Energy

AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS!Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
<div class="IPBDescription">Can i have it back now?</div>This is a seriously missed feature, some people are still not understanding it's been gone for a few builds now and it's hard saying 'theres no energy' with a straight face. I still do not see why it was removed. a very bad choice :/
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Comments

  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited August 2012
    Good riddance to that thing. Hope we never see it again.

    I really haven't seen one singular instance where I thought "damn,.if only we had energy still.." As every time I thought that we deserved the repercussions that came from our failure(s)

    I also enjoy the added skill level that comes with balancing support vs tech vs expansion, unlike the old days of tech vs expansion only, with support having it's own pool to pull from, and having little connection with the rest of your strategy besides waiting for the pool to fill up again.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    I don't know I kind of liked energy on the scans.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1968442:date=Aug 29 2012, 01:01 PM:name=antacid)--><div class='quotetop'>QUOTE (antacid @ Aug 29 2012, 01:01 PM) <a href="index.php?act=findpost&pid=1968442"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know I kind of liked energy on the scans.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah.

    Only problem is that's the only building/ability it works well for.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1968452:date=Aug 29 2012, 04:19 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Aug 29 2012, 04:19 PM) <a href="index.php?act=findpost&pid=1968452"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah.

    Only problem is that's the only building/ability it works well for.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think it works in the same way for beacons, crag umbra, etc etc

    Anything that would map to an ability triggered by a single structure in another RTS like Starcraft 2, basically.
    When there's no incentive to make several observatories (other than for redundancy) you're missing an opportunity for some interesting gameplay, and frankly I still don't understand what's to be gained from it. Maybe somebody needs to post a 10,000 word rant with no factual basis to clue me in..
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    I think were doing fine without energy, yet I do miss energy from observatories. I won't write an essay for IE, but in the end I don't think you should have to rely on team economy to use something like the obs.

    It worked in NS1 on energy and it seemed like a good advantage for marines to be able to have map awareness without the need to have to spend the amount of money on buying another obs just to scan 5 times.

    With that logic just having more than 1 obs and being on energy works in the same way. Yet you are able to beacon at key moments when res is low on the team. 10 tres for a beacon is pretty high... especially since it was once a very viable tactic for pushing 2nd hive... now I laugh when a comm beacons to rush. It's a gigantic waste of res, and when you really need to beacon most it will cost you 10 res... which is probably just another nail in your coffin in the end.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    we have energy. it's on the armory.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    Lol, no love for Crag Energy Wheeee?

    I feel the same way AuroN2, I loved energy, but like Ironhorse says, in a 'game design' sense, we don't miss it ... obs still works, crag still fart bombs etc etc, dont get me wrong I liked how one had to manage the extra pseudo-resource, but is it Ozcams Razor or whatever that seems to hold here ... the game plays out 99% the same for something that affected way over 1% of the game.

    (for some reason I feel I should be wikiing 'elasticity' for a reminder of what I'm actually trying to say ... meh)
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1968518:date=Aug 29 2012, 03:12 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Aug 29 2012, 03:12 PM) <a href="index.php?act=findpost&pid=1968518"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it works in the same way for beacons, crag umbra, etc etc

    Anything that would map to an ability triggered by a single structure in another RTS like Starcraft 2, basically.
    When there's no incentive to make several observatories (other than for redundancy) you're missing an opportunity for some interesting gameplay, and frankly I still don't understand what's to be gained from it. Maybe somebody needs to post a 10,000 word rant with no factual basis to clue me in..<!--QuoteEnd--></div><!--QuoteEEnd-->

    Eeeeeeh, not Beacon. Insta-respawn definitely should have a cost.


    The main strong suit of Energy is to create a limited separate resource pool. So you're either constantly depleting it or you can spam it to a cap in a short period. It can also incentivize multiples of the same building (getting two Obs in NS1 when Aliens are heavily cloaking and for sieges). So temporary advantage abilities like the Crag Umbra or Scans are great for energy systems. Similarly the Armory Armor heals works well with energy so you can't constantly get the benefit.
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    edited August 2012
    I liked energy for two reasons:

    Beacon isn't really worth the resources now that it doesn't revive dead players. Though I admit it's still necessary in the last resort where all your team are away from base and no way to get back to defend an ambush. I'm not saying it should revive dead players again, but I feel this nerf is balanced out more by use of energy.

