Attacking a structure cancels the recycling process

godriflegodrifle Join Date: 2006-12-01 Member: 58815Members
edited November 2012 in Ideas and Suggestions
Very simple idea: If any alien attacks a structure the Marine Commander is recycling, the recycling process is canceled. It's as simple as if the alien went over to the commander's house, clicked on the structure and clicked cancel.

Comments

  • ZenuZenu Join Date: 2010-07-26 Member: 72861Members, Reinforced - Shadow
    <!--quoteo(post=2029793:date=Nov 20 2012, 09:35 AM:name=godrifle)--><div class='quotetop'>QUOTE (godrifle @ Nov 20 2012, 09:35 AM) <a href="index.php?act=findpost&pid=2029793"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very simple idea: If any alien attacks a structure the Marine Commander is recycling, the recycling process is canceled. It's as simple as if the alien went over to the commander's house, clicked on the structure and clicked cancel.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Seems fair idea, but only if as compensation all alien structures stop healing and building if they are being hit by marines.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Please no. In my opinion part of being a good pub commander is being able to recycle nodes at the right time to weasel the most res out of those nodes possible. On a whole, it's just another function for a commander mode that lacks much outside of scans, medpacks, ammo, base building and coordinating players on the team (if they choose to listen). I'm not saying it's terribly sparse, but we shouldn't look at taking away functionality. What else do I use recycle for on a consistent basis if not for RTs going down, or salvaging what I can from a lost outpost?
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    I don't think this mechanic is necessary. Recycling only gives back a portion of the res based on health %. I think the formula is something like this:

    total cost * 0.75 * ratio of health remaining

    Ratio of health remaining is simply from current health / max health (ie health % / 100).


    So an extractor costs 10 tres. If you recycled it at full hp, you would get back 7.5 tres. If it was 50%, you would get back 3.75 tres. If it is almost dead at 10% hp, you would get back 0.75 tres.

    **numbers may be slightly off, but that's the idea behind the mechanic of recycling. recycling extractors at low health yields almost nothing.
  • yehawmcgrawyehawmcgraw Join Date: 2012-09-16 Member: 159694Members
    edited November 2012
    My thoughts on this vary on one crucial thing:
    Does the current system refund % tres based on the hp when the recycle *started* or *ended*?
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    when the recycle ends you get x amount of tres back, like if the rt has about 300hp left you only get 1tres or along those lines
  • Katboy333Katboy333 Join Date: 2012-11-14 Member: 170990Members
    edited November 2012
    <!--quoteo(post=2029793:date=Nov 20 2012, 02:35 AM:name=godrifle)--><div class='quotetop'>QUOTE (godrifle @ Nov 20 2012, 02:35 AM) <a href="index.php?act=findpost&pid=2029793"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very simple idea: If any alien attacks a structure the Marine Commander is recycling, the recycling process is canceled. It's as simple as if the alien went over to the commander's house, clicked on the structure and clicked cancel.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes yes yes,I actualy wanted to make a thread about that. I think the recycle button should be locked when a building is taking damage,it would only be usable again after lets say atleast 10 seconds of not being attacked. And being able to cancel a recycle. Its such bs when your team go all the way to get a base then the com just recycle everything,its like the com didnt loose anything.
  • SeahuntsSeahunts Join Date: 2012-05-13 Member: 151973Members
    <!--quoteo(post=2030874:date=Nov 21 2012, 11:53 AM:name=Katboy333)--><div class='quotetop'>QUOTE (Katboy333 @ Nov 21 2012, 11:53 AM) <a href="index.php?act=findpost&pid=2030874"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes yes yes,I actualy wanted to make a thread about that. I think the recycle button should be locked when a building is taking damage,it would only be usable again after lets say atleast 10 seconds of not being attacked. And being able to cancel a recycle. Its such bs when your team go all the way to get a base then the com just recycle everything,its like the com didnt loose anything.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This annoyed the hell out of me last night. I kept going and hitting the marines nearest to base extractors. Every time as it got down to a few bites away it was recycled. A couple of times the marines were just around the corner but not going to get there in time.

    All that boring munching on it for nothing. I actually went and found another server after it happened the 4th time I was so bored.
  • LamboLambo Iceland Join Date: 2012-08-07 Member: 154915Members, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    <!--quoteo(post=2030475:date=Nov 20 2012, 09:32 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Nov 20 2012, 09:32 PM) <a href="index.php?act=findpost&pid=2030475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think this mechanic is necessary. Recycling only gives back a portion of the res based on health %. I think the formula is something like this:

    total cost * 0.75 * ratio of health remaining

    Ratio of health remaining is simply from current health / max health (ie health % / 100).


    So an extractor costs 10 tres. If you recycled it at full hp, you would get back 7.5 tres. If it was 50%, you would get back 3.75 tres. If it is almost dead at 10% hp, you would get back 0.75 tres.

    **numbers may be slightly off, but that's the idea behind the mechanic of recycling. recycling extractors at low health yields almost nothing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Pretty much says it.

    Other then that, the idea ain't a good one.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Given marines have Pg's and beacons they should not have any issue getting back to things to ssave them.

    Aleins dont get a recycle option so why should marines?

    This, along with cysts and weapon recycling , is another imbalance in the resource model which allows marines to be foolishly aggresive and not care about holding actual points.

    I dont think the suggestion is right, I would rather just see recycling removed all together.
    If you cant defend the res node even though marines have the mobility edge after 5 min mark normally, then you dont deserve the few res you get.
  • AzaralAzaral Join Date: 2012-11-19 Member: 172408Members
    <!--quoteo(post=2056730:date=Jan 5 2013, 07:46 PM:name=Seahunts)--><div class='quotetop'>QUOTE (Seahunts @ Jan 5 2013, 07:46 PM) <a href="index.php?act=findpost&pid=2056730"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This annoyed the hell out of me last night. I kept going and hitting the marines nearest to base extractors. Every time as it got down to a few bites away it was recycled. A couple of times the marines were just around the corner but not going to get there in time.

    All that boring munching on it for nothing. I actually went and found another server after it happened the 4th time I was so bored.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They get 0 resource back if the building is almost dead.
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