Improved resflow?

MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester Posts: 955 Advanced user
Okay this title might be a bit misleading but I couldn't come up with an appropriate title (if any of the forum mods can feel free to change it)

Basically the idea is to multiply everything res related by 10 (prices and maximum res) and get 1 res every 0.6 seconds. (If this doesn't hurt performance too much)

Gameplay and balance wise it wouldn't change anything from what we have right now, but with that it should be easier to make balance adjustments when it comes to prices for future patches and I think faster res ticks give players (especially commanders) better control over their res.
return to zero
twiliteblue

Comments

  • .trixX..trixX. Budapest Join Date: 2007-10-11 Member: 62605Members Posts: 856 Advanced user
    Mephilles wrote: »
    ... I think faster res ticks give players (especially commanders) better control over their res.

    I don't see how, if everything is just multiplied proportionately x)
    Would be weird though, medpacks and cysts costing 10res... even though you'd start with 500 Tres :D

    NO Cyril, when they're dead they're just hookers!
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Posts: 3,465 Advanced user
    I think it would probably make juggling the numbers in your head harder.
    formerly known as F0rdPrefect

    I am good Onos
    cooliticHandschuhNordic
  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester Posts: 955 Advanced user
    @Vetinari it is something you would need to get used to at first. But the idea is something along the line this:

    Let's say we firgured out that medpacks are too strong for 1 res cost but too weak for 2 res cost. Maybe the ideal cost of it would be 1.4 res. However the commander UI doesn't show any res lower than 1 res. So if the medpack would cost 1.4 res then it would look like the first medpack costs 1 res and the second cost 2 res.

    This is where this systems comes in handy. (I have a similar problem with the current pres system where you get 0.125 per tick but you only see 0.1)

    @trixX The thing is here that instead of waiting 2 or 3 seconds to drop something you might just wait 1.2 seconds or whatever. Tbh I personally think a faster but lower tick feels better, however if it drops performance too much I'd be fine with a 10 res every 6 seconds tick aswell
    return to zero
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts Posts: 2,828 admin
    Totally understand where this idea is coming from. I've had the same thought cross my mind as well.

    Unfortunately, this would be MUCH easier said than done. We would need to adjust parameters in several places (eg maximum tres and pres would also need to increase tenfold). If we ever did this, it would be out of necessity, not as a preemptive measure.
    Vetinari
  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester Posts: 955 Advanced user
    edited May 2017
    @BeigeAlert
    kResourceTowerResourceInterval = 0.6
    
    -- MARINE COSTS
    kCommandStationCost = 150
    
    kExtractorCost = 100
    
    kExtractorArmorCost = 50
    
    
    kInfantryPortalCost = 200
    
    kArmoryCost = 100
    kArmsLabCost = 200
    
    kAdvancedArmoryUpgradeCost = 200
    kPrototypeLabCost = 400
    
    kSentryCost = 50
    kPowerNodeCost = 0
    
    kMACCost = 50
    kMineCost = 100
    kDropMineCost = 150
    kMineResearchCost  = 100
    kTechEMPResearchCost = 0
    kTechMACSpeedResearchCost = 100
    
    kGrenadeTechResearchCost = 100
    
    kPowerSurgeResearchCost = 150
    
    kMedPackCost = 14
    kAmmoPackCost = 10
    kCatPackCost = 30
    kNanoShieldCost = 50
    kEMPCost = 500
    kPowerSurgeCost = 50
    kObservatoryScanCost = 30
    kObservatoryDistressBeaconCost = 100
    
    kShotgunCost = 200
    kShotgunDropCost = 200
    kShotgunTechResearchCost = 200
    kHeavyRifleTechResearchCost = 300
    kHeavyMachineGunDropCost = 400
    kHeavyMachineGunTechResearchCost = 200
    
    
    kClusterGrenadeCost = 20
    kGasGrenadeCost = 20
    kPulseGrenadeCost = 20
    
    kGrenadeLauncherCost = 200
    kGrenadeLauncherDropCost = 200
    kGrenadeLauncherTechResearchCost = 150
    kDetonationTimeTechResearchCost = 150
    
    kHeavyMachineGunCost = 250
    
    kAdvancedWeaponryResearchCost = 100
    
    kFlamethrowerCost = 80
    kFlamethrowerDropCost = 150
    kFlamethrowerTechResearchCost = 200
    kFlamethrowerRangeTechResearchCost = 100
    
    kRoboticsFactoryCost = 100
    kUpgradeRoboticsFactoryCost = 50
    kARCCost = 100
    kARCSplashTechResearchCost = 150
    kARCArmorTechResearchCost = 150
    kWelderTechResearchCost = 0
    kWelderCost = 30
    kWelderDropCost = 50
    
    
    kJetpackCost = 150
    kJetpackDropCost = 150
    kJetpackTechResearchCost = 250
    kJetpackFuelTechResearchCost = 150
    kJetpackArmorTechResearchCost = 150
    
    kExosuitTechResearchCost = 200
    kExosuitLockdownTechResearchCost = 200
    
    kExosuitCost = 400
    kExosuitDropCost = 500
    kClawRailgunExosuitCost = 400
    kDualExosuitCost = 450
    kDualRailgunExosuitCost = 450
    
    kUpgradeToDualMinigunCost = 200
    kUpgradeToDualRailgunCost = 200
    
    kDualMinigunTechResearchCost = 300
    kClawRailgunTechResearchCost = 300
    kDualRailgunTechResearchCost = 300
    
    kCatPackTechResearchCost = 150
    kWeapons1ResearchCost = 200
    kWeapons2ResearchCost = 300
    kWeapons3ResearchCost = 400
    
