Different models for upgraded CCs or Hives?

CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
I've been wondering, are there plans to visually represent each upgrade of Command Consoles or Hives? Like, say, different color "LOGIN" holoscreen for each upgrade or more glowies/mist on upgraded hives or something similar?

Comments

  • MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Members
    Ohh!

    I think that'd be really awesome. Should probably throw this into suggestions.

    Make Hives a little bigger, add a pod or two, maybe glow brighter...

    Have CC have additional things on the outside, like more panels, or something sci-fi-ish.

    On the login screen have it say like "Commander Control System 3.0" in small print on the corner for a maxed one, ect. Have the first be blue, the second yellow, and the final one, red.

    Good idea, perhaps if UWE doesn't do this, modders could.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I don't like the idea of upgraded CCs or Hives at all, never mind different models. It's superfluous. You need to build a structure on a new tech node, to gain access to an upgrade, which will gain access to higher tier technology. Alternatively you could just build a structure on a new tech node, which will gain access to higher tier technology - it also makes the idea of locking tier-based upgrades due to tech node (or tier) loss more viable - i.e. nonpermanent tech tiers.
  • SilverwingSilverwing bulletsponge Join Date: 2003-11-23 Member: 23395Members, Constellation
    <!--quoteo(post=1842435:date=Apr 26 2011, 04:56 AM:name=CaCa)--><div class='quotetop'>QUOTE (CaCa @ Apr 26 2011, 04:56 AM) <a href="index.php?act=findpost&pid=1842435"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've been wondering, are there plans to visually represent each upgrade of Command Consoles or Hives? Like, say, different color "LOGIN" holoscreen for each upgrade or more glowies/mist on upgraded hives or something similar?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I approve. Make it so.
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    <!--quoteo(post=1842441:date=Apr 26 2011, 07:49 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Apr 26 2011, 07:49 AM) <a href="index.php?act=findpost&pid=1842441"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like the idea of upgraded CCs or Hives at all, never mind different models. It's superfluous. You need to build a structure on a new tech node, to gain access to an upgrade, which will gain access to higher tier technology. Alternatively you could just build a structure on a new tech node, which will gain access to higher tier technology - it also makes the idea of locking tier-based upgrades due to tech node (or tier) loss more viable - i.e. nonpermanent tech tiers.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, I agree with the upgrade tiers being locked to however many CCs/hives are up like it was for the aliens in NS1 would be nice but since besides that there's also that "upgrade CC/hive" button I was wondering if it was eventually to be implemented so that people would know which CCs/hives have been upgraded, since maybe for some reason a comm wants to upgrade a CC/hive different from the spawn one.

    I imagine the "upgrade CC/hive" thing is there so that upgrade tier loss DOESN'T happen. So as long as a team still has their upgraded CC/hive they'll at least have the technology to defend themselves, and I think this is a pretty important and probably better way, in fact.

    So anyway, I guess the answer is no, there isn't or never were plans to visually represent which CC/hive has been upgraded?
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    In general it would be nice if scouting was more important. Like in starcraft some builds strongly depend on scouting, which makes for a lot of mind game and tense moments. In ns1 there is a bit of that with sg rush or HA rush in siege maps, but it's not so important.
    In this context every building should show its state (upgrading, upgraded) with some visual clue.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    I agree that hives/CCs should not be able to be upgraded. Or at least make it where if you lose a second tech point that you no longer have access to L2 tech. It makes gameplay stale as all you have to do is hold a second or third tech point for 1 second while you research the next tier, then you don't have to defend it any more. If you actually had to defend 3 tech points to keep L3 tech, it would be much more fun and fluid.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited April 2011
    <!--quoteo(post=1842471:date=Apr 26 2011, 10:36 AM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Apr 26 2011, 10:36 AM) <a href="index.php?act=findpost&pid=1842471"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree that hives/CCs should not be able to be upgraded. Or at least make it where if you lose a second tech point that you no longer have access to L2 tech. It makes gameplay stale as all you have to do is hold a second or third tech point for 1 second while you research the next tier, then you don't have to defend it any more. If you actually had to defend 3 tech points to keep L3 tech, it would be much more fun and fluid.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yep. Never really quite understood the logic behind having to upgrade to the next tech instead of tech level based on how many tech points (maxing out tech at 3). I think maybe the reason for this is because in the beginning of the game aliens could near instantly put up 2 hives and hit L3 while still having enough res for an RT as well. Because of this, requiring a cost and wait time for the tech upgrade is necessary as a work around to the issue (potential for extremely quick alien expansion&tech).

    Really, hives should cost more and instantly add to the tech level upon completion. You say that's too much like NS1? It certainly makes a lot more sense and prevents a good alien comm from overrunning the map from the start (I do this every time as alien comm and almost never lose).

    From the marine side of things the challenges faced are a little different. Quick alien expansion can almost never be countered unless the marine comm does similar, rushes 2nd cc and uses the remaining res to upgrade L2 as well as get an extractor and armory up to begin the long tedious process of waiting for the only counter to a good alien comm (flamethrowers). Also really don't get what the point of an advance armory is other than unlocking the weapons module upgrade? We have to get a weapons module to research gl or flamethrowers which also contain research times as well.