    Without energy, it's one less thing to promote building extra cc's around the map. At the moment it feels like the only reason it's good is to be able to beacon to forward bases (a tactic again nerfed by having no energy and no revive for beaconing), and the 'last resort' that your original base is destroyed (by that time it's gg unless you have good marines working as a team and you manage to pull something outta your ass). Tying energy to CC's for nano-shield gives more motivation for extra ccs and makes it a more viable option to use them. Also promotes more dominance as you gain more map control - being able to offer more support. Aliens get advantages for more than one hive, but as it stands, there are few real advantages to expanding for marine team, beyond the map control and resources from map control, in which case, extra CC's don't matter and are entirely optional.


    Having said all that, the whole thing about the commander having to balance his/her resources for support/tech/expansion as opposed to just tech/expansion is a good point. There are definitely advantages and disadvantages to the removal of energy. I'm not sure which side I'm on though.
  • InsiqInsiq Join Date: 2012-08-30 Member: 156879Members
    Good riddance and don't come back! Energy just complicated and wasted valuable space. It was a useless feature.
  • GrimfangGrimfang Join Date: 2003-02-04 Member: 13086Members, Constellation, Reinforced - Shadow
    I like that it costs res to beacon marines now. It's actually a decision whether I need to bring people back, or they can manage to get here on their own before a skulk eats stuff. Same with scanning ahead for marines, if it costed energy, I would do it all the time, now I have to decide if I can afford it or not.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I knew what you all mean about the obs, but from a design perspective I only have to look at one number now, not two.
  • GreenFlameGreenFlame Join Date: 2011-03-17 Member: 86860Members
    Occasionally I miss the energy too, it seemed to work well on Armories at least, so if one spams nanoshields it would be hard to drop ammo and meds and vice versa, also the Beacon is kind of expensive for early game and can be used repeatedly in lategame. Energy on Observatory actually limited the use. Though numerous armories and observatories could help it.

    What if there was Energy on just one building, Power Node/Command Station//Hive , so the Commander would need to balance between different abilities. Or maybe old system could use some tweaks, to be honest I didn't dislike the system, but got used to the new one now.
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    Bringing back energy is unnessesery now as the game is now built around not having it and works fine. To bring it back would need chages to so many diffrent thing to get it to work and would take away time for the devs would put taht time on focusing on the more important stuff for 1.0 release
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    The design reason for removing energy was that all actions should be balanced against each other - do you really want to spam medpack drops and scans over what will be a loosing battle anyhow? Maybe its better to save for an upgrade or a new IP instead?

    With energy, the limiting factor was how fast the commander could click. With t-res for everything, sometimes the best thing to do is ... nothing.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited August 2012
    <!--quoteo(post=1969158:date=Aug 31 2012, 03:32 PM:name=matso)--><div class='quotetop'>QUOTE (matso @ Aug 31 2012, 03:32 PM) <a href="index.php?act=findpost&pid=1969158"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The design reason for removing energy was that all actions should be balanced against each other - do you really want to spam medpack drops and scans over what will be a loosing battle anyhow? Maybe its better to save for an upgrade or a new IP instead?

    With energy, the limiting factor was how fast the commander could click. With t-res for everything, sometimes the best thing to do is ... nothing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I strongly beg to differ. This repeated sentiment that energy was spammable just wasn't the case untill it was implemented for medpacks and ammopacks and only then for those two support items. Obs energy wasn't a cheap resource and was tied to tres quite nicely. But hey, i've spent enough effort reasoning why energy was a good thing and why dual cost energy + res would be even better so i don't exactly care anymore at this point.

    On the same topic, beacon should go back to teleporting all dead and alive marines ala ns1. It was only ever changed to its current implementation because it started out with an energy cost and obs spam while not winning you the game created incredibly strong stalemates.

