<!--quoteo(post=2010003:date=Nov 4 2012, 11:48 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Nov 4 2012, 11:48 AM) <a href="index.php?act=findpost&pid=2010003"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Like Sewlek mentioned, there are just fundamental problems with the idea of comms dropping gear/lifeforms for their team due to the TRes vs PRes design. I'm a bit confused as to why comms need an additional res dump... What was wrong with just dropping more structures? Not that they shouldn't have more abilities, I just think the game would be fine if TRes drops were removed tomorrow.<!--QuoteEnd--></div><!--QuoteEEnd-->
Because Aliens have absolutely nothing to spend Tres on other than dropping eggs past the 10ish minute mark when they have 2 hives and 2-3 upgrades. Sure cysting costs 1 rez but thats pretty moot and maybe dropping a lost extractor other than that nada. Oh and I guess you could spam drifters for scouting but once again they don't cost much and the benefit isn't that enormous.
<!--quoteo(post=2011831:date=Nov 5 2012, 03:49 PM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Nov 5 2012, 03:49 PM) <a href="index.php?act=findpost&pid=2011831"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We can offset this imbalance by not requiring marine resnodes to take twice as long to build as they did in NS1 any more. Because sitting and holding 'e' for long periods of time is the most fun way we can keep marines from being overpowered, right?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I'm pretty sure holding E for ~45 seconds to build a power node is fun for no one.
Overall great list and lots of great ideas in the thread to help diversify Alien strategy! ^.^
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=2010025:date=Nov 4 2012, 12:07 PM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Nov 4 2012, 12:07 PM) <a href="index.php?act=findpost&pid=2010025"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i was talking about removing dropping life forms / equipment, and instead have the option to convert t.res to p.res -> works for all players counts, just need a suitable ratio. asuming you have a 5:1 ratio: you can boost the p.res income of all players (not a bad thing!) but you would need to sacrifice a lot of tech or other structures. as long as the ratio fits, there will be a real decision to make. you can go for early lerk rush, by sacrificing the whole economy. you could get early onos, but that would be insane expensive (need to dump in at least 200 team res to afford ~7 minute hive 1 onos). a problem this system would cause, is that onos has no tier 2. in ns1 this was stomp, and while hive 1 onos was "ok" somewhat, playing without stomp made him very vulnerable. so, unless the tiers are worked on and completed / "fixed", such a t.res conversion wont solve the problem (just shifts it)<!--QuoteEnd--></div><!--QuoteEEnd--> That idea just nerfs the comm drops into oblivion, even for late game.. might as well just remove it. (which i'd be okay with except that it becomes useful lategame to end stalemates)
i think gorgeous' idea is the right path: <!--quoteo(post=2010002:date=Nov 4 2012, 11:47 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Nov 4 2012, 11:47 AM) <a href="index.php?act=findpost&pid=2010002"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about this idea for the onos problem, Schimmel.
+no hive requirements for any lifeform +requires an alien to evolve into the lifeform via pres before allowing a tres version
This solves: a) The 6-7 minute onos which is incredibly broken in competitive games. b) removes hive reqs for tres so aliens with 200 res can still drop onos eggs for a comeback even if they lose second hive late in the game. c) forces a natural tech path through the lifeform evolutions -- early game skulk into lerk/gorge -> mid game lerk/fade -> late game fade/onos.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think I'd like the game if all these changes were implemented (and then stat tweaks took place to lifeforms affected ect to balance). Some of them move too far in the direction of NS1 and backpedal things that honestly are advances in NS2. For other things I don't think you're addressing very real problems with NS2 that I think definitely need to be addressed (like the power nodes causing so much built time for RT cappers, build time is BORING!). Alien map control strategies are extremely powerful right now (base rushes) because of power nodes as well (I can guarantee there will be an increasing meta game shift towards this)
I want NS2 to expand upon the ideas that it was originally conceived based on, I don't want the devs to get scared because things are still very broken now and just backpedal and revert to old NS1 ideas. Let the modders have the NS1 stuff. There's good ideas in NS2 that can still be realized. (most of the NS1 fixes aren't good either, they're just more "acceptable" because we were used to the brokenness of NS1)
Comments
Why do the developers think people like us don't exist anymore?
Some of us *still* clock battlezone 98 each year just to stay sharp. Soviet missions especially.
Because Aliens have absolutely nothing to spend Tres on other than dropping eggs past the 10ish minute mark when they have 2 hives and 2-3 upgrades. Sure cysting costs 1 rez but thats pretty moot and maybe dropping a lost extractor other than that nada. Oh and I guess you could spam drifters for scouting but once again they don't cost much and the benefit isn't that enormous.
Yeah I'm pretty sure holding E for ~45 seconds to build a power node is fun for no one.
Overall great list and lots of great ideas in the thread to help diversify Alien strategy! ^.^
That idea just nerfs the comm drops into oblivion, even for late game.. might as well just remove it. (which i'd be okay with except that it becomes useful lategame to end stalemates)
i think gorgeous' idea is the right path:
<!--quoteo(post=2010002:date=Nov 4 2012, 11:47 AM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Nov 4 2012, 11:47 AM) <a href="index.php?act=findpost&pid=2010002"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about this idea for the onos problem, Schimmel.
+no hive requirements for any lifeform
+requires an alien to evolve into the lifeform via pres before allowing a tres version
This solves: a) The 6-7 minute onos which is incredibly broken in competitive games. b) removes hive reqs for tres so aliens with 200 res can still drop onos eggs for a comeback even if they lose second hive late in the game. c) forces a natural tech path through the lifeform evolutions -- early game skulk into lerk/gorge -> mid game lerk/fade -> late game fade/onos.<!--QuoteEnd--></div><!--QuoteEEnd-->
I want NS2 to expand upon the ideas that it was originally conceived based on, I don't want the devs to get scared because things are still very broken now and just backpedal and revert to old NS1 ideas. Let the modders have the NS1 stuff. There's good ideas in NS2 that can still be realized. (most of the NS1 fixes aren't good either, they're just more "acceptable" because we were used to the brokenness of NS1)