3 chamber upgrade model
Benson
Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">any thoughts on returning to it?</div>Hey all,
Just wondering if anyone else misses the old upgrade system of needing 3 upgrade structures to get the full effect of and upgrade. I forget why it was changed, but personally i miss having a variety of upgrades available.
Reasons I like it:
Almost impossible to completely remove an upgrade by sniping towers (This is hugely annoying and very costly)
Allows all upgrades for a hive path to be available without additional research (allows alien team to adapt per situation)
Cost per structure ratio could allow even stronger versions of the currently implemented system (Allows the long sought after alien scalability)
Makes hive rooms feel "fuller" (since there is more than a shift and some crags in the late game)
Reasons it could be unliked:
Less research choices for khamm
(and thats about it)
Thoughts?
Just wondering if anyone else misses the old upgrade system of needing 3 upgrade structures to get the full effect of and upgrade. I forget why it was changed, but personally i miss having a variety of upgrades available.
Reasons I like it:
Almost impossible to completely remove an upgrade by sniping towers (This is hugely annoying and very costly)
Allows all upgrades for a hive path to be available without additional research (allows alien team to adapt per situation)
Cost per structure ratio could allow even stronger versions of the currently implemented system (Allows the long sought after alien scalability)
Makes hive rooms feel "fuller" (since there is more than a shift and some crags in the late game)
Reasons it could be unliked:
Less research choices for khamm
(and thats about it)
Thoughts?
Comments
Just wondering if anyone else misses the old upgrade system of needing 3 upgrade structures to get the full effect of and upgrade. I forget why it was changed, but personally i miss having a variety of upgrades available.
Reasons I like it:
Almost impossible to completely remove an upgrade by sniping towers (This is hugely annoying and very costly)
Allows all upgrades for a hive path to be available without additional research (allows alien team to adapt per situation)
Cost per structure ratio could allow even stronger versions of the currently implemented system (Allows the long sought after alien scalability)
Makes hive rooms feel "fuller" (since there is more than a shift and some crags in the late game)
Reasons it could be unliked:
Less research choices for khamm
(and thats about it)
Thoughts?<!--QuoteEnd--></div><!--QuoteEEnd-->
This is more or less available in NS2: Classic, where it is working well.
Not sure if UWE has enough time to make and balance these changes before the Oct 31st deadline. Maybe post-1.0!
I'd really like to go back to the tiered upgrade model though not exactly like it was in NS1. I'd rather see it move to a system where you need only 1 chamber to unlock all the baseline abilities and the chamber has research options to improve their effectiveness. This gives players more choice while still retaining investment choices for the khammander.
Crosspost with the gist of how I feel:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->General framework of what I would like to see:
<ul><li>Each hive can evolve into a chamber type.</li><li>Once a chamber is dropped all abilities are available from the get go.</li><li>The chamber has a research path for each upgrade to increase their viability. ex. Each tier of carapace provides more armor, each tier of silence reduces the sounds made eventually to zero</li><li>Chamber health and res cost are increased to keep them inline with their power</li><li>If the chamber dies upgrades of that type are no longer available (much as it is now)</li><li>If the hive dies chambers of that type are not longer buildable (much as it is now)</li></ul>
Pros of the system:
<ul><li>Opens up scaling possibilities for balance with multiple levels of upgrades</li><li>Tech seems slightly less narrow for players on the ground</li><li>Similar system shown to work generally well in NS1</li><li>Still allows for some Khammander choice</li></ul>
Cons of the system:
<ul><li>Some upgrades might not scale properly</li><li>some tier 1 upgrades may end up really shallow and still not used (though then it is more a problem with that individual perk)</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->
Edit: One thing I am still on the fence about with a model like this is whether the aliens should keep the upgrades until they die if they lose the chamber or if it should be changed back to how losing the arms lab functions for marines.
Reading this is what got me reminiscing about how things used to be, and wanted to get people's opinion without them going through 17 pages of rant/argument/discussion :P
I just think it makes more sense to have it be in the three tiered system with all ups available with 1 structure, and getting more powerful with each structure of that type.
It gives the aliens ALL the ups for the path their hive is chosen without the need of having the kahmm decide what they're lifeforms can and cannot use. Opening up all ups would give them more play on the field, changing people's strategy and making gameplay less uniform
@Daphisto -
This idea did come from NS1 and should be in NS2:C, and it used to be in NS2 itself, but was removed (i forget why exactly), and i just wanted to see how people would react to a switch away from single upgrade research back to communal chamber scaling
1. Make the chambers more effective in the early game.
2. Don't make them stackable, but increase effectivity.
3. Perhaps make them droppable off infestation/create their own.
Shade for example could do more, such as being cloaked when building as well as preventing the marine mini map from working. Disruption like this would more than pay its way in disrupting marine communication.
If crags didn't stack, you could make the heal a little more effective (as you couldn't stack like currently) and make the crag a harder structure to destroy. I hope babblers come back.
I love improved energy and egg drops, shifting structures is a bit odd as I don't see the current advantage of doing so.
They all need a little work, as we rarely see them being used early in competitive to change the gameplay up a little. Dropping a shift and spawning closer to marines in the early game for instance could be really interesting.