    Complaints about energy causing the limiting factor to be how fast the commander could click does not point to fundamental problems with an energy system but rather how fast that energy is accumulating. The current tres system would also suffer the same problem if we were to increase tres income to abnormal levels.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    edited August 2012
    <strike>Elodea. Let lose the energy document already. if charlie won't read it, maybe a strong headed person in the community can and start the rage and riot for you.</strike>
    Ah hell i'll do it.
    <a href="https://docs.google.com/document/d/1U9Jr5GEAoR6wii-eKopNDrNExxWuI29AL8Of-zEfq3k/edit?pli=1" target="_blank">https://docs.google.com/document/d/1U9Jr5GE...fq3k/edit?pli=1</a>
    There ya go lads
    If you can produce a 'why energy is bad' document just as long, or at least as long as is possible, i'll shut up a bout the subject.

    Anyway:

    Energy gives one thing:
    Player controled cooldowns
    NAMELY STRATEGY.
    That's what the game needs
    So bring the damned function BACK.

    Currently the game has a fake energy system, why can we not have the old, PROPER, energy system, this mock energy (ARMORY, APARENTLY HAS SOME SORT OF ENERGY SYSTEM, GO FIGUR)

    Energy lead to strategising, Logisitisising your abilities, so therefore was a GOOD FEATURE
    Whoever says it is a unintuitive feature is obviously foolish and needs a slap in the head with a long bit of text that says otherwise.

    And mat makes a good point! Why spend res on something when there's no capital gain? Need that energy back where you had one extra thing to think about, ragh.

    And theres my long bit of text that says otherwise.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Meds and Ammo costing res is a good idea to prevent spam and have a cost associated with it. Although I'd be lying if I said I didn't get really good at spamming Meds in NS1.

    Global features like Scan can work with Energy just fine. It doesn't even have to scale as strongly with more players. Typically the squads just get bigger and only a little more spread out, so each Scan is still roughly equivalent cost and similar number of uses. Similarly several Alien structure abilities are only used sparingly anyways, so no scaling problem.

    And Energy isn't free either. I can't tell you how many times in NS1 my Obs ran out of Energy during a siege and the Hive was <20% health, losing us the fight.

    When used judiciously and selectively, Energy as a resource can work.
  • RedDragonRedDragon Join Date: 2003-01-13 Member: 12240Members, NS2 Map Tester
    I'm going to have to agree with limiting the number of resource types in the game. I think its reasonable to draw the comparison between Natural Selection and RTS games like SC2, and I agree that giving players more control over cooldowns makes them more invested in the game. But I also agree that it adds additional complexity to the gameplay that doesn't neccessarily support it.

    Yes, one aspect of NS is the RTS style of building/expansion/resource management, but the other half of the game is a First Person Shooter, and I don't necessarily want my success or failure in a FPS to be so greatly dependent on one person activating the right cooldown at the right moment.

    Granted, we already have many of these sorts of abilities present in the game, med packs and ammo for one, and I'm perfectly happy with the way the function now. My point is that the gameplay style I think is being described with tying energy to cooldowns is already largely present in the game in other forms, and I don't see the benefit of greatly increasing its role in the game.

    Adding a third resource system, and increasing the complexity of the gameplay model, would necessitate additional tweaking of other gameplay mechanics. You can see this readily by moving the bar in the opposite direction, by say removing complexity by making medpacks and ammo completely free. The game is simpler now, and the availablity of med packs and ammo is now only dependent on the rate at which the commander can drop them. But I think we'd all agree that this dramatically changes the tactical perspective of the marine gameplay now.

    From a technical standpoint its a small change, and opposite of what you're suggesting, but its the same sort of change being suggested. And even though it technically simplifies one aspect of the game, by removing the need to really decide whether or not dropping med/ammo packs is worthwhile, we still suddenly need to rethink the rest of the game in order to make sure the change is balanced somehow.

    The addition of a third resource system, and tying more abilities / cooldowns to it does sound like a good idea, and honestly I'm a fan of giving players greater control over game mechanics. But at this stage, it really would require a very hard look, and more than likely serious tweaking of most aspects of the game simply to balance its inclusion.

