What's The General Limit On Res Nodes?

OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
What's the general limit on resnodes on the new 2.0?

Comments

  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    theres none.
    it just needs one netity and lots of sprotes.
    the resnodes and their particles are all visible on the spectator minimap, many resnodes cause lag.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited August 2003
    <!--QuoteBegin--OneSneakYmousE+Aug 2 2003, 11:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OneSneakYmousE @ Aug 2 2003, 11:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What's the general limit on resnodes on the new 2.0?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    For the recommended number, see the Mapping Guidelines (which have been updated for 2.0) under <a href='http://natural-selection.org/Mapping_Guidelines.html#Required_Entities' target='_blank'>Required Entities</a>.

    All the limits in the guidelines only apply if you want to make an official map...

    The new restriction on baseline e_poly adds some limits to the number of nodes visible at one time, which are given in <a href='http://natural-selection.org/Mapping_Guidelines.html#Appendix_A__Baseline_E-Polys' target='_blank'>Appendix A</a> at the bottom of the document (the red text gives limits by model, the black by e_poly count).
  • AezayAezay Join Date: 2003-04-19 Member: 15660Members
    I remember NS giving me a "There are too many structures of this type nearby" message in <span style='color:yellow'>ns_siege006</span> in one of the res rooms.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    My suggestion is between 8 and 12.

    Less then 8 and rescource flow starts getting restricted - I consider 5 resnodes to be a "good amount" of nodes for marines, and 6 to 8 a "good" amount for aliens. Thusly, you need to make it as least somewhat viable that a team get a "good amount" of nodes, whiche still allowing the other team some nodes to use for making a comeback. with 7, it means that the aliens will start getting short on RPs if the marines claim too many nodes, and 6 or 5 will mean that even in a split game, both sides will suffer from severe RP deficency.

    More then 12 and it becomes far too easy for both teams to get res. In paticular, if there are too many nodes, marines can become dangerous. Their rescource system allows them to use every RP much more efficently, and if you have a map with, say, 14 nodes, that means that even if the teams are perfectly even, the marines would have seven nodes, giving them seven RP a tick. While seven nodes may be a lot for aliens, it's devastating if the marines get that many. Except HA. Lots of it. If either team gets 10 or more nodes, their enemies are dead. Dead dead dead dead dead. Thusly, making it difficult (or impossible) for either team to get 10 or more nodes is probally a good idea. With 12, you end up wtih 10v2 or 11v1 at the endgame, which is perfectly acceptable (the team without the nodes has allready lost) and allows the winning team to more easly defeat the losing team, reducing stalemates. If you have 14 or 15 nodes, you end up with somthing like 5v10, which is completly plausable. This amount of rescources is not expected nor is handled well by the model, so keep it less then 12.
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