Why doesn't it cost team resources to spawn players?
Brony
Join Date: 2012-11-25 Member: 173165Members
Its hard to say what the ramifications of putting a team res price on spawning marines and aliens would be, but I think it makes sense. In any RTS game all units cost resources to produce. This means that whenever you kill an enemy unit you know you have affected their economy.
In NS2 killing enemies does not affect the opponents economy, it only stalls them a bit. When you hit a base, killing off enemy players feels like a waste of time. You only need to kill them to defend yourself not to move the other team closer to losing.
This would also help with games dragging out in the end with a marine team turtling with one resource node. They would soon become resource starved and not be able to spawn marines fast enough.
Obviously other numbers may need to be tweaked to balance such a thing. Just wanna toss it out there for discussion.
In NS2 killing enemies does not affect the opponents economy, it only stalls them a bit. When you hit a base, killing off enemy players feels like a waste of time. You only need to kill them to defend yourself not to move the other team closer to losing.
This would also help with games dragging out in the end with a marine team turtling with one resource node. They would soon become resource starved and not be able to spawn marines fast enough.
Obviously other numbers may need to be tweaked to balance such a thing. Just wanna toss it out there for discussion.
Comments
Yeah, that's what I meant with "Obviously other numbers may need to be tweaked to balance such a thing".
Resource gather rate would have to be increased. But I still like the idea, even early game, that if your team wins many 1vs1 you will get a slight economical advantage. Just hit me though that in the end this is very close to "res for kills".... which have been discussed quite a bit :s
dead players cannot hurt the enemy economy
it's working fine
A lot of things had to be reconsidered.
It already costs res to create a higher spawn rate
Aliens basically hemorrhage resources if they want it, but shifts still are winning a lot of games when used right
Having a reoccurring cost for marines would stagnate gameplay
Beacon spawning everyone was already removed
What you're asking for won't fit into the games model at all at this point
+1. Killing enemies hurts their pres economy indeed.
Pres per kill would be awful idea, the idea is to play as a team not reward rambo like sprees. <3 x
Plus as previously mentioned, there are a lot of deaths in the early game when there are fewer higher life forms going back and forth with higher armour values keeping them alive longer. If 1 player cost 1 tres and a team of 6 lost say 4 players you can pretty much prevent that team from ever getting any harvesters or extractors up.
Dying already has it's punishments, some more direct than others. This is an FPS/RTS hybrid, there's no need to use every RTS element in the game.
True, but its not much of a drain on the RTS-side of the game (i.e. there is no TRes cost between a marine respawning once and respawning a thousand times). NS2's spawn system would be akin to a barracks in SC1/2 pushing out a marine every 10s until you hit your unit cap.
You can't just field more players because you have more money in NS2, if you only have 6 players on your team, that means you get 5 in the field, no matter how much you save in the bank.
Because player numbers are fixed, you lose quite a bit of time and map control losing a player in the field. There is a cost to being careless with your life in the game. We don't really need more mechanics in place just to copy other games.
You can't just field more players because you have more money in NS2, if you only have 6 players on your team, that means you get 5 in the field, no matter how much you save in the bank.
Because player numbers are fixed, you lose quite a bit of time and map control losing a player in the field. There is a cost to being careless with your life in the game. We don't really need more mechanics in place just to copy other games.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's why I favor a ticket-system over a spawning cost's TRes-system. Its brings over the RTS-concept of spawning units costs resources while having a minimal impact on the FPS part of the game.
Also, the benefit of 'spawning-costing-res' system is that it adds strategic depth (e.g. ticket-management) while reducing the number of turtling stalemates (i.e. one team is likely to run out of tickets first, making so they can't spawn and quickly lose). I had some very fun games in Empiresmod where a comm would employ a strategy of getting the enemy to waste their tickets, then making a late-game push to win.
I really love games where you choking them off, squeezing the life out of them, and then crushing their last line of defense. That's one of the things I adore in traditional RTS games (although I don't really mind players GGing out of the game either, I guess that's a bit weird)