Max power level per Area | Power Grid Design !
Paul-Hewson
Join Date: 2008-02-25 Member: 63737Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">http://getsatisfaction.com/unknownworlds/topics/max_power_level_per_ar</div>As currently seeing in-game, there is too much turrets/hydra/crag/whip/etc.. build everywhere.
Why don't use the power grid to limit that ? You fix a limit of power let's say 50.. and then each building consume an amount of power so aliens/marines can't build too much thing on the same Area.
They have to choose wisely what should be built and where. And not such horrible spam of buildings everywhere.
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Why don't use the power grid to limit that ? You fix a limit of power let's say 50.. and then each building consume an amount of power so aliens/marines can't build too much thing on the same Area.
They have to choose wisely what should be built and where. And not such horrible spam of buildings everywhere.
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Comments
this. lots of DI discussion lately. i don't think we're gonna see DI for awhile tho. too much work to be done on gameplay and onos/shade/shift/exo/jp/factory/bacon/masc/bombard etc etc etc.
But will the Dynamic Infestation stop building spam hydra/turret ? I don't think, and that's a real big deal.
In NS2 you can put turret everywhere where the power is up and "soon" (later build :D ) there will be portable power supply so even in area that aren't powered you can have them.
But if we just think of logistic, power isn't unlimited. So you have to manage the power available and what you are going to deploy.
The same principe could be applied to the aliens where hive (& dynamic infestation) can't handle too much structure because it has reached its max potential of growth. Same thing apply to gorge who can't generate illimited "splash" from their bodies if they don't eat anything at a moment (and battle in NS2 don't last days ! :p )
Nb : Gorge can rest & eat at the Ready Room ^^
IF there needs to be a limit imposed on the number of structures placed in an area, I think this is an intelligent way of handling it. You would need more power as you increase the number of operating machinery you have.
But I think we forget, there is already another limit imposed, resources. Ultimately, if a team can horde resources enough to create walls of lame or other annoying spawns of spam, that team should be able to reap the benefits.
However, if there is a lag issue that cannot be resolved, and another limit has to be imposed... as I said before this is an intelligent way of implementing it.
What they said about power grid at the beginning (if i remember right) :
- you have area named a,b,c linked each other (a<->b<->c)
- a is the main area (marines start) & b/c are conquested area
- aliens cut off power in the area "b", then "c" is cut off from command so you don't earn the ressource gathered on it (and maybe it cuts off power too until marines get back power in area "b")
As from we can see in-game each area have it's own power and this power grid design, as describe by UWE, isn't in place right now. Maybe later.
But that's not what can help stopping the spam of turrets/hydras.
My idea, i think, is the best because she has a "natural" reason to be in. The power grid as they asked us in the past look weird now because we can place CC in multiple area on a determined position. And the CC is the "main" building which receive the ressource and controls building around it. (and so you gather the ressource from almost all area)
I think the CC should consume 0 power if they keep this type of gameplay.
If they want to change it so that you have only one CC or you place it where you want on the map (like old NS1). The more power node you have, the more available power you have to build your structures on the map and you have to take care of your nodes so.
And of course we keep the principe of building being inactive if the area isn't powered up.
Though if you charge more points for things it can slow down production and cause for people to compromise on spaming buildings perhaps.
Also if you take the power down how about all things in the sector switch off but make flamethrowers extra powerfull against alien buildings or removes infestation, and if a alien building what is built on infestation gets cut off, infestaion cuts off from main line, then only once the infestaion rejoins will the plan ome back to life and be usefull again. This system will enable a new way of gameplay for buildings but limit the power in spamming. so even if they spam plants in a area, cut the infestation off, it stops geting nutrients from the main hive and the buildings cut off begin to die.
You're joking, right? Sarcasm?
Other larger structures such as harvesters etc. would be unaffected by this nanites/bacterium war since they produce enough of their own counterparts to keep the microscopic attacks at bay.