Alien Research Tree, Would a slight rebalance improve the game?

CyberKunCyberKun Join Date: 2013-02-02 Member: 182733Members, Reinforced - Shadow
Hello! I am making this post due to the title.

Anyways, my issue with this game currently is the massive difference in amount of time/cost it takes to upgrade the Marines compared to the Aliens. This leads to a lack of options in the Alien tech tree.

It is entirely possible for Marines to research Jetpacks, a higher tier tech, in 10+30+40+25=105 res and 220 seconds. Obviously this is not done in the start of the game, but it is more showing just how fast the similar upgrades to Aliens are. Leap itself will cost the 40+20+20+10+20=110 res and 225 seconds assuming the Whip is built and upgraded to Skulk while the Hive is building. This is Marine end game tech being faster than Alien tech. It is not even end game tech, as Flamers/GL's can be out as they only require a 30 res investment and that changes Marine play, and nothing Aliens do can really compare. I do understand that Aliens will have more map control and tend to have more resources. My issue is more with the Alien tree taking so much longer to research in general along with being much more costly to replace.

Now this should be stated that I don't think the game is unbalanced as it is not obviously the case. I feel like the Aliens are winning in general more to just having strong default lifeforms without these upgrades, and the fact that the damage doesn't (or need to) scale on Biomass is part of the reason it is this way. I am trying to think if the game could be improved by changing the values to make Aliens slightly more dependent on research, but then decreased research time. The only real choice to have with the Aliens is what research path to go (this works out almost well, Shade is a little sad but that is a different topic) and how long should the Shells/Spurs be delayed to allow for base expansion. I am not even sure that is more than an annoyance that I have, but I figured it would be fun to have a discussion about it.

I also admit I have not been following competitive games for some time, and if this is all needed on comp side, ignore this post like the pub trash it is. When I say that part, I mean this. I am not saying that Aliens are OP/UP, I am saying that I am wondering if a slightly changed research tree number wise would improve the gameplay but the research tree is needed as it. I am not talking about winrate.

Comments

  • shriikeshriike Join Date: 2013-03-27 Member: 184461Members
    The difference between Marines and Alien tech, is how direct each upgrade really is. Marines, for example, can pay 20 tres for shotguns, and only shotguns. Aliens can pay 20 tres for a shell, which can be used in more ways. Alien tech is applied to way more things, while marines tech is focused and more direct. The time difference for each race is pretty well balanced for what they give off imo. Like, upgrading a lifeform takes a long time, but that upgrade can give a lifeform multiple upgrades, whereas a marine upgrade usually gives one thing, and takes a shorter amount of time.

    I have suggested though that biomass be reworked to better scale in this thread.
    http://forums.unknownworlds.com/discussion/133222/biomass-scaling-suggestion?new=1
  • DestherDesther Join Date: 2012-10-31 Member: 165195Members
    Its a shame that Alien tech is so slow to acquire now. Pre balance-mod it was much too fast and contributed to the alien stompfest but now I rarely see Fade upgrades before the game is over, and 20+min Leap is common if the game is sill going on that long.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    I kinda get what you're saying, but not sure I agree with the description of the problem, entirely. After all, alien tech isn't limited to what the khamm gives you, it also includes the lifeforms and their upgrades which are bought with pres. This isn't entirely comparable with marines buying guns, as they can afford any but 2 of the purchasable items with their starting pres (and by the time the research is done for any one of the purchasable items, they can usually afford several), plus weapons are recyclable.

    Where I do agree is that the biomass system seems very linear and doesn't, IMO, give the alien commander sufficient strategic depth. Combined with the low cost of whips (covered in another topic), this makes things a little stale just at the moment.
  • FreekerFreeker France Join Date: 2013-10-28 Member: 188858Members, Reinforced - Diamond, Reinforced - Shadow
    CyberKun wrote: »
    The only real choice to have with the Aliens is what research path to go

    I tend to disagree. Mid-game, kham have to manage his ressources between 2nd upgrade x3, building forward base (sorry, forward *whips), getting lifeform evolution...

    And you could also have alien end-game tech very quickly. Onos upgrade cost bio1+crag+evo= 65 TRES
    it just will be totally useless because you don't have an onos at this time :)

    @Desther You don't see Fade upgrade because it's the less needed upgrade now ;) (woot woot vortex)
    Whereas pre-balance mod, it unlocked blink, the most needed (with BB).
  • _INTER__INTER_ Join Date: 2009-08-08 Member: 68392Members, NS2 Playtester, Reinforced - Shadow
    I'd love to see GT back in research tree where the placeholder Babblers are, also Xeno a little later. Also would be nice if it would be less static and open to counter strategies. Like research Leap (and Web?) against JP's or Bile against ARCs. Something like that.
  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    Alien tech is more reliant on pres than on anything the khammander does. Having upgrades and crags and whips and stuff is nice but it's always better to have pres for fades and onoses. Unless we link lifeform evolution to the khamm (ie "research fades") it will always feel like a weird, unneeded addition to the gameplay.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    Desther wrote: »
    Its a shame that Alien tech is so slow to acquire now. Pre balance-mod it was much too fast and contributed to the alien stompfest but now I rarely see Fade upgrades before the game is over, and 20+min Leap is common if the game is sill going on that long.