    If # of CCs would count for the tech level then not only would the long tedious tech-up to the only DI counter be simplified a little, it would be actual encouragement to maintain a 2nd or 3rd CC. Even if requiring to upgrade to the next tech level was still kept, max tech level should be strictly dependent on the # of CCs or hives left over at any point.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Yeah, I can't remember ever losing as alien comm with a decent opening unless we're outnumbered badly.

    The hive/cc researching still has its place, as it does at least slow down teching up. As you point out, removing this would heavily favor aliens. So I think the current system should stay, but if you don't maintain the requisite number of hives/cc, you lose all the benefits. Aliens would lose the ability to purchase fades, and all the armor/melee upgrades. The marines would suffer less. I think the armor upgrades/flamethrowers should be tied to the armory. If the armory is destroyed, you lose all the tech and have to research it again (like NS1). Currently, if you lose the armory and have everything already researched, you get everything back the instant you build a new armory. I think UWE said they were going to look into something like that.

    Marines need some way to deal with DI besides a flamethrower. I think they said power packs would do this too, which I think is a great idea, but power packs need to be a level 0 tech item. And BTW- the advanced armory is required for GLs (don't need weapons module). Think the robotics factory/ARC will only require an advanced armory too, so there is a purpose to it.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--quoteo(post=1842502:date=Apr 26 2011, 02:18 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Apr 26 2011, 02:18 PM) <a href="index.php?act=findpost&pid=1842502"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marines need some way to deal with DI besides a flamethrower. I think they said power packs would do this too, which I think is a great idea, but power packs need to be a level 0 tech item. And BTW- the advanced armory is required for GLs (don't need weapons module). Think the robotics factory/ARC will only require an advanced armory too, so there is a purpose to it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ah, makes more sense now. Agreed power packs should certainly be a starting tech, especially if they help combat DI or maybe prevent its placement if the power node is already there. Might also make sense if DI can't be grown in rooms with power (doesn't mean it has to die if power turns on however maybe no longer give passive regen etc). Right now aliens are hardly at any disadvantage in powered rooms while marines are at multiple disadvantages if the room becomes unpowered and gets DI on the floor.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1842465:date=Apr 26 2011, 08:39 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Apr 26 2011, 08:39 AM) <a href="index.php?act=findpost&pid=1842465"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In general it would be nice if scouting was more important. Like in starcraft some builds strongly depend on scouting, which makes for a lot of mind game and tense moments. In ns1 there is a bit of that with sg rush or HA rush in siege maps, but it's not so important.
    In this context every building should show its state (upgrading, upgraded) with some visual clue.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree, but maps need to be larger and the minimap indirectly showing which tech/res nodes have been occupied needs to be fixed. Also, it would help if both sides could build on every tech node and each tech node had a corresponding in-room res node (like marine and alien start).
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    If we remove the CC/hive upgrading, should the cost for new ones be raised to 30, maybe 40 tres? At least for hives since those also provide infestation which can really ruin the marines' ######, whereas more MACs are at best handy.
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    Also I think worth mention is that with the current system, marine comms build a 2nd CC, upgrade original CC and then immediately recycle that 2nd CC, which I think is a kinda ridiculous sequence of events...
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    I feel aliens shouldn't have to research the tech but the hives should cost more. Marines should have to research the tech and keep same/similar costs but for either team max tech depends on # of tech points. I think this would be nice in terms of asymmetry as well as helping to prevent aliens from hive rushing early game. Lets not forget a hive is also an automatic spawn point for aliens.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1842538:date=Apr 26 2011, 04:03 PM:name=CaCa)--><div class='quotetop'>QUOTE (CaCa @ Apr 26 2011, 04:03 PM) <a href="index.php?act=findpost&pid=1842538"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also I think worth mention is that with the current system, marine comms build a 2nd CC, upgrade original CC and then immediately recycle that 2nd CC, which I think is a kinda ridiculous sequence of events...<!--QuoteEnd--></div><!--QuoteEEnd-->

    At the very least, require the second CC to be present the whole time the upgrade is in progress. This will at least mean marines have to defend the CC for some time.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    The Upgrades to Tier 2 and Tier 3 tech are permanent, whereas simply just having the required structures for these Tiers are not. I was under the impression that this was to eliminate the dependence that higher-tier lifeforms had on the number of Hives (Once you have the Tier research, you have it for the game, so you don't lose access to higher-tier lifeforms), but now that Marines are just as dependent on the number of CommChairs, it does seem unnecessary.
  • BitPonBitPon Join Date: 2010-11-20 Member: 75104Members
    Why not get rid of individual upgrades for RT:s and instead have a 33% boost granted by each additional CC or hive? This makes additional bases function in a way more resemblant to standard RTS-games where expansions are built in order to boost economy. Loosing your expansion will have a negative impact on economy and thus defending it will be more important.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1842441:date=Apr 26 2011, 05:49 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Apr 26 2011, 05:49 AM) <a href="index.php?act=findpost&pid=1842441"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like the idea of upgraded CCs or Hives at all, never mind different models. It's superfluous. You need to build a structure on a new tech node, to gain access to an upgrade, which will gain access to higher tier technology. Alternatively you could just build a structure on a new tech node, which will gain access to higher tier technology - it also makes the idea of locking tier-based upgrades due to tech node (or tier) loss more viable - i.e. nonpermanent tech tiers.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i see we're back to this topic again.

