Lower Starting Cost Of Chambers
Ice9
Join Date: 2004-06-09 Member: 29208Members
<div class="IPBDescription">Possible Answer To Unchaining?</div> Maybe instead of changing the starting res, gorge costs, and unchaining the chambers, the cost of the chambers themselves are lowered.
Make them start at 5 res, and each chamber of that type built makes it 1 res more expensive. That would branch out like:
1 DC - 5 Res
2 DC - 11 Res
3 DC - 18 Res
4 DC's - 27 Res
5 DC's - 37 Res
6 DC's - 48 Res
7 DC's - 60 Res
8 DC's - 73 Res
9 DC's - 87 Res
10 DC's - 102 Res
11 DC's - 117 Res...
Only for DC's, SC's, and MC's. I would keep OC costs at 5 Res. The increase in the DC cost would lower the amount of Self-Healing OC Walls and keep the number of chambers to a minimum. Then you could focus more on the offensive part.
Make them start at 5 res, and each chamber of that type built makes it 1 res more expensive. That would branch out like:
1 DC - 5 Res
2 DC - 11 Res
3 DC - 18 Res
4 DC's - 27 Res
5 DC's - 37 Res
6 DC's - 48 Res
7 DC's - 60 Res
8 DC's - 73 Res
9 DC's - 87 Res
10 DC's - 102 Res
11 DC's - 117 Res...
Only for DC's, SC's, and MC's. I would keep OC costs at 5 Res. The increase in the DC cost would lower the amount of Self-Healing OC Walls and keep the number of chambers to a minimum. Then you could focus more on the offensive part.
Comments
11 DC's - 117 Res...
why does it cost more then it does now?
and is this for the entire map or is it just based on an individual. plus this seems way to complicated.
1 DC - 5 Res
2nd DC - 6 res
3rd - 7
4th - 8
5th - 9
6th - 10
7th - 11
8th - 12
9th - 13
10th - 14
11th - 15
12th - 15
your way is way more complicated, plus this is only beneficial for the begining of the game, but what about later in the game?
aliens are losing...there are late joiner res is slow...jeeze the 12th chamber is the same as placing a res tower..
After thoroughly thinking this idea through my head it seems pretty awful and complicating as to the player would be thinking, why is it not dropping a chamber, how many chambers do we already have? etc.
The point of unchained chambers is that it gives aliens more flexability in tactics than the current game provides. This suggestion doesn't really tackle that if you still can only have one chamber type per hive.
I think noone gets the real idea behind unchaining, that is breaking the standard DMS strategy to benefit of other alien abilitys too.
And not preventing people from building DCs first.
"Ok guys, all drop 2 sc chambers round the map"
GG.
It's not a bad idea in theory, but hte exponential cost would really just serve to reduce lag by limiting the number of chambers. And Ocs at 5?! Aliens would drop 3 Dcs, and that would be it. May as well make 2 more Ocs rather than and extra dc, and have some res spare.
Just being nitpicky, but the equation is a linear summation (x + n | n = 1 -> oo; where n = number of chambers and x = base cost) and not a geometric summation (x + c^n | n = 1 -> oo, c > 1).
Math aside, I don't understand everyone's qualm against NS becoming too "complicated". It started out complicated but I dare say the majority of us learned how to play in a decent time... making it more complicated simply lengthens the time it takes to "master" the game. If anything, added complication can only benefit us in the long run as it ends up challenging our ability to effectively contribute in-game. I say go play something like CS, Q3, or UT if you're looking for simplicity... they have all pulled it off quite nicely.
I screwed up the title now that I think of it... I want this to go with unchained chambers...
It's quite good to try to make the alien not so vulnerable at the start as it is at PCWs these days and make the aliens more vulnerable later in the game, the idea is good but I dont like making the game complicated.
The unchaining chambers will make enough balance in the game, tbh (I think).
PS Credits to the above who already commented on the complexity of the idea.
Do you need me to define the word "flexibility?" First of all, building more hives in and of itself is a completely linear tactic that leaves little room for adjustment. Every competent alien team gets someone to spend all their res on an early hive, and most of them will get a third if/when possible. No flexibility there. More importantly, with hive restrictions, aliens have to follow the same upgade path almost every time to compete. That means there is only one primary tactic when it comes to alien upgrades. That's not flexible in the slightest. <b>Flexibility</b> means having the option to choose from a number of feasible tactics, not just going through the motions every game.