Resources- proper balance?
trevalyan
Join Date: 2002-09-26 Member: 1338Members
<div class="IPBDescription">Yes, game mechanics are my obsession....</div>How easy is it for Marines to destroy Alien resource collectors? They are single structures, and probably inside the base. Will simple siege tactics burn alien forces clear to the ground??
More to the point, how easy will it be for Aliens to go harvy- huntin'?? (destroying Marine harvesters) In Renegade, the difficulty in destroying a refinery compared to destroying a Harvester was considerable. In a game with such different play styles, I wonder how easily "siege" marines will keep alien forces off their target.
More to the point, how easy will it be for Aliens to go harvy- huntin'?? (destroying Marine harvesters) In Renegade, the difficulty in destroying a refinery compared to destroying a Harvester was considerable. In a game with such different play styles, I wonder how easily "siege" marines will keep alien forces off their target.
Comments
The key is to make sure you don't loose them, guard them!
Bleh, I am no good at all these balance talks, explaining why things work. All I can say is that they will be as balanced as we the playtesters and the dev team can humanly make them.
Siege tactics work, but not always as well as a decent assault. Also, there are no 'collectors and refineries', but rather structures built over the nodes, in much the same way the Geothermal Powerplants worked in TA.
As always, causing more questions than answers.
-Ryan!
"Everybody out here's got a gun, but most of 'em couldn't hit the broad side of a barn if they was inside it."
-- Samuel Clemens (Mark Twain)
Cause generally strategy games are more fun when resource harassing is encouraged (without necessitating a complete wipe-out of their collection thingy). Particularly if there are relatively few resource locations.
Altho I suppose this could change in weird unforeseen ways in an fps. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
-dio
Just to let ya'll know, the focus of this present PT build, besides the typical "Find any bug and squash it" thing is a focus on the RP system, and making it balanced.
...in much the same way the Geothermal Powerplants worked in TA...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
W00T TA as in the game 'Total Anihilation?' The RTS? That game kicks ars!!
Well that really won't be a problem because the marines dont use harvesters.
(Just in case anyone just got confused, in C&C, you have a refinery, and a vehicle called a harvester that transports resources back to your refinery for processing. In NS, you have a building that does all of that work in a stationary location, no vehicle involved.)