    i'm with hari.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1842582:date=Apr 26 2011, 08:26 PM:name=BitPon)--><div class='quotetop'>QUOTE (BitPon @ Apr 26 2011, 08:26 PM) <a href="index.php?act=findpost&pid=1842582"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why not get rid of individual upgrades for RT:s and instead have a 33% boost granted by each additional CC or hive? This makes additional bases function in a way more resemblant to standard RTS-games where expansions are built in order to boost economy. Loosing your expansion will have a negative impact on economy and thus defending it will be more important.<!--QuoteEnd--></div><!--QuoteEEnd-->

    id also be okay with this. anything to stop the "quick build the cc so i can upgrade the MS one and then recycle the thing you just built so i don't have to risk losing it"
  • craecrae Join Date: 2005-01-30 Member: 39035Members
    <!--quoteo(post=1842582:date=Apr 26 2011, 09:26 PM:name=BitPon)--><div class='quotetop'>QUOTE (BitPon @ Apr 26 2011, 09:26 PM) <a href="index.php?act=findpost&pid=1842582"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why not get rid of individual upgrades for RT:s and instead have a 33% boost granted by each additional CC or hive?<!--QuoteEnd--></div><!--QuoteEEnd-->


    OOOhhhhh, that's a bingo! +1
  • craecrae Join Date: 2005-01-30 Member: 39035Members
    Back to the OP topic, I think more CC & Hive models will make it into the game. I also think that different models for structures & players that reflect the damage status will be added too.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited April 2011
    <!--quoteo(post=1842582:date=Apr 27 2011, 09:26 AM:name=BitPon)--><div class='quotetop'>QUOTE (BitPon @ Apr 27 2011, 09:26 AM) <a href="index.php?act=findpost&pid=1842582"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why not get rid of individual upgrades for RT:s and instead have a 33% boost granted by each additional CC or hive? This makes additional bases function in a way more resemblant to standard RTS-games where expansions are built in order to boost economy. Loosing your expansion will have a negative impact on economy and thus defending it will be more important.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That is a nice idea. Maybe make it 50% though, and max it at 2x 50%. So at 3+ CCs/Hives, you produce 200% pres, as you would with a level 3 RT currently.

    We had a good discussion about this in the I&S forums: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=112966" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=112966</a>
    A few ideas I'd like to see, extracted from that thread, are these:
    <!--quoteo(post=1837544:date=Mar 17 2011, 07:06 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Mar 17 2011, 07:06 PM) <a href="index.php?act=findpost&pid=1837544"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the tech tree will be kind of three dimensional:
    -Inter-chamber choice (choice of path)
    -Tier progression (tech level)
    -Intra-chamber progression (progression along path)
    Any research will have three requirements to be available - it will be associated with a chamber which must exist, and a tech level which must be available, and it must satisfy pre-requisites.<!--QuoteEnd--></div><!--QuoteEEnd-->
    So if you lose a node, your tier downgrades, you lose the upgrades related to that (they are disabled).
    If you lose a structure, you lose the upgrades related to that (they are disabled).
    And more linear progression along a 'research path' to encourage sticking to a starting alien chamber choice. Illustrated here (though it's exaggerated and maybe not viable):
    <!--quoteo(post=1837754:date=Mar 18 2011, 07:05 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Mar 18 2011, 07:05 PM) <a href="index.php?act=findpost&pid=1837754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://i.imgur.com/guUEp.png" border="0" class="linked-image" />
    Kinda abstract, but you get the picture.<!--QuoteEnd--></div><!--QuoteEEnd-->

    One other idea, which relates more to the original topic, is to have two versions of each 'expendable' structure: for example, all alien chambers (-> mature), and the armory (-> advanced). You have a cheap, expendable chamber which has all the basic utility/function (heals, base defense, supplies ammo, whatever); then a more permanent, more durable research structure - so it retains the same functions, it just also adds the ability to research upgrades, and adds health/armour.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    That last in order to allow more frontline building?
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited April 2011
    Yeah, cheaper, more frontline, more spammability. Say you pay 5 tres for a basic structure.
    You can upgrade it for say 10 tres (i.e. 15 res total), and you'll now be able to use that structure to do researches (which you would for your base structures), but the durability will also go up accordingly so that it's not too easily lost (and your upgrades are not too easily lost). If you did in fact lose it, you might still have an un-upgraded backup somewhere, which you can upgrade to restore your upgrades.
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