Sentry Gun limit via the Power Node
Gorge_Lucas
Join Date: 2011-07-10 Member: 109352Members
<div class="IPBDescription">Turret Farms limited by power</div>How about a limit on sentrys of say 3-4 per power node?
Hypothetically in the NS2 world sentrys are a constant drain on power so only a certain amount of the total node power is allocated to support sentrys thus assuring there is always some spare power to support other structures ip's, armories, pg's etc.
Specifics:
1. Main embedded Power Nodes (Marine Start, Vent, Heli etc) support say 3-4 sentrys max because they are larger power unit that covers a bigger area.
2. Remote Power Nodes that are dropped by the commander are smaller and thus can only support 2-3 Sentrys.
3. When the limit of the sentrys is reached and the commander tries to drop another sentry an alert is played in the Commander View saying "Sentry Power Limit Reached". Obviously the next sentry simply won't drop in area covered by the overloaded power node.
4. If the Commander wants to keep building sentrys he will need to build another node which is an extra 15 res.
Pro's
1. When resources are tight, Commanders will have to make do with less sentrys, thus encouraging smarter more efficient sentry placement.
2. Commanders will constantly be reminded of sentry limits by the "Sentry Power Limit Reached" alert.
3. By requiring additional power nodes at a cost of 15 res per node it makes say extra 3 sentrys cost an extra 5 res per sentry plus the time penalty of having to build an extra power node.
4. Therefore sentrys around main power nodes (which are essential) will cost the same but excessive sentry placements that require additional remote power nodes obviously come at an additional res cost. This encourages conservative sentry placement around the main power nodes and penalizes turret farming.
Con's
1. I don't know if this would be too complicated to code?
2. Turret Farming addicts could simply spam power nodes and keep building even though there is an obvious hassle and res penalty of doing this. At least they couldn't do it as quickly or cheaply as they can now.
Thoughts?
Hypothetically in the NS2 world sentrys are a constant drain on power so only a certain amount of the total node power is allocated to support sentrys thus assuring there is always some spare power to support other structures ip's, armories, pg's etc.
Specifics:
1. Main embedded Power Nodes (Marine Start, Vent, Heli etc) support say 3-4 sentrys max because they are larger power unit that covers a bigger area.
2. Remote Power Nodes that are dropped by the commander are smaller and thus can only support 2-3 Sentrys.
3. When the limit of the sentrys is reached and the commander tries to drop another sentry an alert is played in the Commander View saying "Sentry Power Limit Reached". Obviously the next sentry simply won't drop in area covered by the overloaded power node.
4. If the Commander wants to keep building sentrys he will need to build another node which is an extra 15 res.
Pro's
1. When resources are tight, Commanders will have to make do with less sentrys, thus encouraging smarter more efficient sentry placement.
2. Commanders will constantly be reminded of sentry limits by the "Sentry Power Limit Reached" alert.
3. By requiring additional power nodes at a cost of 15 res per node it makes say extra 3 sentrys cost an extra 5 res per sentry plus the time penalty of having to build an extra power node.
4. Therefore sentrys around main power nodes (which are essential) will cost the same but excessive sentry placements that require additional remote power nodes obviously come at an additional res cost. This encourages conservative sentry placement around the main power nodes and penalizes turret farming.
Con's
1. I don't know if this would be too complicated to code?
2. Turret Farming addicts could simply spam power nodes and keep building even though there is an obvious hassle and res penalty of doing this. At least they couldn't do it as quickly or cheaply as they can now.
Thoughts?
Comments
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114765" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114765</a>
Ironsouls Idea was a bit more complicated but the ability to reduce turret spams are effectively the same