Limit On Marine Turrets With New Alien Zapper?
Cowswin
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.
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
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.
It better be
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?
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?
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.
<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