aging buildings

Abaddon0Abaddon0 Join Date: 2003-05-09 Member: 16169Members, Constellation
<div class="IPBDescription">ok, stay with me...</div>I was reading<a href="http://www.unknownworlds.com/forums/index.php?s=7575047820013463552&showtopic=100331" target="_blank"> HatlabuFarkas's</a> thread about leveling up buildings, and i got to thinking, aliens are life forms, living things, the hive and the towers are growing, why not make them get more powerful with time. The longer a tree grows, the larger, and stronger it gets, why not the same thing with all the towers?

I propose that the buildings start out a bit weaker, and after a few minutes, be just as strong as they are currently, and after a few more minutes, but more powerful then they currently are

All structures:
Max HP would start about 10% lower then it currently is, and would gain about 2% per minute, not much at all. It would make it easier to stop a recent infestation, and harder for an old infestation. If possible, a dynamic size adjustment would be great, if not size, maybe color to show the age.

Hives:
Spawn time would start a bit higher in the beginning, and slowly decrease every minute, it would have to be logrhythmic though, we don't want it to approach 0 seconds, i think the minimum should be around 15% faster then it currently is.

Resource Towers:
As before, young towers would get RES slower, and as they age, the rate increases.

OC:
Damage and maybe range would be affected

Other chambers:
The upgrade effects would not be effects, but the proximity effects would be, healing, adrenalin, and cloaking ranges, and rates would be affected.
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Comments

  • PanzerbasePanzerbase Join Date: 2007-01-03 Member: 59422Awaiting Authorization
    edited February 2007
    Not a totally bad idea. run with it but i don't like the hive spawning less overtime. would just cause whining imo. "why haven't I spawned? omg i quit" And is there going to be something comparable for the rine RT? or is the alien rt going to work up to the rine capacity?

    ~Panzerbase/audio|njected

    Edit: actually just reread the hive thing, your talking like it takes longer to spawn at the beginning. I still think that gives rines too much of an advantage.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    this idea works well with the growing creep idea, the alien infestation gets more dug in over time
  • KashinataaKashinataa Join Date: 2006-12-08 Member: 58954Members
    Wow!
    I like your idea alot. n_n
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    its an interesting idea, but it might put too much emphasis on momentum - once a team has gained enough momentum there will be no stopping them type thing
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    Well, that's sorta a good thing--ie, momentum carries over for a quick win.

    However, there's a difference between overwhelming momentum & isolated momentum. The isolated should be hard to expand, and the overwhelming should turn to a victory (at least...75-85% of the time). Having the alien's towers/hives gain HP over time..would actually be pretty cool. I like that idea =D.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    I am living proof that living structures get stronger and healthier with age!

    This idea get's Depots <img src="http://www.ibparcade.com/style_emoticons/default/thumbsup.gif" border="0" alt="IPB Image" />
  • NSSlayerNSSlayer Join Date: 2006-11-12 Member: 58554Members
    it's not a bad idea but i hope the creators will find out an innovating new upgrade system. This idea is absolutely based on the current NS. Dont forget only one third is going to be the same!
  • Abaddon0Abaddon0 Join Date: 2003-05-09 Member: 16169Members, Constellation
    it definitely needs balance, and tweaking, i envision the percentages to be small bonuses, not huge ones, and no we don't need to calculate compound interest, the spawning time is ditchable, but i think it would fit nicely.
  • 4sgQuiNcY4sgQuiNcY Join Date: 2007-02-11 Member: 59941Members
    edited February 2007
    well if the alien towers age then atleast the marine buildings as well so that u need to go the the building and check it for problems and then fix it with the welder(or another tool)
    so the alien buildings get stronger with time and the marine stuff can be uppgraded but are getting weaker in time if u dont go check ther status

    ps : your idea is very cool <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • Abaddon0Abaddon0 Join Date: 2003-05-09 Member: 16169Members, Constellation
    more to add, late for work, no spell or grammar check:

    make the time Dependent on the connectedness with the creep to a hive. if the creep path is broken between the hive and the tower, the time reduces until it is back to the youngest form, once the path is recreated, it starts counting up.
  • scaryfacescaryface Join Date: 2002-11-25 Member: 9918Members
    I definitely would consider aging resource towers that give more res by the minute if it would reduce the slippery slope a bit. Or it may just end up overpowering aliens. At the very least, it would be great to see visual indications of age, even if they don't do anything. e.g. an oc grows more 'roots' and spiky tendrils with age.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    Great Idea....here's my idea for the marine counterpart.