    20+min Leap = bad com. Should be obvious in the first few min., so should be an easy eject.
  • CuelCuel Join Date: 2013-01-22 Member: 181295Members, Reinforced - Shadow
    The reason you don't see fade upgrades is because a good fade do not use / need them. Lerk and onos (after gorge/ skulk) is much more prioritized. It's simply not worth the investment
  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    edited December 2013
    With every other lifeform, upgrades make a significant difference. Skulks become much better once they have leap, gorges take on a whole new role with bile, lerks develop into a valuable support class with umbra, and charge is basically a necessity for playing onos without dying. fade upgrades are meh. Shadowstep... sort of like a less effective form of blink. Vortex... not many situations when you would want to disappear after taking just one swipe. Stab... it's almost always better to do less damage much more quickly with the normal swipe. They have their moments but they are too situational and don't improve fade play significantly enough to invest resources in until everything else has already been researched.

    Fade upgrades in NS1 were far more useful but it could also be argued that they were too powerful
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    Cuel wrote: »
    The reason you don't see fade upgrades is because a good fade do not use / need them. Lerk and onos (after gorge/ skulk) is much more prioritized. It's simply not worth the investment

    2 out of 3 fade ups are pretty bad. Shadow step is godly.
    The reason is more like the other lifeform upgrades are significantly better.

  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    With every other lifeform, upgrades make a significant difference. Skulks become much better once they have leap, gorges take on a whole new role with bile, lerks develop into a valuable support class with umbra, and charge is basically a necessity for playing onos without dying. fade upgrades are meh. Shadowstep... sort of like a less effective form of blink. Vortex... not many situations when you would want to disappear after taking just one swipe. Stab... it's almost always better to do less damage much more quickly with the normal swipe. They have their moments but they are too situational and don't improve fade play significantly enough to invest resources in until everything else has already been researched.

    Fade upgrades in NS1 were far more useful but it could also be argued that they were too powerful

    So, what sort of upgrades do you think the fade should have?
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    The more I think about NS2 fades, the more I think that either metabolize for acid rocket should be brought back.

    I only think this due to the 2 Shotgun hits and some change it takes to kill a fade, and how slow they blink.

    Acid Rocket would let them harass, then go in for the kill, while metabolize would let them hit and run more effectively with a faster recovery from damage.

    Either one would be great, both might be too much though.

    Either one could replace Stab, and if vortex is reverted, Fade would be in an amazing place imo.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    With every other lifeform, upgrades make a significant difference. Skulks become much better once they have leap, gorges take on a whole new role with bile, lerks develop into a valuable support class with umbra and charge is basically a necessity for playing onos without dying.

    @Benson It's this part that has me pondering. By default, the fade is a glass cannon. The main thing I'm wondering is whether there's a selection of upgrades that would allow the upgraded fade to fulfil a different role. Also, what should that role should be.
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    Well I suppose we would need to look at what each lifeform ability does for that lifeform and its role.

    To me, it looks like lifeform upgrades make the lifeform preform the same function, only better and in a different way.

    Skulks become better at general combat, and able to close distances easier with leap (xeno is kind of a gimick)

    Gorges become structure specialists, both building and destroying with bilebomb

    Lerks become even better ranged support with spores and umbra in addition to spikes

    Onos becomes a better tank/disruptor with boneshield and stomp


    Fades are the only one that have abilities that don't make its role better. Shadowstep is the only one, as it makes the fade even more elusive, however stab and vortex are out of place for a hit and run assassin. Following the trend of the other lifeforms, the fade should have upgrades that enhance it's original role, such as metabolize.

    Honestly, I always wanted Vortex to allow the fade to teleport a marine and/or itself to a different location, similar to how the current vortex works, only when the fade lands the hit, it moves the marine and/or itself back to the vortex. This would be good for literally dissecting squads one piece at a time. And if Stab was replaced with Metabolize, hit and run would become much more efficient. Both of these methods would enhance the Fade's role and change it's playstyle

    Anyway, thats just my dream fade and my take on how upgrades should work.


    On Topic: I think the only change that the alien tech tree needs to have the ability researches removed from support structures, even if the structure itself is required to begin the research (except whips, base lifeform upgradesshouldn't need any requirements but Tres and biomass)
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited December 2013
    Benson wrote: »
    Skulks become better at general combat, and able to close distances easier with leap (xeno is kind of a gimick)

    IDK where you've been since they buffed it, but xeno ends games... at least in pubs. Even an average skulk can kill someone pretty decent with a jetpack... by just jumping at them (lol?). No aiming required :-) . Nevermind what xeno does to attempts at hive rushes or "turtling." I think it's stupidly OP; IMO it should lose potency in a straight line with the health of the skulk exploding.
    Benson wrote: »
    Fades are the only one that have abilities that don't make its role better. Shadowstep is the only one, as it makes the fade even more elusive, however stab and vortex are out of place for a hit and run assassin.

    IMO they're not "out of place," just feel "off." Stab, for one, needs to be a lot more powerful than now I think. Then again, that would make already amazing fades even more unstoppable... :-P
    Benson wrote: »
    Honestly, I always wanted Vortex to allow the fade to teleport a marine and/or itself to a different location, similar to how the current vortex works, only when the fade lands the hit, it moves the marine and/or itself back to the vortex. This would be good for literally dissecting squads one piece at a time. And if Stab was replaced with Metabolize, hit and run would become much more efficient. Both of these methods would enhance the Fade's role and change it's playstyle.

    I agree with this 100%. In fact, when they were changing it, that's exactly the kind of implementation I was hoping it would be (casting vortex on something enables you to "1v1" them in a "shadow world" for a few seconds. When I saw what the implementation was changed to I was like... ehhhhh, useless.

    Then again, I play lerk exclusively these days... and have been for months now *shrug*. Might as well abuse the OPness that's left in the game (bite speed increase... why?!).
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