Aliens Lose Upgrades Late Game?

MeisterXMeisterX Join Date: 2012-02-29 Member: 147725Members
Hey guys,

So I've noticed as we go into long "war of attrition" games often it becomes a battle of who can take down whose comm stations and hives at what times. Sometimes both teams are down to one base and are struggling to stay in the fight.

The game balance starts to break down because as both teams become disorganized individual play gets highlighted and if the Aliens lose a crag or shade hive, they automatically LOSE those upgrades while Marines keep their 3-3 upgrades. This seems a bit unfair that all of a sudden late game carapace is no longer available, etc. etc.

I understand if this is the direction NS2 wants to go but I've seen that this happens often on the alien side. Of course, this applies really only to how the balance exists NOW and could totally be changed as we approach launch. Just thought I'd put this point out there to get some perspective. It's quite common to lose one's Hive and I understand losing the strength if the shells go down but having the upgrade be UNAVAILABLE? Come on, that's not cool...

Comments

  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Don't the marines automatically lose their weapons and armour upgrades if you take down the arms lab?
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    I completely agree! Though NS2 relies on a shifting "slippery slope" whereby actions from each team should reduce their opposition's chances of winning, killing a Hive yields far too great of an advantage to the Marine team. Killing one Hive always arms the Marine team with too many advantages with which to kill the next Hive, and the Aliens very quickly lose control of the game.

    When a Crag Hive goes down, usually so do the Shells built nearby. The Alien team loses one alien lifeform (often a direct counter to whatever the Marine team is fielding at that time), an entire class of upgrades and potentially some sort of ability(ies) for the remaining alien classes to use. Playing as Aliens with one Hive versus Jetpacks late-game is dire, with no effective tools to combat the enemy. Nor upgrades to keep up, nor Leap, etc. Just removing Alien lifeforms would be crippling enough to merit wanting to protect one's Hives. I think that alien abilities such as Leap should not be removed once their requisite Hive is destroyed. As far as I know, certain abilities will require a certain number of Hives for reasons concerning early game balance. By my understanding, giving Skulks leap as soon as Fades become available, even if the second hive gets killed as soon as it goes up, wouldn't be game-breaking at all.

    I kind of like how passive upgrades such as armour are tied to Shells/Veils. However, if a Crag Hive goes down, it's IMO too easy to rush another Hive with the intention of killing off the Shells there, then requiring the Khamm to not only secure a new Hive with no armour upgrades, but to also restore those tech structures after the new Hive goes up. It's too much sim-city work to catch up after the Marines gain ground.

    Also, being thrown back to beginning-of-the-game tech while the Marines jet around with Shotguns isn't much fun.
  • GadxGadx Join Date: 2003-03-22 Member: 14788Members, Constellation, NS2 Map Tester, Reinforced - Shadow
    If the arms lab is down so are the marine upgrades.
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    <!--quoteo(post=1908186:date=Feb 29 2012, 02:43 AM:name=Gadx)--><div class='quotetop'>QUOTE (Gadx @ Feb 29 2012, 02:43 AM) <a href="index.php?act=findpost&pid=1908186"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the arms lab is down so are the marine upgrades.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's good to know, but the arms lab rarely ever dies part-way through a game. If Marine upgrades persisted even after the arms lab goes down, I don't think anyone would notice. With that said, the same is not true for the alien team, and I think that is fundamentally making late-game catchup painful for the aliens.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited March 2012
    I wholeheartedly agree that Kharaa lose too much power from the loss of a Hive.

    Marine tech such as Arms lab are easily replaced, can have redundancy backups, and can be built anywhere, unlike Hives.

    Due to the fragile nature of most lifeforms, aliens are great at hit-n-run tactics, but are at a disadvantage against a full frontal Marine assault.

    Aliens are often on a slippery slope once they lose a Hive. Not only do they lose higher tier lifeforms and abilities, but vital upgrades such as carapace as well.

    Kharaa should be able to build all upgrade structures (Whip, Shell, Spur and Veil) at all times. There is already a limit on the maximum number upgrades each player can evolve based on Hive count. This will allow Aliens to a chance to fight back against Marines, should they lose a Hive.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited February 2012
    Oh man, I didn't know you'd lose all associated evolutions with a Hive down. I think it would work better if only killing the Shells, Veils and Spurs would remove/nullify evolutions... although the Whips present a problem with Frenzy and Swarm. Hmm...
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    in a longer lasting game, i often place more than 3 shells/veils in total to avoid this. if you have 3+ hives, you can instantly chose a new hive to replace the previous crag/shade hive. it might be redundant unless you lose a hive, but if you don't lose a hive you win anyway right?
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    edited March 2012
    Even in NS1, the advanced armory was a very lucrative target for aliens -- because it took a long time to upgrade and gave considerable advantage to the marines.

