<!--quoteo(post=1844619:date=May 7 2011, 02:39 AM:name=rhysjones81)--><div class='quotetop'>QUOTE (rhysjones81 @ May 7 2011, 02:39 AM) <a href="index.php?act=findpost&pid=1844619"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would you also be suggesting that power nodes could be upgraded for additional health and max structures allowance?<!--QuoteEnd--></div><!--QuoteEEnd--> I wasn't suggesting anything other than the fact that it seems more logical to limit structures by power provided rather than Tech Points captured, purely from a logical/realistic standpoint. I don't necessarily endorse the idea; was purely bringing up that point.
<!--quoteo(post=1844619:date=May 7 2011, 02:39 AM:name=rhysjones81)--><div class='quotetop'>QUOTE (rhysjones81 @ May 7 2011, 02:39 AM) <a href="index.php?act=findpost&pid=1844619"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On the other side aswell, where power nodes meet there may be whole sections of the map where power nodes would overlap or have dead spots where no structures could be placed at all. Map design and planning would be absolutely paramount and may require a whole new invisible entity to govern all this info in itself!<!--QuoteEnd--></div><!--QuoteEEnd--> There are already mapping guidelines in place that when followed avoid this problem, so it isn't currently a problem.
<!--quoteo(post=1844632:date=May 7 2011, 04:13 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ May 7 2011, 04:13 AM) <a href="index.php?act=findpost&pid=1844632"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, I don't know any RTSs that have structure caps beyond, well, resources, and, you know, real estate.<!--QuoteEnd--></div><!--QuoteEEnd--> Most have unit caps, but the amount of available units is determined by the players in the server, so IF WE WERE going to cap anything, we'd be limited to either Resources or Structures built.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1844632:date=May 7 2011, 01:13 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ May 7 2011, 01:13 AM) <a href="index.php?act=findpost&pid=1844632"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, I don't know any RTSs that have structure caps beyond, well, resources, and, you know, real estate.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, you're right. I was confusing unit limits with structure limits. Though, I still think the same logic can apply. In the same way that RTSs make sure that one side can't get an enormous army by capping the max amount, NS2 could ensure one side doesn't spam the map with structures by capping them.
i would like to see a cap limitation too, 999 is too high! and 100 as an limit is great too, but i would like to see an limit expand with every tech point your team has. 1 tech point = 100 res 2 tech point = 120 res 3 tech point = 140 res ...
and due to the hydra problem i think the simplest thing would be a formula for hydra and turret limit
i think the hydra/turret limit should expand with more players on a team. what about something like this
x = players y = turrets z = hydras
y =(x * 1,25 + 3) so with 2 players on a team the turret limit is down to 6 and with 5 players on a team it is up to 9 turrets.
and for aliens it could be something like this z =(x * 1,75 +3) so with 2 players the hydra limit is 7 and with 5 players it is up to 12 hydras.
for sure the formula needs a bit more balance but i think its getting close to be not imbalanced
and with players leaving the server, i would prefer that the latest turret built would be set inactive rather than be sold.
the latest hydra built should regress(?) slowly and its resources split up in the team or the next player joining could get them, so he gets into the game quickly
Comments
I wasn't suggesting anything other than the fact that it seems more logical to limit structures by power provided rather than Tech Points captured, purely from a logical/realistic standpoint. I don't necessarily endorse the idea; was purely bringing up that point.
<!--quoteo(post=1844619:date=May 7 2011, 02:39 AM:name=rhysjones81)--><div class='quotetop'>QUOTE (rhysjones81 @ May 7 2011, 02:39 AM) <a href="index.php?act=findpost&pid=1844619"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On the other side aswell, where power nodes meet there may be whole sections of the map where power nodes would overlap or have dead spots where no structures could be placed at all.
Map design and planning would be absolutely paramount and may require a whole new invisible entity to govern all this info in itself!<!--QuoteEnd--></div><!--QuoteEEnd-->
There are already mapping guidelines in place that when followed avoid this problem, so it isn't currently a problem.
<!--quoteo(post=1844632:date=May 7 2011, 04:13 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ May 7 2011, 04:13 AM) <a href="index.php?act=findpost&pid=1844632"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, I don't know any RTSs that have structure caps beyond, well, resources, and, you know, real estate.<!--QuoteEnd--></div><!--QuoteEEnd-->
Most have unit caps, but the amount of available units is determined by the players in the server, so IF WE WERE going to cap anything, we'd be limited to either Resources or Structures built.
Ah, you're right. I was confusing unit limits with structure limits. Though, I still think the same logic can apply. In the same way that RTSs make sure that one side can't get an enormous army by capping the max amount, NS2 could ensure one side doesn't spam the map with structures by capping them.
i would like to see a cap limitation too, 999 is too high!
and 100 as an limit is great too, but i would like to see an limit expand with every tech point your team has.
1 tech point = 100 res
2 tech point = 120 res
3 tech point = 140 res
...
and due to the hydra problem
i think the simplest thing would be a formula for hydra and turret limit
i think the hydra/turret limit should expand with more players on a team.
what about something like this
x = players
y = turrets
z = hydras
y =(x * 1,25 + 3)
so with 2 players on a team the turret limit is down to 6 and with 5 players on a team it is up to 9 turrets.
and for aliens it could be something like this
z =(x * 1,75 +3)
so with 2 players the hydra limit is 7 and with 5 players it is up to 12 hydras.
for sure the formula needs a bit more balance but i think its getting close to be not imbalanced
Trainee
the latest hydra built should regress(?) slowly and its resources split up in the team or the next player joining could get them, so he gets into the game quickly