My idea on how to limit structures and stop spamming
AurOn2
COOKIES! FREEDOM, AND BISCUITS!Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
<div class="IPBDescription">But it does however, require structure energy in some functionality...</div>As a frequent <strike>flier</strike> commander, I feel UWE is going the absolute wrong way on how to limit structures. instead of the more inteligable way, which is increasing the cost of said structures, they seem to just destroy their functionality and discourage their use in the first place
I.E i used to use turrets, then they took a massive hp reduction to the knee. now they can't even adventure, poor things.
Anyway. I've been thinking up alternate routes for UWE to take, and this one i think is the best idea i came up with for the spamming of ANY AND ALL structures, it may also give additional usability to power nodes, and maybe an alien structure to.. well anyway
Structure energy - the marine side
Every room has power nodes, this produces a constant stream of energy going through, this powers structures and determines the effectiveness of those said structures depending on how much energy they have compared to their max energy.
For example, an infantry portal with full energy, lets say 50, will spawn an infantryman in 5 seconds, one with only 5 however, will take 20 seconds. (maybe less depending on how fast energy regeneration is), and spawning someone in takes away 5 or maybe 10 energy if we want to be extreme, this emphasises more ip's in seperate room importance.
An observatory would pick up less enemy blips on 5 energy than say 50 if we keep the same max energy.
An armory on 50 energy would heal instantly, but it would once again take 5 energy rom that healing, then the next person would he a nearly instant heal, with constantly diminishing returns.
I've been thinking about turrets, but maybe they could have something like 100 energy, but every time they shoot they lose energy, so energy could work something like an ammodump for turrets that you can't instantly refill. so spamming 10 would be way less effective than 1 or 2, once again, diminishing returns.
So basicly energy should be room-wide, not defined by singular structures, which makes the 'bring back energy' fulks happy, and it's a hybrid of the new ideas.
This could be implemented differently with aliens.. i'll give it some thought.
I.E i used to use turrets, then they took a massive hp reduction to the knee. now they can't even adventure, poor things.
Anyway. I've been thinking up alternate routes for UWE to take, and this one i think is the best idea i came up with for the spamming of ANY AND ALL structures, it may also give additional usability to power nodes, and maybe an alien structure to.. well anyway
Structure energy - the marine side
Every room has power nodes, this produces a constant stream of energy going through, this powers structures and determines the effectiveness of those said structures depending on how much energy they have compared to their max energy.
For example, an infantry portal with full energy, lets say 50, will spawn an infantryman in 5 seconds, one with only 5 however, will take 20 seconds. (maybe less depending on how fast energy regeneration is), and spawning someone in takes away 5 or maybe 10 energy if we want to be extreme, this emphasises more ip's in seperate room importance.
An observatory would pick up less enemy blips on 5 energy than say 50 if we keep the same max energy.
An armory on 50 energy would heal instantly, but it would once again take 5 energy rom that healing, then the next person would he a nearly instant heal, with constantly diminishing returns.
I've been thinking about turrets, but maybe they could have something like 100 energy, but every time they shoot they lose energy, so energy could work something like an ammodump for turrets that you can't instantly refill. so spamming 10 would be way less effective than 1 or 2, once again, diminishing returns.
So basicly energy should be room-wide, not defined by singular structures, which makes the 'bring back energy' fulks happy, and it's a hybrid of the new ideas.
This could be implemented differently with aliens.. i'll give it some thought.
Comments
My thanks kouji-san!
t'has been done :)
Buff turrets again
problem solved