Chainless Chambers, Take Two...

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Comments

  • Quantum_DuckQuantum_Duck Join Date: 2003-10-21 Member: 21851Members, Constellation
    Now that I've spent some time playing on unchained servers, I'm even more strongly in support of the idea than before. It may take some rebalancing, but not as much as you'd think. I see mostly marine wins with aliens unchained, but that's probably more due to silly pub aliens dropping a bunch of sense and defense chambers before even getting enough RTs, which means certain death after briefly having an advantage early on. With wider circulation on better servers, there may be some issues with aliens becoming too good at the two hive stage of the game, but that can all be worked out once we try it and see some larger scale statistics. It's obviously not that hard to put in, since a plug in maker did it without any bugs that I've noticed going with it. Why not give it a try for a version or two? How bad could it be?

    I really wish a dev would say something about this some day. Oh well.
  • fyremp3fyremp3 Join Date: 2004-04-30 Member: 28331Members, Constellation, Reinforced - Shadow
    edited June 2004
    I'm all for the unchained chambers, but I fear with the experience i've had with it that I say that it decreases alien teamwork, while adding choices, it costs alot of res for all 3 chambers and aliens go for all 3 because, they can.

    In most games, at 5 minutes in (average fade/hive time) I find that aliens have 2 sensory, 1 movement, 1 dc, whereas in a normal game, you'd have 4 of any of them.

    Now if you have a competent team, unchained is AWESOME. I had a stacked team on aliens and we had 5 people drop rts right off the bat and one saved for hive. Within minutes we had 5 sc's, an mc in 2 hives, and dc's in the main hive with a second going up. we won the game without a fade because we all knew how to use SC with silence (silenced cloaked skulk in the first minute is VERY deadly.)
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I guess comms will have to learn to drop an observatory first thing (along with ip's and armory) and scan all the time. I imagine the energy for scanning will have to go down, or it will be necessary to have two observatories. That scenario above doesn't happen if skulks can't cloak.
  • DantemssDantemss Join Date: 2003-12-13 Member: 24305Members
    edited June 2004
    <!--QuoteBegin-James Dizikes+Jun 26 2004, 02:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (James Dizikes @ Jun 26 2004, 02:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have kind of an innane question:

    How do you find unchained servers?  Is there a way to see what servers are running the meta-mod on the server list?

    If not, could some of you list the unchained servers you play on? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Ok I just edited the All-Seeing Eye filter file to include the Unchained Chambers Plugin, but I can't seem to upload the file to these forums, because it's too big. I'll see if I can do anything.

    Edit: Ok, got it. Put it on your main ASE folder. I suggest you make a backup copy of your old file, just in case something happens... When you open ASE, check for a Plugins group inside the Natural Selection group.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    How to make unchained chambers perfectly fair:


    Linked Chambers (chambers next to a hive in the upper left courner) cost 10, unlinked cost 15
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    Yes, I'm lazy, can someone plz post a link to where unchained mod can be downloaded from ?
  • BirdyBirdy Join Date: 2003-05-29 Member: 16825Members, Constellation
    I voted the third option.

    Any changes right now are welcome. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
    But i hope it doesn't unbalance the clan-scene even more.
    Cloaked 8 DC, 8 OC walls anyone?
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    edited June 2004
    <!--QuoteBegin-Forlorn+Jun 29 2004, 09:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 29 2004, 09:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How to make unchained chambers perfectly fair:


    Linked Chambers (chambers next to a hive in the upper left courner) cost 10, unlinked cost 15 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    HA... Gorging costs are enough to balance the mod. In fact the only change needed is increasing the regen rate on Obs Energy.

    Edit:

    <!--QuoteBegin-Birdy+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Birdy)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Cloaked 8 DC, 8 OC walls anyone? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    First... Thats 170 res of buildings, 2 Onos and almost a lerks worth. It had better be worth the res investment (which it is not BTW)

    Second, Scan

    Third, Siege! Spend 20-50 res to kill almost 200 res of buildings
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-Birdy+Jun 30 2004, 08:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Birdy @ Jun 30 2004, 08:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I voted the third option.

