Build limiting

WyldecardWyldecard Join Date: 2012-04-27 Member: 151170Members
<!--fonto:Verdana--><span style="font-family:Verdana"><!--/fonto-->I know that one persons balance idea is anothers restriction, but lately there have been an awful lot of games on various servers that I've played on where the Marine Commander has spammed a ridiculous amount of turrets which seems to have an effect on server stability, can't be a coincidence that servers go down with too many builds...

Anyway, is it not possible to assign each item the Commander builds with a power value and to assign a maixmum amount of power supplied by each Power Node. For example Power Node can handle 100 units but an armoury would draw 10 units from the node, IPs 5 units, and so on down the line to the Turrets drawing, lets say, 1 or 2 units. There needs to be enough wiggle room for a commander to build all of the units necessary to keep the spawn area running, but would cut down on the ridiculous numbers of turrets that seem prevalent in the games played at the moment. <!--fontc--></span><!--/fontc-->

Comments

  • fenrir1179fenrir1179 Join Date: 2011-11-05 Member: 131263Members
    mehhh.... I was going to make a huge counter point to you, but it's still beta and if xeno gets back in ... turrets.. bah....
    I think the limit isn't so good.. as a alien you should never let them have enough res to put down more 1 and spamed areas (once noted) can be persuaded to explode or power down via power node + 1 lerk and 2 onos... stomp stomp stomp
    wait till you're a marine if xenocide comes back.. if you have played NS1 you'll know a coordinated strike of xenos can dismantle a whole lotta plans in a hurry.

    and that's from dee streeetz, daawg, for truez
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    edited May 2012
    I'm for it. THIS would be the definitive drawback to building too many turrets, and the cost of them could be understandably reduced to 10 or so so that the Marines must gain ground in order to spam more crap. I think this suggestion would improve the game and give power nodes a clear purpose beyond being a liability.
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    Power limitations would not only put more value in securing nodes, but also put more importance on what the comm builds where. good idea
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    What is the equivalent mechanic for aliens? How is it defined?
    Or is this just another way for aliens to keep their 70% winrate and wreck this game?
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    If this is from <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=118088" target="_blank">my</a> thread I take no offense to the reuse of this idea, I find it as a compliment. My main reason for creating the idea was to make an incentive for holding two TPs and a solution to turtling. I still believe this would help inhibit turtling and see it as a viable solution to the problem which still persists unless something else is released to inhibit turtling.

    As per IE's questions I believe a similar system could be implemented for aliens, but it isn't necessary; aliens never really "turtle" aside from whips which aren't usually a big deal anyways. If we added a system to aliens it wouldn't solve any real problem that currently exists unless the next builds create some sort of similar turtling strategy that 206 had with Gorges (which has been "solved" but not fixed in the mechanic to make it balanced). I don't believe turrets win games for marines, they just tend to lengthen the game for them, which is why this is still appropriate in encouraging more aggressive turrets rather than turtling with them.
  • WyldecardWyldecard Join Date: 2012-04-27 Member: 151170Members
    Apologies I didn't realise this had already been raised...
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    No apologies needed. It was just that I assumed you borrowed from my idea. I still support this, as said in my previous post in whatever iteration it may be implemented.
  • stryker_montgomerystryker_montgomery Join Date: 2012-05-08 Member: 151718Members
    edited May 2012
    I've seen aliens turtle against a siege and win because of it.. as they slowly ninjad an assault force in our back around the other side of the map, taking one node unnoticably at time (I guess commander's lack of direction to counter?) on a 10 vs 10 match in caverns.

    *EDIT*

    Also I am for some limitation, but maybe not as strict, I want the freedom to build as many turrets as I can. In a lot of strategy games, its one of the things you are not limited in doing: building defensive structures. However a limit is good simply for the sake of not being able to completely crash the servers or cause way too much lag. This dynamic will always change depending on the serve you are playing on when it comes to gameplay balance and lag issues (depending if you are more concerned about lag or turtling, I support turtling myself, as every strategy has an appropriate counter).

    It is to my opinion, it should be the case that the server host shoudl have the ability to decide specific perimeters such as the building limits instead of having some form of capture power node requirement.
  • NammNamm Join Date: 2011-12-08 Member: 137116Members
    edited May 2012
    Yes! I hope the devs makes this happen. It gives Power Nodes a bigger role, instead of just basically being an off switch for the Onos. Sentries should drain a lot of power. The amount of remaining power in a room should be made visible on the Marine comm's HUD.

    <!--quoteo(post=1934227:date=May 8 2012, 12:58 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ May 8 2012, 12:58 AM) <a href="index.php?act=findpost&pid=1934227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What is the equivalent mechanic for aliens? How is it defined?
    Or is this just another way for aliens to keep their 70% winrate and wreck this game?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ever heard of ... ARC's? They have these caterpillar treads, and huge sonic cannons that fire waves of destructive energy through solid objects such as walls. They have a tendency to utterly destroy Alien structures, including Hives, in no time. Alien turtling until players F4 out of boredom or the server crashes is absolutely non-existent.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited May 2012
    <!--quoteo(post=1935268:date=May 10 2012, 05:58 PM:name=Namm)--><div class='quotetop'>QUOTE (Namm @ May 10 2012, 05:58 PM) <a href="index.php?act=findpost&pid=1935268"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ever heard of ... ARC's? They have these caterpillar treads, and huge sonic cannons that fire waves of destructive energy through solid objects such as walls. They have a tendency to utterly destroy Alien structures, including Hives, in no time. Alien turtling until players F4 out of boredom or the server crashes is absolutely non-existent.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Okay, but what is the alien equivalent to "number of buildings placed in a certain area is limited"? I don't like that you confused cause and effect, so I won't let you get away with it :)

    If you look hard enough, you'll find it's the same equivalent marines already have: there's only so much space in each room that you can build on. It's less strict for aliens because they can build on walls, too, though.

    Even if this idea might solve some current perceived problems with the game, it's another thing going against marines that wouldn't <i>really</i> be needed if other parts of the game were re-evaluated.

    :))))
  • RoTTeRoTTe Join Date: 2012-03-14 Member: 148764Members
    <!--quoteo(post=1935229:date=May 10 2012, 01:56 PM:name=Champlo0)--><div class='quotetop'>QUOTE (Champlo0 @ May 10 2012, 01:56 PM) <a href="index.php?act=findpost&pid=1935229"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No apologies needed. It was just that I assumed you borrowed from my idea. I still support this, as said in my previous post in whatever iteration it may be implemented.<!--QuoteEnd--></div><!--QuoteEEnd-->

    First! :D

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117964&st=80&p=1928767&#entry1928767" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1928767</a>
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