Hive Overload

BahamutBahamut Join Date: 2003-01-20 Member: 12522Members, Constellation
<div class="IPBDescription">bringing an idea from another forum</div>"Pulsate" on the Australian GameArena NS forums suggested this:

NS team should have Hive automated overload, if alien team should reach 75% dead, hive will double spawn rate till 25% dead then back to normal spawn rate.
Maybe Hive loses 10% health due to stress and all. =P

As a way to balance the larger servers (32 players, 24 players, etc) this would be a neat addition. Perhaps making the hive lose 25% of it's health would be better, but hey, if marines outskill the aliens then they have 25% less of a hive to kill, and if it's just because aliens did a suicide rush then it'd even up the spawn times.

Of course, this would only be balanced for one hive, and would have to be disabled for more then one. Still, tis an interesting idea :)

Comments

  • Taz-Taz- Australia Join Date: 2003-11-26 Member: 23597Members, Constellation, Squad Five Blue
    yeah , the respawn rate in beta4 i notice complained about (on aus servers anyway) quite alot. This would help and let people back into the game without a 20 minute line only to die in 4 seconds..
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    Isn't 25% a bit too much? But of course if they actually put this in game, the numbers would be balanced. The idea itself is interesting. And maybe the hive should stop healing nearby aliens while it is in 'overload'.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Can't say I've ever noticed an issue with spawning in Classic. Its what getting the second and third hive are for.

    Combat is another issue...
  • EZeroEZero Join Date: 2003-08-12 Member: 19572Members
    BAD idea

    now taking your idea and making it "overload" and hurt hive to spawn faster... even vanilla marines can kill hives without even shooting it once... all they have to do is spawn camp the skulks at start and you win... the hive would just have a heart attack and die <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    well....compared to if you had to shoot the hive (looking up) and worry about getting bitten by skulks (on the bottom) now you just have to shoot skulks and you win...

    bad idea unless some kinda safety is put in
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    <!--QuoteBegin-EZero+May 29 2004, 03:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EZero @ May 29 2004, 03:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> BAD idea

    now taking your idea and making it "overload" and hurt hive to spawn faster... even vanilla marines can kill hives without even shooting it once... all they have to do is spawn camp the skulks at start and you win... the hive would just have a heart attack and die <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    well....compared to if you had to shoot the hive (looking up) and worry about getting bitten by skulks (on the bottom) now you just have to shoot skulks and you win...

    bad idea unless some kinda safety is put in <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I assume that the hive would take the damage only when it goes into overload. So it doesn't matter if the hive is in overload one second or 20 minutes, it would still take the same damage.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    I dislike hard limits like that. Imagine in a 8v8 game, 5 skulks are dead... and one of the live ones quickly press the suicide button to get the hive into overdrive mode and spawn faster. Doesn't seem like a strategy you would like to encourage.

    Make it linear instead. Ie, 8 seconds spawn time if only one alien is dead. If all aliens are dead, spawn time is 3 seconds. Draw a line between those two points to find the spawn delay at any one moment. Comes out to

    3 + 5 *(ts-x/ts)

    seconds where x is the number of skulks waiting and ts is teamsize.

    In other words, 3 seconds + 5/10 of second per live skulk for a team of 10.

    Much less prone to abuse.
  • altairianaltairian Join Date: 2003-06-18 Member: 17459Members
    The game is designed for 6v6 - 8v8 (maybe up to 10v10 pub i guess?) play... 32 man games are just silly and way out of the scope the game (and the maps) are designed for. The game doesn't need this for how it's intended to be played. If the server you play on needs to alter the spawn rates due to the massive number of players on it, design a plugin for the server to do it. Don't ask the devs to fix your problem because you're playing the game in a fashion that they didn't design the game to be played in.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited June 2004
    The only reason the game is "designed" for small-medium games is because that's the precedent that was arbitrarily set for scrims, and then the public adopted the attitude that nothing else needs to be balanced and the devs don't seem interested in addressing the population-based problems. I don't think we should be accepting the issues with very large and very small games as a design decision when it's clearly just a significant imbalance, no matter how you spin it. NS doesn't have to be compatible with 16v16 games but it is, and as long as that's the case we should be working to get them fixed.
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