    Any changes right now are welcome. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
    But i hope it doesn't unbalance the clan-scene even more.
    Cloaked 8 DC, 8 OC walls anyone? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I keep hearing different things. Is balanced skewed in the marine favor in the higher clans or not? Or is that only at the top, and everywhere else aliens are overpowered, or what?
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    <!--QuoteBegin-Forlorn+Jun 30 2004, 03:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 30 2004, 03:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How to make unchained chambers perfectly fair:


    Linked Chambers (chambers next to a hive in the upper left courner) cost 10, unlinked cost 15 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Erm that's a bit too much. Anyways everyone would drop sensories in that case , and there would be less field DCs/MCs. I say let's stick to the 12 res sensory chamber , with the linked chamber's upgrades free (most likely to be the movement chamber's)
  • antfarm007antfarm007 Join Date: 2002-11-26 Member: 10035Members
    If the chambers are unchained, the passive effects better be removed.
  • MrChainsawMrChainsaw Join Date: 2004-04-07 Member: 27786Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-antfarm007+Jun 30 2004, 12:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (antfarm007 @ Jun 30 2004, 12:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If the chambers are unchained, the passive effects better be removed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ouch, that definitely makes up for any imbalance caused by unchaining the chambers, and then some. How about they just nerf the bonuses a little bit?
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-antfarm007+Jun 30 2004, 09:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (antfarm007 @ Jun 30 2004, 09:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If the chambers are unchained, the passive effects better be removed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You mean, make sure there are never more than 3 of each chamber dropped (maybe a fourth for backup)?
  • MarrMarr Join Date: 2002-12-11 Member: 10582Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If the chambers are unchained, the passive effects better be removed.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Because?
  • PalinPalin Join Date: 2003-03-24 Member: 14848Members
    <!--QuoteBegin-Trevelyan+Jun 30 2004, 01:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Jun 30 2004, 01:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Forlorn+Jun 29 2004, 09:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 29 2004, 09:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How to make unchained chambers perfectly fair:


    Linked Chambers (chambers next to a hive in the upper left courner) cost 10, unlinked cost 15 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    HA... Gorging costs are enough to balance the mod. In fact the only change needed is increasing the regen rate on Obs Energy.

    Edit:

    <!--QuoteBegin-Birdy+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Birdy)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Cloaked 8 DC, 8 OC walls anyone? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    First... Thats 170 res of buildings, 2 Onos and almost a lerks worth. It had better be worth the res investment (which it is not BTW)

    Second, Scan

    Third, Siege! Spend 20-50 res to kill almost 200 res of buildings<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    And then recycle for most of that res back ^^
  • PehmoleluPehmolelu Join Date: 2004-05-03 Member: 28424Members, Constellation
    that would maybe take too much time but it only needs 2 GL:s , 1GL would destroy them too but then it would be very slow <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Hobojoe+Jul 1 2004, 12:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Jul 1 2004, 12:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Jun 29 2004, 09:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 29 2004, 09:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How to make unchained chambers perfectly fair:


    Linked Chambers (chambers next to a hive in the upper left courner) cost 10, unlinked cost 15 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    good idea, except what would determine what chamber the hive is linked with?

    If someone's strat included dropping a sc right away, dc's would cost 45 res instead of 30 with the current system.

    ideally the sc would cost 15 and the dc's 10 each, wouldn't they? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No Hobojoe, it creates strategy.

    The chamber's that are "linked" are the chambers that are in the little picture slot next to a hive; once they become linked they cost 10. So imagine, at the start of a game, you see this:


    * Someone goes gorge
    * Gorge has option build either sensory, defense, or movement, all for 10 res
    * Gorge builds sensory

    Now, sensory chambers will cost 10 res, always, as long as that hive is alive, and any other chamber costs 15.

    Once the second hive goes up, the next chamber besides a sensory chamber you build costs only 10. Say back to my example:

    * Gorge has option of building all sensory, defense, and movement chambers for 10 res
    * Gorge builds defense chamber
    * Defense chambers become linked to second hive, and cost only 10
    * Movements still cost 15


    I'm sure you can see the craploads of strategy this creates.

    Drop DC's first, and now you can build them cheap, but field sensories and movement chambers are expensive! And, dropping DC's before another chamber means you can't take advantage of SC's or MC's in the early game, and DC's suck in the early game!

    Drop SC's first, and now you can cover the map with cloaking for cheap, but getting your higher lifeforms outfitted with lv. 3 regen/cara is gonna be very difficult, and a warp system between all 3 hives will tax your gorges to the max!


