Base t-res and res blocking.
antacid
Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
<div class="IPBDescription">A simple solution.</div>I think the current system is a bit dumb when it comes to a team becoming res blocked.
If you have less than 10 res and your extractors are all dead, you are stuck in an endless stalemate that will slowly (and surely) lose you the game, the problem is that this can take anywhere from 5-20 minutes of a rather pointless and impossible match.
The solution is simple, if a team has zero res nodes, then the team gains half as much res per "tick" than they would with one res node, or they would be set at 0.5 res nodes. This would still be very slow, it would still be a large blow to their economy, but it would not force the game into an endless slow waste of time that it currently does.
I meant to post this is ideas/suggestion by the way, but it seems I cannot delete posts.
If you have less than 10 res and your extractors are all dead, you are stuck in an endless stalemate that will slowly (and surely) lose you the game, the problem is that this can take anywhere from 5-20 minutes of a rather pointless and impossible match.
The solution is simple, if a team has zero res nodes, then the team gains half as much res per "tick" than they would with one res node, or they would be set at 0.5 res nodes. This would still be very slow, it would still be a large blow to their economy, but it would not force the game into an endless slow waste of time that it currently does.
I meant to post this is ideas/suggestion by the way, but it seems I cannot delete posts.
Comments
Except for the small part where that is 100% wrong.
1. Commander drops a fast hive
2. Our one RT goes down
3. Aliens stay in skulk mode and fight with zero res, zero hive zero anything
4. The game drags on for 20 minutes, new players are not aware that they need to "press F4 to forfeit the game"
5. This is a result of bad game design and nothing else.
...This would just increase extreme cases of turtling.
I vote no.
How is it possible to lose all rts and not having enough res to build a new RT?
You are either getting dominated, you chose to ignore your rts for some kind of rush strategy(and it didnt work out), or you gambled by putting down an expensive structure too early with marines close to your only rt(s).
You are either getting dominated, you chose to ignore your rts for some kind of rush strategy(and it didnt work out), or you gambled by putting down an expensive structure too early with marines close to your only rt(s).<!--QuoteEnd--></div><!--QuoteEEnd-->
Aliens spawn in atrium
They go craig hive
drop cysts and one res in crevice
Atrium node gets sniped from the hallway,
crevice gets sniped from the back doorway
9 TR on aliens
There you go, a situation where aliens get res blocked in a normal game.
Now in the CURRENT game, this is the result.
Aliens play for 20 minutes in a hopeless waste of time due to some lucky snipes on the marine's part, people are confused, run around in circles, the game does not end, but the marines are still having trouble pushing into the hive, they slowly expand while being denied, 100 years pass and they finally siege the hive in what was a massive waste of everybody's time.
In a better game the following scenario would happen.
Aliens wait a few seconds, get 1 more res (would still take twice as long as getting one res from one node.), now can drop a node in atrium and have a chance to defend it while denying marine nodes, the game continues.
In extreme cases, yes the aliens are boned either way, I am not talking about extreme cases, I am talking about lucky snipes that leave the alien comm with 7-9 TR and zero nodes.
If you're dropping a quick second hive and getting your base RT killed, then simply don't drop a second hive so quickly. That's a risky strategy and you paid for it.
And if you are still worried about not having enough tres to drop a harvester, then don't go under 10 tres. Drop hives at 50 tres or cysts at 11 tres. We don't need random ###### added to the game to fix problems that don't even exist.
The problem may be small, but it does exist, and when it happens, it is clearly a broken mechanic as no game should go on for 15 minutes as a hopeless waste of everyone's time.
I wouldnt call this lucky sniping, i would call that tech rush of aliens with acceptable possible counter.
Losing the atrium res node just means your team was too rubbish to take reactor core.
Calling BS on this. There's no way any competent team doesn't end a 0 upgrade, 0 RT, 1 hive alien team.
There's no flaw. You lose the game by losing all your resources. If you're literally losing every single building except your hive, you deserve to lose. Atrium has an abuseable res node, but that's completely irrelevant because what you're proposing does not only work at atrium. It's also changed in the newest version of summit.
You still haven't explained why you can't just save 10 tres all the time if you're so worried about this fluke-luck-chance-thing happening.
Losing the atrium res node just means your team was too rubbish to take reactor core.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ok a loss would be fine, but you don't get a loss, you get 15 minutes of wasting everyone's time.
I would suggest an auto-victory for marines if aliens lose all RTs and have no res then. Or a surrender button or something.
Its still possible to win if you skulk rush the CC, but given the team is poor enough to have lost the RTs, I doubt that kind of teamplay would happen often. I've seen it once.
The problem is that this is the only current method. Players need to find workarounds for the broken mechanic. It is not good a design.
I strongly disagree with having some kind of emergency resticks if you lose all your rts tho...
edit2: on the other hand - reslocking is only really possible in the very early game... i dunno - i can see your point, but i just dont feel like it is such a big deal if you play properly.
Why si it bad game design? It's a legit strategy to die and TRY and res block the other team. Broken would be what you would like. free res with out of no RT. Where does the res come from , why does the free res come. Why not just lose the RT's and make the game a FPS only (a.k.a Combat mode). The game takes team work. If you got res blocked teh commander didnt say it was going down. And that will happen with the influx of NEW players.
I think there should be a server-side option to allow for a time limit in games to prevent stalemates. Ie,. "marines, you have 45 minutes to take back control of the facility from the aliens, or the reactor will go critical..."
The enemy team is either much better, your khamm miscalculated/got too greedy, or enemy team is just damn lucky.
It simply isn't presented, the game just keeps going without any hope of a future until either everyone leaves the server, exits the game and F4s into the ready room, or slowly but surely dies out.
The marines should be able to get their res back by recycling structures. If they have nothing but a command center and an infantry portal, then they should get the 0.5 Tres per second thing
As for the aliens. If the Gorge was able to build res nodes using pres,not only would it make the gorge more team oriented, it would also help to fix the problem on the alien side. If none of their gorges can afford it, or they have no gorges, then they get the 0.5tres
also, I think that if any team gets to a point where they must recieve the "poor mans" bonus, they should recieve 0 Pres during that time as a penalty (of course) so that they dont just turtle up until they eventually have shotguns and jetpacks.
If its too damn hard to just pres F4.
1. Commander drops a fast hive
2. Our one RT goes down
3. Aliens stay in skulk mode and fight with zero res, zero hive zero anything
4. The game drags on for 20 minutes, new players are not aware that they need to "press F4 to forfeit the game"
5. This is a result of bad game design and nothing else.<!--QuoteEnd--></div><!--QuoteEEnd-->
Shouldn't of risked dropping a fast hive then.