Number Of Rts?

HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
What do you think the number of RTs limit should be? I'm making a map blueprint with a room that has four RTs, but is extreamly hard to defend and has practally nowhere to build.

Comments

  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    The mapping guidelines state that a maximum of 3 res nodes can be visible to the commander at once.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    i want to see that blueprint of yours when it's done. just curious <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    2 is probably the practical limit for RTs in one room. Even 2 RTs makes a room a major focal point on the map. With 4, the the map would become completely one-dimensional -- hold the 4 res room or lose. That's fun for about one game.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited March 2004
    <span style='color:red'>Please be considerate of other people</span>

    Delorosa: He/She is not considerate of me or others on the forums.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    I would recommend against it. Double nodes are important as it is, having more would make the location the only point of interest in your whole map. Any game in your map would be reduced to a fight for that location. Fun for a while, but it wouldnt last.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    <!--QuoteBegin-Darkhound+Mar 23 2004, 04:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Darkhound @ Mar 23 2004, 04:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2 is probably the practical limit for RTs in one room. Even 2 RTs makes a room a major focal point on the map. With 4, the the map would become completely one-dimensional -- hold the 4 res room or lose. That's fun for about one game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes, but if I were to do this, four other RTs would be on the map also. So the other team could quickly grab those if the first team is trying to get the four RT room. I dont know, the number of RTs in a room is just something I'm playing with right now. It can always be balanced, its just tough.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    You also have to keep in mind that the dreaded <b>HA train </b>is almost impossible to stop, even with 3 hives it's really hard...

    And if the marines set up their main base in the 4resnode room they would probably win the game every single time... they would just camp in their base and keep saving res without even considering attacking the hive locations, and after a while (10-15 min) they have all upgrades and a turretfarm set up in base + the res to create the <b>HA train </b>...

    No fun for aliens if this happens <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    that is the drawback to even a double res room. Marines can always relocate to it and attempt a win. That's why double res on any map is usually hell to hold..... or people think the map is unbalanced towards marines.

    Don't forget you do have func_nobuild to help control marine behavoir. A carefully placed floor vent that won't accept marine buildings can really make the difference between balance and exploitability.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Ya, since the room is going to have four water tanks in it I'll probably have it flooded. Heres a rough drawing. The four boxes are tanks, and there are four corridors leading to the room. This is, as said, an extreamly rough drawing, as how the tanks are shaped. The RTs would go in each corner.
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    while a quad res node may be a bit much ... having 2 double res nodes a com screen away from eachother that are hard to defend individually, and impossible to defend at the same time.... that would be a great idea IMO. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    Four res node hot spot = who cares about the hive

    All the marines have to do is reloc and lock that sucker down until the HA train comes. If you insist on having 4 nodes so close together you might consider making it a "fun map".
  • FoolishOne9kFoolishOne9k Join Date: 2003-06-11 Member: 17278Members
    Make the 4 node room not accept any other buildings so you cant relocate to it. Make it siegeable and lots of vents. with all these things it would be very ahrd to hold and make the seige room easy access for aliens like onos and stuff.
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