    Get it? Get it? Props to Ampligorge, Magitek, and (of course) me for coming up with this idea.
  • PehmoleluPehmolelu Join Date: 2004-05-03 Member: 28424Members, Constellation
    edited July 2004
    I didnt get this thing first but I want to thank Forlorn who explained it very nicely.
    I wanna try this idea too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    But maybe we should try this just after unchained chambers upgrade so we will see the difference
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    I haven't had a chance to play on an unchained server, but for those who have, do people find hives as valuable?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    I think you're overrating upgrades here. Hives are still extremely important, since 2-hive abilities far outweigh upgrades in terms of usefulness(any good superskulk gets leap before any upgrade. Possibly with the exceptions of cloakers who have no intention to rush head-on.).
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    <!--QuoteBegin-Align+Jul 1 2004, 10:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Jul 1 2004, 10:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think you're overrating upgrades here. Hives are still extremely important, since 2-hive abilities far outweigh upgrades in terms of usefulness(any good superskulk gets leap before any upgrade. Possibly with the exceptions of cloakers who have no intention to rush head-on.). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes, 2nd hive abilities are arguably the best in the Alien arsenal. Not to mention the fact that more hives increase the effectiveness of the Alien's armor. At the rate any competent Marine team can advance in tech, it would be best for you to have at the very least 2 hives for a majority of a game. Aliens are still about territorial control, Marines are about technologial superiority.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    Yes, on unchained servers, hives are still EXTREMELY valuble. Not only do they provide additional weapons for all life forms, not only do they increase your armor, but they grant you an additional spawn point, <i>significantly</i> more map coverage via movement chambers, and another resource tower too.
  • cryptcrypt Join Date: 2004-04-22 Member: 28091Members, Constellation
    edited July 2004
    Typical uncained chambers freaks...

    @moultano:
    Of course they are less important. Lower lifeforms can use Silence/Cloaking, higher Regen/Cara. You can also use all effects of chambers before the 2. hive is up.

    To say it again, yes, they would be still important to end the game, but much less than in actual classic mode.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I'll pretend not to notice the blatant trolling in your first sentence. Yes, they are less important. Not MUCH less important. You don't just need the second hive to end the game, you need it just to keep up with the marines for all the same reasons as in current Classic. As if 2 hive abilities aren't enough, there's also the ability to take 2 upgrades at once, multiple spawn areas and improved armor. Having your choice of one upgrade doesn't make any of those less crucial. Trying to claim that multiple hives aren't important with unchained chambers makes it obvious that you've never played with them. I don't know how many times we have to repeat this before it sinks in, but please don't tell us we're wrong until you've played the plugin yourself. Knowing what you're talking about would help your argument.
  • cryptcrypt Join Date: 2004-04-22 Member: 28091Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You don't just need the second hive to end the game, you need it just to keep up with the marines for all the same reasons as in current Classic. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Obviously not the same reasons. Look in my post again:
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Lower lifeforms can use Silence/Cloaking, higher Regen/Cara. You can also use all effects of chambers before the 2. hive is up.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As if 2 hive abilities aren't enough, there's also the ability to take 2 upgrades at once, multiple spawn areas and improved armor. Having your choice of one upgrade doesn't make any of those less crucial.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Thats no diiference to the current classic
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Trying to claim that multiple hives aren't important with unchained chambers makes it obvious that you've never played with them.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    1. I said they are (much) less important
    2. I already played once on a server with this plugin... and there was nothing that suprised me, I mean, it is pretty obvios what thin pulgin changes. Aliens can build every chamber without any negativ effect, and maries are happy (ironie) to see cloaked or silence skulks after ~2 min and regen fades after ~4-5 (Probably not on the 08/15 NS Public server)
  • MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
    <!--QuoteBegin-crypt+Jul 1 2004, 11:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crypt @ Jul 1 2004, 11:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Aliens can build every chamber without any negativ effect <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    for the bajillionth time...


    <b>chambers cost resources</b>


    if you drop alot of chambers without at least 2 other RTs going down, your not going to do very well...
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    <!--QuoteBegin-crypt+Jul 1 2004, 03:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crypt @ Jul 1 2004, 03:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Typical uncained chambers freaks...

    @moultano:
    Of course they are less important. Lower lifeforms can use Silence/Cloaking, higher Regen/Cara. You can also use all effects of chambers before the 2. hive is up.

    To say it again, yes, they would be still important to end the game, but much less than in actual classic mode. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I would want a second hive simply for the second spawn point. When several aliens die you take forever to spawn with only one hive. That right there is plenty incentive to get hive #2.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    edited July 2004
    <!--QuoteBegin-crypt+Jul 1 2004, 10:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crypt @ Jul 1 2004, 10:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Typical uncained chambers freaks...
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <i>freak
    n.
    1. A thing or occurrence that is markedly unusual or irregular.</i>

    You are the <i>unusual / irregular</i> person (freak) here, since the VAST majority approve of Unchained Chambers.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Typical freak... sounds like an oxymoron to me.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-rknZ+Jul 2 2004, 01:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rknZ @ Jul 2 2004, 01:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-crypt+Jul 1 2004, 10:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crypt @ Jul 1 2004, 10:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Typical uncained chambers freaks...
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <i>freak
    n.
    1. A thing or occurrence that is markedly unusual or irregular.</i>

    You are the <i>unusual / irregular</i> person (freak) here, since the VAST majority approve of Unchained Chambers. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    What he means be freaks in this case are people who are obsessed with an idea.

    This is an old school definition, like 80's lol


    But still, he would be just as much as a 'freak' as us, considering we are talking about it on an online forum, eh?
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