle gives 1 res per tick- a tick is something around 3 seconds I believe. So early on, a team of 6 let us say- it takes 8 ticks for the gorge to get 3 resources. (5 ticks for the skulks 1, 3 ticks for the gorges 3)

    3x8= 24 seconds. A res node is 22 resources, which is about 7 times the amount of the gorges share of the res 3. 24x7 = 142 seconds, over 2 minutes for the first tower. Then it's about 1 minute for that 22 resources to get back to you for the second tower. then about 40 seconds for the third. So, about 4 minutes, when all is said and done.

    If you have THREE gorges early game with one res tower- 3 gorges vs 3 skulks. It'll take 3 ticks for the skulks, and 9 ticks for the gorges to get the 3 to 1 ratio. 12 x 3 = 36 seconds. 36 x 7 = over 4 minutes. Takes about the same amount of time- while the other 2 gorges could be fighting as skulks.

    THAT's why it hurts to have 3 gorges. Slows down the rate of which gorges get resources/build upgrade chambers and more towers. Late game, after you have 4-6 res nodes, it's much more viable to have 2 or 3 gorges- but less likely you will need them as anything except battle gorges.
  • OWAOWA Join Date: 2002-12-22 Member: 11322Members
    edited January 2003
    The combat standpoint is a good issue as well. Generally early on you only need 1 or 2 gorges to build the structures you want, but skulks are important early game (duh) especially because more and more commanders are doing lockdown stratagies. The less skulks, the more likely a marine will slip into one of the hives, build a phase, and take it over.

    *edit* Second issue is hive time. Skulks have a maximum of 33 res. Gorges have 100. Around the time the 2nd or 3rd RT is built all the skulks will hit 33 res and all available res go to the gorges. The less gorges you have at this point, the faster your hive will go up. And getting hives up is priority #1. Even if one person goes to gorge and goes back that slows down the process because they are out 13 res from the gorge evolve. So essentially for every extra gorge you make the hive cost 13 more res.
  • The_SpectreThe_Spectre Join Date: 2002-11-18 Member: 9212Members
    7 Unupgraded skulks protecting one gorge and one hive - possible.
    5 Unupgraded skulks protecting three gorges and one hive - gg aliens.

    Now, if there were no marines, I'm not sure what the optimal build-order would be, and how many gorges it would involve.
    However, since there <i>are</i> marines, one gorge at the start is viable, and no more. All these calculations mean nothing if marines rush your hive, or lock down both empty ones. And they will, unless they suck. Counting on your enemy to suck is not a smart thing to do. Besides, if they suck, you can take them down with a less than optimal build as well.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=11247' target='_blank'>The Kharaa Resource System For Dummies (and irritated smart people)</a> should answer your resource related questions <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
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