    So, while marine upgrades cannot be easily taken out, advanced weapons can.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    It is a bit of a problem, aliens rely on a 75 or so res hive to get their needed tech, which if it was destroyed it would weaken the alien team and cause them to put down the same amount of high res to get their stuff back. But the marines don't lose much res if they get their stuff destroyed and can come back from it much faster. Seeing how they don't need to spend the res on research again.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    I think aliens should retain their upgrades if the tech structure is still alive(Veil, Crag, Whip, Spur etc.) but still be limited to the number of simultaneous lifeform upgrades per hive. It just doesn't make sense and is difficult to explain to people why even though those structures still exist, that they do nothing.

    Of course you wouldn't be able to build any more of them until an appropriate hive type was created again.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited March 2012
    I hate to play the NS1 card, but lifeforms and upgrades tied to hives has worked fine in that game for 10 years. The difference in NS2 is actually that hives (and chairs) are ridiculously easy to kill in really obnoxious ways, because of balance numbers (hive health), game mechanics (egg spawns) and map design (close spawns). There's no need to change the upgrade mechanics, and if you do, you'll find that you still lose just the same (except that you now keep your carapace or whatever while losing) because not having hives is more of a detriment than not having upgrades.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    upgrades are tied to the assiciated upgrade structure, not to the hive. but you can only drop crag upgrade structures when you have an active crag hive. nobody prevents us from dropping those vital structures at a "save" hive were you don't expect a rush, to save them in case the crag/shade hive goes down. also, in ns1 the lifeforms were not tied for 10 years to hives. that was only until version 2.0, then life forms were always available, regardless of numbers of hives.

    now since this is a beta im sure things will change, but i doubt that alien upgrades will be untied from the hives.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1909357:date=Mar 3 2012, 02:03 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Mar 3 2012, 02:03 PM) <a href="index.php?act=findpost&pid=1909357"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->upgrades are tied to the assiciated upgrade structure, not to the hive. but you can only drop crag upgrade structures when you have an active crag hive. nobody prevents us from dropping those vital structures at a "save" hive were you don't expect a rush, to save them in case the crag/shade hive goes down.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Really? I don't think that's right. I've always noted that you lose the upgrades when the hive goes down, regardless of whether or not the tech structures remain. I'll go check it out.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    I always have thought it was they way schimmel said, hence why I always take down the shells/velis etc first, before the hive. Thus the aliens lose their upgrades before they lose the hive, making it harder for them to defend the hive in the first place :)

    Also I never put the first 3 shells/spurs etc in the same hive. Share them out. You shouldn't need to upgrade to 3 tech before 2nd hive anyway, so it's not difficult to spread them around :)
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    Just tested and you do indeed lose your upgrades if the hive goes down and you still have the tech.
  • ThyReaperThyReaper Join Date: 2006-11-15 Member: 58621Members
    <!--quoteo(post=1909357:date=Mar 2 2012, 10:03 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Mar 2 2012, 10:03 PM) <a href="index.php?act=findpost&pid=1909357"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->upgrades are tied to the assiciated upgrade structure, not to the hive.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree with Arkanti, you definitely can't use upgrades even if you still have the shells/veil around if the associated hive was killed. There's a similar bug with players - apparently you can't evolve into a different life form if you have an upgrade paid for that is no longer available, you have to first take it off losing the 2 res if the upgrade were to become available again.
  • RanakastraszRanakastrasz Join Date: 2012-02-26 Member: 147512Members
    I really think some marine tech ought to require multiple command stations, as well as being suppressed if the command station count is lossed. Probably the same if all armorys/advanced armorys go down.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited March 2012
    <!--quoteo(post=1910477:date=Mar 6 2012, 06:40 AM:name=Ranakastrasz)--><div class='quotetop'>QUOTE (Ranakastrasz @ Mar 6 2012, 06:40 AM) <a href="index.php?act=findpost&pid=1910477"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really think some marine tech ought to require multiple command stations, as well as being suppressed if the command station count is lossed. Probably the same if all armorys/advanced armorys go down.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I like the idea that Marines get an increase in power in some form from extra command stations, apart from denying Hives.

    Binding upgrades to command stations only creates a similar slippery slope Kharaas are experiencing now, for the Marines. The upside is, Marines can rebuild a Command Station much quicker than Kharaas can complete Hives.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    As for the current situation I also think the only thing that hives should do is limit the aomunt of upgrades (for future evolutions) and limit the type of alien you can get. Loosing all associated upgrades with a hive is too huge of a penality. All existing upgrades should stay, only the tech level should be affected as shells/veils are killed regardless whether the hive is alive or not.
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