B222 Alien Spawn Mod
Ryne
Join Date: 2012-02-25 Member: 147408Members, NS2 Map Tester
Join Date: 2012-02-25 Member: 147408Members, NS2 Map Tester
Comments
all mods a server has running autodownload now.
I recommend not subscribing to any mods other than crosshairs or alien vision. I.e. dont subscribe to maps, NS2c, etc.
LOLwhut?
That bad?
LOLwhut?
That bad?<!--QuoteEnd--></div><!--QuoteEEnd-->
For aliens to be spawning every 2 seconds they would also have to be dieing at an equal rate (unless they also snuck babblers in....) and I am presuming 1 at a time (again otherwise there where issues)
The fact marines had 7 ip's just shows that the marines can scale up to re-spawn as quickly as needed...aliens cant.
Alien spawns broken now, you should not have to get shift hive to be able to spawn at a decent rate.
Ryne, can you advise as to whether its still on or what issues you found?
As a result, I don't really know what the change is, but anecdotally, it felt I was spawning a bit slower. I don't know why though, and I wasn't paying close enough attention to see if we were still wave spawning, lol.
I liked the builds where a 1vs1 fight was fair. Now I have read that the direction this will take is the same NS1 was. With underpowered skulks, but faster respawn than marines to compensate. This shall create a feeling of an overwhelming swarm of weak aliens.
This worries me. I think Flayra was it who said, that the faster respawn will compensate the alien player for the frustration of being underpowered against the marines. I don't think that will work out. Asymmetry is a good and important point of NS2. But at least the battles between the default classes / lifeforms should be equal and fair.
TL;DR: I liked the builds where there was "skulk domination" (That means in reality skulks were equal to marines.)
LOLwhut?
That bad?<!--QuoteEnd--></div><!--QuoteEEnd-->
Whoever talked to you was trolling; the mod is still in place and hasn't been removed (look at the server name, it mentions the mod)
If they spawn faster they will get egg locked much easier.
I was having development problems on Friday, trying to get his mod to work. I didn't realize I had uploaded it at all. I don't know what's up here, but I have no idea if it even works. Looking into it!
I was having development problems on Friday, trying to get his mod to work. I didn't realize I had uploaded it at all. I don't know what's up here, but I have no idea if it even works. Looking into it!<!--QuoteEnd--></div><!--QuoteEEnd-->
It runs and plays, not sure what all it does though!
I honestly can't say I felt any difference, and it seems many others didn't either.
I honestly can't say I felt any difference, and it seems many others didn't either.<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't personally peak into the code, but was told some values were changed at the least. I'll do a comparison tonight and report back.
alien comm, buys eggs at each hive, to maximum of 10 eggs at each hive. (they also slowly spawn automatically up to 10).
this would subtley control where the majority of the alien team would spawn after a big encounter or ongoing battle.
eggs would be very cheap - equivalent to the cost of an IP.
so if IP = 20res, then 1 egg could be 1 res, if you are assuming an IP is good for 20 spawns.
This way both teams can up their spawn rate as needed.
Do you really want a game mechanic where the khamm has to place eggs every ten spawns? That idea just seems repetitive and annoying.
EDIT: Oh, and no, I have not tried the mod. Servers with mods installed lock my game up, a problem detailed in the technical support <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=121538" target="_blank">thread</a>.
Well its not quite every 10 spawns, since the eggs slowly regen on their own, and also once you have two hives its every 20 spawns, and 30 spawns with a 3rd hive etc
So it wouldn't be as repetitive as you make out.
And I dont think it annoys any zerg players in SC2 where you have even less larvae per hive :)
The shift could instead of creating eggs, get a small-echo ability before it's mature. It would be able to (only) beam eggs everywhere at infestation and make this beamed eggs preferred to spawn from, by the aliens.
It is similar to marines having 100 IPs spread across the map, you would, too frequently, get marines spawning on one side of the map. This would not be such a bad thing for marines with phase gates, but Aliens do not have that luxury. Currently the strange distribution of alien spawns does impact gameplay, this should never be the case.