    kArmor1ResearchCost = 200
    kArmor2ResearchCost = 300
    kArmor3ResearchCost = 400
    kNanoArmorResearchCost = 200
    kNanoShieldResearchCost = 150
    
    kRifleUpgradeTechResearchCost = 100
    
    kObservatoryCost = 100
    kPhaseGateCost = 150
    kPhaseTechResearchCost = 100
    
    kResearchBioMassOneCost = 150
    kResearchBioMassTwoCost = 200
    kResearchBioMassThreeCost = 700
    kResearchBioMassFourCost = 1000
    
    kHiveCost = 400
    
    kHarvesterCost = 80
    
    kShellCost = 150
    kCragCost = 130
    
    kSpurCost = 150
    kShiftCost = 130
    
    kVeilCost = 150
    kShadeCost = 130
    
    kWhipCost = 130
    kEvolveBombardCost = 50
    
    kGorgeCost = 80
    kGorgeEggCost = 150
    kLerkCost = 180
    kLerkEggCost = 300
    kFadeCost = 350
    kFadeEggCost = 700
    kOnosCost = 800
    kOnosEggCost = 1000
    
    kSkulkUpgradeCost = 0
    kGorgeUpgradeCost = 10
    kLerkUpgradeCost = 30
    kFadeUpgradeCost = 50
    kOnosUpgradeCost = 80
    
    kHydraCost = 30
    kClogCost = 0
    kGorgeTunnelCost = 30
    
    kCrushCost = 0
    kCarapaceCost = 0
    kRegenerationCost = 0
    
    kCamouflageCost = 0
    kAuraCost = 0
    kFocusCost = 0
    
    kSilenceCost = 0
    kAdrenalineCost = 0
    kCelerityCost = 0
    
    kDrifterCost = 80
    kEnzymeCloudCost = 20
    kHallucinationCloudCost = 20
    kMucousMembraneCost = 20
    kStormCost = 20
    kNutrientMistCost = 20
    kBoneWallCost = 30
    kRuptureCost = 30
    
    kEchoHydraCost = 10
    kEchoWhipCost = 20
    kEchoTunnelCost = 50
    kEchoCragCost = 10
    kEchoShadeCost = 10
    kEchoShiftCost = 10
    kEchoVeilCost = 10
    kEchoSpurCost = 10
    kEchoShellCost = 10
    kEchoHiveCost = 100
    kEchoEggCost = 20
    kEchoHarvesterCost = 20
    
    kShadeInkCost = 30
    
    kCragHealWaveCost = 30
    
    kPlayingTeamInitialTeamRes = 600
    kMaxTeamResources = 2000
    
    kMarineInitialIndivRes = 150
    kAlienInitialIndivRes = 150
    kCommanderInitialIndivRes = 150
    kMaxPersonalResources = 1000
    
    kUpgradeHiveCost = 100
    
    -- alien ability research cost / time
    
    
    kGorgeTunnelResearchCost = 150
    
    kChargeResearchCost = 150
    
    kLeapResearchCost = 150
    
    kBileBombResearchCost = 150
    
    kShadowStepResearchCost = 150
    
    kUmbraResearchCost = 200
    
    kBoneShieldResearchCost = 200
    
    kSporesResearchCost = 200
    
    kStompResearchCost = 250
    
    kStabResearchCost = 250
    
    kMetabolizeEnergyResearchCost = 200
    
    kMetabolizeHealthResearchCost = 200
    
    kXenocideResearchCost = 250
    
    kVortexResearchCost = 150
    
    kWebResearchCost = 100
    

    All the changes needed to be done in the balance.lua

    The only problem that still occurs is that the commander UI doesn't show more than 200 tres and therefor you can't spend more than 200 tres at the same time, I tried this with a mod before and this was a problem I couldn't solve so far
    Post edited by Mephilles on
    return to zero
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members Posts: 1,684 Advanced user
    Gosh darn it man, put it in a spoiler!
    When life gives you lemons, throw it back and demand chocolate.


    Mephilles
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, NS2 Playtester, NS2 Map Tester, NS2 Community Developer Posts: 683 Advanced user
    honestly, as a commander, I would love to see this, it wouldn't actually change the frequency I can do something, but it would allow me to prepare to do it more effectively (I can literally see a res count that is fast enough to keep timing more easily.)

    I think the best way to word it would be that it would feel more satisfying to see the res ticking more frequently.
    Meph isn't an NSL admin anymore!

    #blameHefty
    Handschuh
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue Posts: 635 Advanced user
    edited July 2017
    Sewlek briefly tried this during testing of the BT mod that would be incorporated into build 250. It was discussed in the 131 page thread but i cant remember why it wasnt included
  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester Posts: 955 Advanced user
    @Scatter do you mind linking me the passage? :tongue:
    return to zero
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue Posts: 635 Advanced user
    Mephilles wrote: »
    @Scatter do you mind linking me the passage? :tongue:

    https://forums.unknownworlds.com/discussion/128755/sewleks-beta-test-mod/p1

    Link it when you find which of the 151 pages it is discussed in.
  • HandschuhHandschuh Join Date: 2005-03-08 Member: 44338Members, NS2 Playtester, NS2 Community Developer Posts: 387 Advanced user
    Scatter wrote: »
    Mephilles wrote: »
    @Scatter do you mind linking me the passage? :tongue:

    https://forums.unknownworlds.com/discussion/128755/sewleks-beta-test-mod/p1

    Link it when you find which of the 151 pages it is discussed in.

    131 pages only... gonna be a blast to read all of it!
Sign In or Register to comment.