    Over time, marines, once the buildings have been placed, could have upgrades sent through the nanogrid. However, since approval and registration, etc would be needed before the upgrades would be sent, this gives the marines a similar ability.
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    this is a pretty good idea, i think if an alien RT/oc/chamber survives for 20-30mins it should be rewarded with something, more HP or faster res gathering etc

    i'm just worried about the implementation, and how to make it balanced. similar marine structures should get the same automatic upgrades after a while as well.

    and of course, you should be able to see the difference in the upgraded model
  • Abaddon0Abaddon0 Join Date: 2003-05-09 Member: 16169Members, Constellation
    everything the aliens get does not have to transfer to the marines as well. balance does not equal synchronicity.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    Great idea, Simple ones are always the most effective ones, would love to see this in NS2
  • SheepeSheepe Join Date: 2003-12-22 Member: 24650Members
    Reminds me of the thread somewhere about OCs growing a developing over time from small seedlings to giant killer trees

    -Sheepe
  • Abaddon0Abaddon0 Join Date: 2003-05-09 Member: 16169Members, Constellation
    to reword my second to last post:

    instead of basing the age off of time alone, have it based off of time in contact with creep.

    so all buildings start weaker then they currently are in NS1 and grow more powerful the longer they are in contact with the creep. this means that gorges may expand beyond the creep, but they will not grow in power. if the creep is severed, the power would decrease for those buildings that no longer have a link back to the hive.
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    <!--quoteo(post=1605699:date=Feb 12 2007, 07:25 AM:name=Abaddon0)--><div class='quotetop'>QUOTE(Abaddon0 @ Feb 12 2007, 07:25 AM) [snapback]1605699[/snapback]</div><div class='quotemain'><!--quotec--> I was reading<a href="http://www.unknownworlds.com/forums/index.php?s=7575047820013463552&showtopic=100331" target="_blank"> HatlabuFarkas's</a> thread about leveling up buildings, and i got to thinking, aliens are life forms, living things, the hive and the towers are growing, why not make them get more powerful with time. The longer a tree grows, the larger, and stronger it gets, why not the same thing with all the towers?

    I propose that the buildings start out a bit weaker, and after a few minutes, be just as strong as they are currently, and after a few more minutes, but more powerful then they currently are

    All structures:
    Max HP would start about 10% lower then it currently is, and would gain about 2% per minute, not much at all. It would make it easier to stop a recent infestation, and harder for an old infestation. If possible, a dynamic size adjustment would be great, if not size, maybe color to show the age.

    Hives:
    Spawn time would start a bit higher in the beginning, and slowly decrease every minute, it would have to be logrhythmic though, we don't want it to approach 0 seconds, i think the minimum should be around 15% faster then it currently is.

    Resource Towers:
    As before, young towers would get RES slower, and as they age, the rate increases.

    OC:
    Damage and maybe range would be affected

    Other chambers:
    The upgrade effects would not be effects, but the proximity effects would be, healing, adrenalin, and cloaking ranges, and rates would be affected.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    This could explain the infestation aswell. Maybe even the strucktures connecting, sharing a % of ther total hp.

    Senario: 3 OCs connected whit infestation... rines shoting and destroying one of em, but it has destributed some of the damage taken to the others aswell... lets say 5% about 1 bar in the structure HP indicator...
  • HarrowerHarrower Join Date: 2005-03-16 Member: 45478Members
  • HatlabuFarkasHatlabuFarkas Join Date: 2005-03-09 Member: 44496Members
    <!--quoteo(post=1605699:date=Feb 12 2007, 01:25 AM:name=Abaddon0)--><div class='quotetop'>QUOTE(Abaddon0 @ Feb 12 2007, 01:25 AM) [snapback]1605699[/snapback]</div><div class='quotemain'><!--quotec-->
    Resource Towers:
    As before, young towers would get RES slower, and as they age, the rate increases.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think This is good idea . CCC-: <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    <!--quoteo(post=1605699:date=Feb 12 2007, 01:25 AM:name=Abaddon0)--><div class='quotetop'>QUOTE(Abaddon0 @ Feb 12 2007, 01:25 AM) [snapback]1605699[/snapback]</div><div class='quotemain'><!--quotec-->OC:
    Damage and maybe range would be affected<!--QuoteEnd--></div><!--QuoteEEnd-->

    The OCs can recevie skills from HIT the enemy. fire spikes Longer range after level up ?? ... maybe
  • Knight_actualKnight_actual Join Date: 2003-11-11 Member: 22603Members
    Possibility

    Cycle of Life -

    <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> buildings go through phases - baby, peak, decrepit, and then it dies, but not before it regerminates its own successor, and begins again at the infant stage. (with correlating behavior and performance - ie. infant ocs fire more rapidly, but w/o accuracy)

    Maintainance required. -

    <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" /> buildings retain steady and even performance, but the building gradually decays. At a certain point the machinery break downs and the buidling must be replaced or repaired by a marine to go back to full functionality.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1609324:date=Feb 26 2007, 11:41 AM:name=Knight_actual)--><div class='quotetop'>QUOTE(Knight_actual @ Feb 26 2007, 11:41 AM) [snapback]1609324[/snapback]</div><div class='quotemain'><!--quotec-->
    Possibility

