Should teams produce a minimum of res? + shotgun damage on rts
GeneralBowser
Join Date: 2010-05-19 Member: 71801Members
Well I've had it a couple of times now that I have been on a team and the last rt got killed. I usually have this on allien team because of the high shotgun damage to alien resource towers.
I would reduce the damage of shotguns to recource towers and I would give both teams a minimum of res/min. Even if its only like 1 every 30 secs, it would at least give them a fighting chance instead of just waiting until the end is finally there...
What do you guys think?
I would reduce the damage of shotguns to recource towers and I would give both teams a minimum of res/min. Even if its only like 1 every 30 secs, it would at least give them a fighting chance instead of just waiting until the end is finally there...
What do you guys think?
Comments
Perhaps kills should reward res so at least you have some other form of resource? The minimum res would help too.
<b>Perhaps kills should reward res so at least you have some other form of resource</b>? The minimum res would help too.<!--QuoteEnd--></div><!--QuoteEEnd-->
Also, if you've lost your last RT, chances are you're outgunned, and res-for-kills is going to help your enemy more than it will help you.
I feel a better solution would be to have command consoles/hives producing a small amount of resources, independent of what any towers may produce.
honestly yeah, you should always have at least one resource tower or you're getting outplayed and will lose the game shortly.
However, I have this sort of desire that when a res node is destroyed it spills out resources that evaporate over a period of a minute. If a Build Bot or Gorge/Drifter is near by, they can pick it up by walking through the haze (like bees) and return to the nearest friendly res node to deliver stock. Hehe.
I like the minimum res gain, altough I think it should exist in the form of hive's and cc's generating resources, slowly. Just something so that they can still rebuild, as chances are that the rines killed all harvesters but aliens still have 3 hives (I did this twice during one game, using sg ;D), and that alien comm just spent his resources elsewhere.
Something along the lines of 1 res/minute per hive/cc or similar.
I am also for the plasma for kill idea, I have been since it was first suggested (by the devs in a pre alpha vid iirc). Maybe about 1 plasma/kill and 5 for buildings or similar.
I like the minimum res gain, altough I think it should exist in the form of hive's and cc's generating resources, slowly. Just something so that they can still rebuild, as chances are that the rines killed all harvesters but aliens still have 3 hives (I did this twice during one game, using sg ;D), and that alien comm just spent his resources elsewhere.
Something along the lines of 1 res/minute per hive/cc or similar.
I am also for the plasma for kill idea, I have been since it was first suggested (by the devs in a pre alpha vid iirc). Maybe about 1 plasma/kill and 5 for buildings or similar.<!--QuoteEnd--></div><!--QuoteEEnd-->
is plasma what you use to buy weapons and evolutions? i'm pretty sure that's already implemented. we are talking about team res per kill.
On the other hand, I also see it as a tactical failure. If you allow the other side to kill all your precious harvesters or extractors this should be punished. Such a situation isn't uncommon in other RTS games aswell. Crippeling the supply line is and should usually be a game ender.
This gives me an idea. Say MACs/drifters had the ability to 'sip' on resource nozzles of course much slower than an RT and also because of how weak they are they can be killed off really easily. This would allow res to be collected slowly but obviously be much more beneficial to actually have RTs instead of a MAC/drifter trying to harvest a tiny portion of res without getting killed. Not really sure how I feel about it haven't thought it through completely but sounds a bit better than a res for kill solution.
Or you can just play with people who know enough to not let all of their RTs get killed... :p
That's either points or personal res. There's no team res given for killing things yet iirc
yeah, was referring to personal res. lol this game has points, that's funny.
1. When you have no extractors/harvestors, you can place one for free
or
2. If you lose all of your extractors/harvestors and don't have 15 tres to rebuild, you automatically lose.
I've played in a few rounds so far where the aliens have lost all their extractors and don't have the 15 tres to rebuild them. They've basically lost, but the match can still go one for 15-20 minutes before the marines actually win. They either need a way to make a comeback (option 1) or to lose immediately (option 2).
1. When you have no extractors/harvestors, you can place one for free
or
2. If you lose all of your extractors/harvestors and don't have 15 tres to rebuild, you automatically lose.
I've played in a few rounds so far where the aliens have lost all their extractors and don't have the 15 tres to rebuild them. They've basically lost, but the match can still go one for 15-20 minutes before the marines actually win. They either need a way to make a comeback (option 1) or to lose immediately (option 2).<!--QuoteEnd--></div><!--QuoteEEnd-->
If rule 1 applied only to the alien team, I think it'd be worth at least testing. But you're right, if the aliens lose all their res nodes and have nothing to rebuild them with, it might as well just be game over there.
To compare, NS1 didn't quite have this problem, because a player could sneak a few kills for res, morph to gorge, and drop a res node.
I would vote for this.
You lose all your res nodes and can't build new ones = FAIL.
It is a simplistic start but could be elaborated on later.
One of my favorite RTS's is Company Of Heroes because it declares the game over without having to destroy every single artifact of the opposing team.
Makes failing a less drawn out painful process and allows you to play another game.
NS2 should have more to its game end logic to prevent the feeling of
"Just kill us already ...I will hold still"
I would agree with you strictly from a balance perspective, but that would also further degrade the uniqueness of each team. It's just my opinion, of course, but I'd rather see a unique solution for the alien side.
+1, we wanna keep asynchronous balance. hive team resource regen (very slowly) would be good for the time being.
The first that MACs and drifter can collect resources.
Maybe 30sec = 1 Teamres per MAC/drifter on a resnode (and only one "worker" can harvest Res per node)
or, like someone else posted:
recycle for alien structures to keep the the balance of the races and the Aliens can eventual,ly recycle their second hive to get enough res for a new RT.
you need defend your structures
I agree the alien should be able to recycle
In most RTS games, worker units are cheap, and a team (or player) can gather resources as long as he has one worker and one base. Should a resource gathering base fall under attack, the team can usually preserve some of their workers by fleeing.
In NS2 however, it takes an Extractor/Harvester 3 minutes to pay for itself. Marines can recycle Extractors. But currently, it is rarely done, as commanders tend to be over optimistic. Aliens, on the other hand, need a new (unique) method to recuperate some of the cost of the Harvester before it is destroyed.
I would also suggest that building HP be scaled according to team size. They fall much too quickly in larger games, and carbon can becomes very scarce.
two things might be wrong with the shotgun, one either alien armor not working correctly or it is just too strong. I remember having armor 3 and being 1shotted.
i'm sure they're adding the structure under attack sounds and the flashing on the minimap. you can already see it on hive sight.