Limit On Marine Turrets With New Alien Zapper?

CowswinCowswin Join Date: 2003-03-17 Member: 14623Banned, Constellation
<div class="IPBDescription">Bug Zapper, gets em when you can't...</div> Since marines will now have "electrified" factories, this will take out the main tactic of taking down turret factories, which is eliminate the turrets on one side of the fact and then take down the factory. Will you limit the number of turrets to 4 or 5 now to balance this out?

Currently turret farms ownz me... When someone puts up 7+ turrets you'll take FOREVER to take down every single turret and then you won't be able to take down the main factory even unless you have a gorge or a d tower RIGHT next to you, which lets the comm just plop down 10 new shiny turrets if a couple marines kill the aliens that we're chomping them down.

Comments

  • LockNLoadedLockNLoaded Join Date: 2002-09-05 Member: 1282Members
    edited March 2003
    indeed. im sure the ns team realized these issues when they implement the TF tech upgrade. i agree turret farming is just a waste of resources, ups server load and lags everyone with lower end pcs.

    If anything, i imagine the 'shock' upgrade would work like how the siege upgrade applies to the TF, costing X amount of resources.

    only thing is, will it be a one-off upgrade if at all?

    speculate... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    :edit: sp.
  • DrSuredeathDrSuredeath Join Date: 2002-11-11 Member: 8217Members
    edited March 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If anything, i imagine the 'shock' upgrade would work like how the siege upgrade applies to the TF, costing X amount of resources.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It better be
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    It will be a per-unit upgrade, I believe (not an 'all units', which would likely get unbalancing). I can think of some very interesting tactics that could spring out of this, as well as some ways to defeat it with tasty teamwork. Especially considering that multiple gorges will now be an acceptable situation (offensive medics/engineers, anyone?).
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    posted this in the other thread but it was locked...bah

    I think an upgrade for a electric TF seems good because it would enforce aliens to take down defences quickly before the marines can tech up to make things harder, but this may enforce laziness for the commander, he may not worry about good TF placing if it does damage to enemies.

    I am wondering if there will be an electric particle effect when an enemy touches the TF?
  • CowswinCowswin Join Date: 2003-03-17 Member: 14623Banned, Constellation
    Yeah...I can see it now...

    No longer will the comms stack up Comm chairs to prevent alien entry, they'll stack electrified turret factories, preventing all but gorge and fade from attacking them... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> heheheh

    Who needs the turrets?
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    what exactly is the electrified part of the turret.. does he get electrified like life drained, or is the tf going to send a couple of shocks, recharge, etc... The second one could see some suicidal skulks letting way for the fade or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Candy_ManCandy_Man Join Date: 2002-11-19 Member: 9331Members
    I kind of had an idea when I first read this post, something similar to C&C Red Alert when you have too many engery hording buildings and not enough power plants the power would fail and many functions wouldnt be availible. What if a certain amount of turrets cause the TF to be overwhelmed and either shut them all down or power down random turrets. That would lead to some interesting ideas-

    Therefore to have a certain amount of turrets you may need more than one TF to power multiple turrets and may discourage turret farming. Also aliens mayb aim straight for the tf instead of turrets because if there is more than one tf powering two tfs worth of turrets then taking one tf down would power down the others and would lead to insteresting new tactics ect.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    A few thoughts about this... Some key items to keep in mind:

    <b>What will it COST?</b> In order to balance this the commander will need to balance the COST vs the benefit. So if it is too cheap then it could disenfranchise the aliens somewhat.

    <b>What will be needed to reseach it?</b> In order to prevent 'electrified walls of lame' or 'electrified vent blockers' you should actually have to BUILD a turret before you can upgrade the turret factory. However, I have heard that building stacking is being removed so hopefully this won't be an issue.

    <b>How LONG will it take to research?</b> It will take time to research, so hopefully that will give aliens a chance to pull it down BEFORE the upgrade research is complete.

    <b>Will one be able to tell the TF is electrified?</b> There should be an indication that the TF is electrified so aliens can tell before they attack it. (it would also be a cool effect too)

    <b>How much damage will be done per second?</b> The damage should be to the extent that yo ucan chomp on the TF for a bit, but that you will still die. That way the TF doesn't become 'invulnerable' until aliens get fades. In a one hive game this could be death.


    As you can see, many questions here, but I'm sure they will work it all out in the playtesting...

    Regards,

    Savant
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    My fear about 1.1 is there will be gorge rushes and not to attack the marines, but to block them into their base. =\
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    Yes, the issue of the electrified turret factory brings serious doubts to my mind, however we are thinking in a 1.04 sense, and we don't know the extent of the changes that will take place in 1.1, however to be able to electrify turret factories you should have to research it first at a prototype lab, as this would be something experimental (1.1 has yet to come out and is experimental) and it should also cost a certain amount to make the TF have the electricity, becuase even though you have JP or HA upgraded, you still have to give them out. I look forward to seeing how this all works out
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