Alien health/armor increases with # hives
Hakujin
Join Date: 2003-05-09 Member: 16157Members, Constellation
What do you guys think of increasing alien health as they capture more hives? Something like +10% per hive. That would put more pressure on both sides to fight for hives and help aliens with 4 hives finally crush marine turtles. We may need to lower base 1-hive health to compensate for this.
Comments
I like it
I think the replys were pretty obvious, but allow me to put them in terms you can understand.
"This is not needed as only baddies have issues with turtling marines."
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and you can end stalements. with high number of hives you can spam cysts and whips to crush the marines' base.
and, instead of a damage / health increase, i would like to see something different:
let the personal res income scale with the number of captured tech points. As you know, the marines don't really have the reason to drop a 2nd CC, and the p.res income is quite low currently. So it could speed up games a bit, where 1 team is obviously dominating
But when i see the big picture: theres 5 techpoints on a map, if aliens have 3 of those, theyre pretty much buff with all their upgrades and then these passive hive increases youre talking about. Its basically become too easy.
Marines need to see a light at the end of a tunnel even when it appears theyre losing. That light wont be there if such a feature was in.
and you can end stalements. with high number of hives you can spam cysts and whips to crush the marines' base.
and, instead of a damage / health increase, i would like to see something different:
let the personal res income scale with the number of captured tech points. As you know, the marines don't really have the reason to drop a 2nd CC, and the p.res income is quite low currently. So it could speed up games a bit, where 1 team is obviously dominating<!--QuoteEnd--></div><!--QuoteEEnd-->
lol! I see the whip walk attack didn't work out so well. I guess I question the usefulness of bombard as currently conceived. Its basically an anti-structure weapon, but marines usually don't build structures in the range of alien structures (cause the aliens will just bite them to death anyways). However, if you try to walk the whip into range of marine structures, they die because they are highly vulnerable. Although, currently the TRes loss isn't a big deal, the drifter/hive energy loss is. IMO, either some part of the whip attack process (health buff, faster walking speed, reduced damage from sentries while walking) needs to be improved or the bombards purpose changed.