    Cycle of Life -

    <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> buildings go through phases - baby, peak, decrepit, and then it dies, but not before it regerminates its own successor, and begins again at the infant stage. (with correlating behavior and performance - ie. infant ocs fire more rapidly, but w/o accuracy)

    Maintainance required. -

    <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" /> buildings retain steady and even performance, but the building gradually decays. At a certain point the machinery break downs and the buidling must be replaced or repaired by a marine to go back to full functionality.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    kinda cool, but then would you get your res back once a building has died or decayed?
  • Abaddon0Abaddon0 Join Date: 2003-05-09 Member: 16169Members, Constellation
    i think a slow constant damage to marines would be interesting, but i dont like the life cycle for aliens.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    slow damage to marine buildings would be largely annoying, any sort of aging effect that weakens buildings is a bad idea. Having to maintain and keep repairing buildings is pretty ###### - maybe only if you have heaps and its an upkeep related cost. The reproducing alien buildings isn't that great either, it adds an unnecessary randomness to their effectiveness (again annoying).
  • Abaddon0Abaddon0 Join Date: 2003-05-09 Member: 16169Members, Constellation
    just spit balling, and adding unnecessary complication, how about marine buildings require upkeep (small) but the commander does not have to pay it and then they slowly damage. so if they are running low on RES, buying a welder and having the marines fix things would be more cost effective.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1609433:date=Feb 27 2007, 01:56 AM:name=Abaddon0)--><div class='quotetop'>QUOTE(Abaddon0 @ Feb 27 2007, 01:56 AM) [snapback]1609433[/snapback]</div><div class='quotemain'><!--quotec-->
    just spit balling, and adding unnecessary complication, how about marine buildings require upkeep (small) but the commander does not have to pay it and then they slowly damage. so if they are running low on RES, buying a welder and having the marines fix things would be more cost effective.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    very interesting - you can trade res for good ole elbow grease if you can't afford it

    Which would be a great way to finish a never ending game, and would help avoid stalemates when marines take control of 1 hive.
    Either you have marines repairing buildings or defending, or a bit of both which probably wouldnt be enough to keep the aliens at bay.

    Also it would really add to the atmosphere that things are really going to sh1t at the end of a game <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • Abaddon0Abaddon0 Join Date: 2003-05-09 Member: 16169Members, Constellation
    i loved when games went all to hell, the 10 hour games from 2.x were the best.
  • SheepeSheepe Join Date: 2003-12-22 Member: 24650Members
    Personally, I think that alien buildings should simply grow and grow and grow... getting better and better... making it much more difficult to take out an entrenched hive vs a new one. Plus OC trees? What's cooler than that?

    -Sheepe
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    First of all. If your buildings get stronger with age then it would make it even harder to turn a game around. Not to say that the idea should be abandoned but it would require ALOT of work to get balance. The easiest way is for both side to play to the same rules.

    Second, why not have performance linked to health rather than age? I.e. a <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> attacks a res collector. Marines show up and kill it. Now normally the RT just keeps trucking along as normal and the skulks death only occupied the marines for a bit. However, if the res collector was on 50% health it should get res 50% slower. Hives/ip spawn slower. This would mean that repairing would have to be a higher priority.

    This of course favours the aliens as DC’s in the area would quickly repair RT and hives. To address this maybe an upgrade for marines to spawn with a welder?
  • Abaddon0Abaddon0 Join Date: 2003-05-09 Member: 16169Members, Constellation
    <!--quoteo(post=1610495:date=Mar 1 2007, 10:49 PM:name=Misere)--><div class='quotetop'>QUOTE(Misere @ Mar 1 2007, 10:49 PM) [snapback]1610495[/snapback]</div><div class='quotemain'><!--quotec-->
    First of all. If your buildings get stronger with age then it would make it even harder to turn a game around. Not to say that the idea should be abandoned but it would require ALOT of work to get balance. The easiest way is for both side to play to the same rules.

    Second, why not have performance linked to health rather than age? I.e. a <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> attacks a res collector. Marines show up and kill it. Now normally the RT just keeps trucking along as normal and the skulks death only occupied the marines for a bit. However, if the res collector was on 50% health it should get res 50% slower. Hives/ip spawn slower. This would mean that repairing would have to be a higher priority.

    This of course favours the aliens as DC’s in the area would quickly repair RT and hives. To address this maybe an upgrade for marines to spawn with a welder?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    yes it is easy to make both sides play by the same rules, but if that is the rout you want, you'll get marine vs marine. both sides do not have to play the same, or act the same, they just have to be equally matched.

    i like the idea of the reduced effectiveness as health decreases. i still think the towers should grow in power, but i think there should be a cap to how powerful they get, i see a f(x)=-e^-x graph for the power function, growing fast at the start, then slowing down as time grows on until it levels off. of course we don't want some nasty function in the code, just something that represents this model of growth.
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