So, winning conditions...
xen32
Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
...are all hives destroyed for aliens
and
all CCs destroyed or all marines dead and have no way to spawn (no IPs or unpowered IPs)
I'm pretty sure many of you were in situation were last alien hive was killed, but they've managed to drop another one, so there is a growing hive, no aliens alive, but the game does not end, because hive might potentially grow and start spawning aliens.
Now, I've been in such a rare situation where aliens attacked both marines bases, marines have beaconed to one without IPs and the power was cut on their main by a few skulks, who went to finish marines right after it. What's interesting, one skulk landed a single bite on AA before leaving, which caused MAC to move to repair it, then it realized there is a broken power node nearby, so he started repairing it... and the game ended, because all of the marines were dead and there were no active IPs.
Now, let's not argue about whether or not marines could win that game if MAC was given a little time to finish repairs. Wouldn't it just be COOL if it could do so?
Like, if there are CCs and IPs when last marine is killed, but IPs are unpowered or unbuilt AND there is a MAC already reapairing/building power node or building IP AND finishing this one single action would allow marines to spawn, game should not end for pure epicness of the moemnt.
and
all CCs destroyed or all marines dead and have no way to spawn (no IPs or unpowered IPs)
I'm pretty sure many of you were in situation were last alien hive was killed, but they've managed to drop another one, so there is a growing hive, no aliens alive, but the game does not end, because hive might potentially grow and start spawning aliens.
Now, I've been in such a rare situation where aliens attacked both marines bases, marines have beaconed to one without IPs and the power was cut on their main by a few skulks, who went to finish marines right after it. What's interesting, one skulk landed a single bite on AA before leaving, which caused MAC to move to repair it, then it realized there is a broken power node nearby, so he started repairing it... and the game ended, because all of the marines were dead and there were no active IPs.
Now, let's not argue about whether or not marines could win that game if MAC was given a little time to finish repairs. Wouldn't it just be COOL if it could do so?
Like, if there are CCs and IPs when last marine is killed, but IPs are unpowered or unbuilt AND there is a MAC already reapairing/building power node or building IP AND finishing this one single action would allow marines to spawn, game should not end for pure epicness of the moemnt.
Comments
What if there are like 4 MACs coming and trying to rebuild the node?
I think macs no longer stack?
It'll make the game too symmetrical!! (<-- Joke)
Makes sense. Will only happen on rare occasions though and probably won't have any substantial changes to any games so at least make this a very low priority fix, but a fix none the less.
Almost never worked, in all fairness.
Aye.. although sometimes it worked.. I mean, at times you had entire WOLs inbetween the marine forces and the empty hive spot you were racing to.
Dont forget no infestation either.. It was perfectly doable in many pubs to sneakup a hive under cloak.
I would assume the comm hopped out at some point and died. Also possibly pre-power surge.
If the power was out then you'd not have a working robotics factory. Without that, you can't use power surge. I found that out the wrong way when I commanded the other day.
The robo factory was in base and therefore unpowered just like everything else
Well then i'll just repeat my suggestion for win conditions that i've always wanted to see implemented:
IPs are powered by a command chair. (since they are dependent on the chair anyways, and the chair has power when the room does not)
This mitigates the cheesy and frustrating "Win button" mechanic.
And why don't All buildings in range of the CC have power, then?
The only structure required to be within range of the CC and a prerequisite of a built CC... are IPs
So wait-if the obs is within range of the comm chair power (the blue circle), then it will still be powered? I'm confused now
:-/
Or do you mean the IPs stay powered? 'Cuz I'm fairly positive that that is not correct.
Well, the obs is dependent on an armory
I was suggesting that IPs remain powered regardless of a powernode being destroyed, as long as there is a CC present.
It basically keeps powernodes in techpoint rooms as intended, (as a means to disable an impenetrable fortress from sentries etc) .. yet removes their "win button" mechanic that they provide, by allowing spawning, so that marines may be able to contest the loss of their base / aliens must kill the IPs or CC. (much like how alien eggs continually spawn in waves, even while the hive is being attacked)
@f0rdprefect
Yes.. the obs is dependent on an armory.. ?..
I fail to see how this connects with the CC not requiring power to operate and therefore the intuitive step that neither should IPs?
You can build an obs or armory anywhere on the map, and losing a CC will not effect those structure's operational abilities.. the same cannot be said about IPs.
Solid idea, a limit to 1 IP being powered would seem more fair though. Similar to how aliens lose spawn rate when you take out eggs, so should power. Furthermore a 50% penalty to spawning without power seems quite reasonable.
This allows for someone to still respawn and fix the base while not making turtles any worse then they already are.
You need an obs to research phasegates
This seems like an ideal option. Allow IP spawning at a reduced rate when power is cut. The limit of 1 IP at +50% respawn time sounds pretty reasonable. This would make cutting the power less of an instant win. You would still need to coordinate once the power goes down in order to succeed.
It would also make relocations and single marine comebacks a bit more viable.
But in any case, I agree with you, the IPs should draw power from the CC and be independent of the base power system. It would resolve a multitude of woes in one step. It would bring into question whether the IPs should work if their CC has been destroyed (maybe they would automatically draw power from the room in this case?).
So i'd say its fine given the tres investment made on a 2nd CC and additional IPs.
But this is ignoring the whole "powered" conundrum.. so perhaps it'd be best to disable IPs afterall, when a CC is destroyed. (unless you stick with the suggested 50% powered notion mentioned above.. which.. complicates things)