    There are benefits to this idea, but I think the drawbacks over shadow them.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1969380:date=Sep 1 2012, 04:10 AM:name=RedDragon)--><div class='quotetop'>QUOTE (RedDragon @ Sep 1 2012, 04:10 AM) <a href="index.php?act=findpost&pid=1969380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Adding a third resource system, and increasing the complexity of the gameplay model, would necessitate additional tweaking of other gameplay mechanics.<!--QuoteEnd--></div><!--QuoteEEnd-->

    There would be no third commander resource. Tres and energy. If i count correctly thats two.
  • RedDragonRedDragon Join Date: 2003-01-13 Member: 12240Members, NS2 Map Tester
    I was refering to a third resource that was referenced, by what I believe is implied to be a developer, in the googledocs provided by Auron2.

    If you are going to contest that, contest it with the developer.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1969510:date=Sep 1 2012, 10:43 AM:name=RedDragon)--><div class='quotetop'>QUOTE (RedDragon @ Sep 1 2012, 10:43 AM) <a href="index.php?act=findpost&pid=1969510"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was refering to a third resource that was referenced, by what I believe is implied to be a developer, in the googledocs provided by Auron2.

    If you are going to contest that, contest it with the developer.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Actually i wrote that google docs a long time ago <b>in support of energy</b> and the only reference i made to a third resource was that it wasn't relevant (pres). Its not even necessary to assert that anymore given that the commander now has no pres system. It is currently a one res system.
  • rhezrhez Join Date: 2005-05-14 Member: 51576Members, Constellation
    edited August 2012
    Removing energy has pretty much played out as expected. I personally find marine commander far more linear and far less fun. I'm not going to bother posting why. It won't come back at this stage and the topic was covered in a good thread with lots of opinions that was seemingly ignored.

    Alien comm has developed quite nicely though and there are many variations in strategy.
  • RedDragonRedDragon Join Date: 2003-01-13 Member: 12240Members, NS2 Map Tester
    I clearly misunderstood that part of the document then, but I don't really see how that changes my response. There's Pres, Tres, and you're suggesting adding Energy as a third resource system, right?

    Regardless, my point is still valid even if I'm wrong about that, as my point was really that modifying anything related to the resource system requires a hard look at the rest of the game, as everything is balanced around it.

    Its not a simple matter of "it would be more fun and interesting, so lets do it." There are only two comms in each game, and while everyone should be having fun, the role of the comm should be both intuitive, and it should not be the dominating feature of the entire game play system.

    I think focusing on my mistake regarding whether or not there are two or three resource systems is silly as it misses the point I was making all together.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    Free powerups are silly imo.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Keep energy away from this game, it destroys tactical depth.
    Hell, even remove the silly energy function the armory have atm.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    My arse that energy destroys tactical depth. it was where the thinking was at. it's like saying food in HEGEMONY reduces tactical depth, because you have to ration it and think about how you use it?
    There was nothing 'free' about energy, you had to spend res to get more energy income, say, if you had one obs, you would have to worry about having enough energy to beacon if ever you needed it, or, you could spend 15 res for an obs dedicated to the beaconing.
    Now, you just get one of everything and don't bother supporting anyone. pointless to even bother. wheres your 'tactical depth' now?
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    <!--quoteo(post=1969659:date=Sep 1 2012, 01:32 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Sep 1 2012, 01:32 PM) <a href="index.php?act=findpost&pid=1969659"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Keep energy away from this game, it destroys tactical depth.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Totaly agree!
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    <!--quoteo(post=1969916:date=Sep 1 2012, 10:29 PM:name=AuroN2)--><div class='quotetop'>QUOTE (AuroN2 @ Sep 1 2012, 10:29 PM) <a href="index.php?act=findpost&pid=1969916"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My arse that energy destroys tactical depth. it was where the thinking was at. it's like saying food in HEGEMONY reduces tactical depth, because you have to ration it and think about how you use it?
    There was nothing 'free' about energy, you had to spend res to get more energy income, say, if you had one obs, you would have to worry about having enough energy to beacon if ever you needed it, or, you could spend 15 res for an obs dedicated to the beaconing.
    Now, you just get one of everything and don't bother supporting anyone. pointless to even bother. wheres your 'tactical depth' now?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Now you get to decide whether to ARC spam or be able to beacon. There's your depth. Energy was FREE, and having ###### like beacon and scan be free was BS.
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