The "1.0x Hive Based Evolutions" Thread

RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
<div class="IPBDescription">Post discussions on this here</div> Seeing as in the latest 1.1 build Flayra reintroduced hive requirements for higher lifeforms, I wanted to get the community's views on this. Seeing as this probably would have been discussed anyway, I thought I'd start this thread up to keep it all organized <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

To begin with, I'll say that I just don't like it. One of the reasons I was looking forwards to 1.1 so much was that the aliens no longer faced the dreary prospect of 2 or even 1 hive lockdowns ending games prematurally. The fact is that even a 1 hive lockdown would be very harsh in the current 1.1 build, seeing as fades no longer have acid rockets. We all know fades go down very fast against concentrated firepower, and without the advantage of long range attacks fades I believe would have a very hard time taking out a turtled fortified hive that the marines were holding. Maybe a pt can confirm/deny this. The fact however that we have all experianced 2 hive lockdowns gives us an insight into just how hard they are to break.

As it stands in 1.04, marines are resource dependant. Aliens are dependant on resources AND 3 locations on the map where the hives are. These locations are the same every game and as such the marines will always know where these pivotal locations are. Yet the marines can simply abandon their start and move directly to a hive location: and without oni to break in depth marine defenses I fear for a re-run of 1.04 games in 1.1. Leaving alien life-forms undependant of hives gives the aliens the power to use their resources as opposed to having hundreds of res doing nothing. I've always believed that the game should be based around the control and use of resources, not the control and fortifying of one or two positions on a map.

The central issue however may be deeper than this, and that is the dominance of the onos. Since it was designed as a game ender, the onos has been hard to rebalance. From the reports of pts and vets this imbalance remains: oni still seem fully capable of devestating marine teams. The problem here may be simply that there is no direct marine counter for the onos. 2 HA/HMG/welder marines cost around 100 res to outfit, not to mention the upgrade costs. A single onos costs around the same plus evolutions. Yet in almost every situation the onos will come out on top when matched against an equal investment of resources. There would seem to be a few solutions, such as weakening the onos, boosting marine power, or giving the marines something new at the very top of their tech tree that would allow them to fight the onos on equal, or at least partially equal grounds.
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Comments

  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    I'll wait to see the playtesting results, but I think not having the restrictions is better for NS and the playtesters will conclude this. However, that doesn't mean they shouldn't <b>try</b> it, which is exactly what Flayra is doing.

    Also, everything you have to say about liking the no hive-based gestate level restriction is speculation. You don't really know which you like since you've never played it without the restrictions.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    <!--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-->Since it was designed as a game ender, the onos has been hard to rebalance.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I'd like to make a correction: the Onos was not designed as a game ender.
  • PykmiPykmi Join Date: 2003-04-14 Member: 15473Members
    <!--QuoteBegin--PseudoKnight+Jun 15 2003, 02:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Jun 15 2003, 02:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->Since it was designed as a game ender, the onos has been hard to rebalance.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I'd like to make a correction: the Onos was not designed as a game ender. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you have hive dependance, Onos will be a game ender. If it won't be, then aliens don't have a game ender. Then aliens will lose.

    I liked the idea of 1.1... A not game ender ONOS, but a strong fighter....
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    edited June 2003
    You don't have to think for me, thank you. I know perfectly well what hive dependance means for the Onos. If that wasn't the case then read my post again. I said that the Onos wasn't <b>designed</b> to be a game ender.

    Consider also in your speculation that hives cost <b>considerably</b> cheaper.
  • PykmiPykmi Join Date: 2003-04-14 Member: 15473Members
    They are cheaper, yes, but the res flow is also a lot slower.

    I'm really afraid hive lockdowns again. The tactic could be used sometimes, but I don't think it should be viable, as it will be now.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    What about this?

    No hive requirements (or, at least, only one hive for Fades, and only two hives for Onos)
    Fades are still powerful.
    Onos are still scary powerful.

    However, both classes are weakened considerably the farther they get from a hive. More hives means that they can range farther distances without being weakened. This way, a team can save up for one or two Fades or even one Onos, but without controlling more hives, they can't rush the marine base right as soon as they appear: they can only effectively secure areas near the hives.

    The WAY to gradually weaken them as they get farther and farther away bears some thought: movement speed slowdowns? Health slowly decreasing? Higher abilities going offline?

    But it is, I think, an interesting alternative that keeps Onos in the game and makes Fades more possible earlier on without making them into immediate basesmashers.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Personally, I liked the idea of no-hive dependance as far as lifeforms were concerned - but if there's no other way to prevent Onos appearing and causing havoc too early on, I guess it has to happen. ):
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--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-->I'd like to make a correction: the Onos was not designed as a game ender. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    How exactly was it NOT a game ender? Gore, paralyse charge and primal scream on a walking tank with stupid amounts of HP and armour. When you ever see on in 1.04 entire marine bases fall apart in a matter of seconds. The sheer strength and power of the onos was never balanced in 1.04 and it was never ment to be: 3 hives ment the marines had lost. Now even though oni abilities have been tweaked, they remain awesomely powerful due to thier massive HP and armour coupled with some very nice abilities. Changing them from "game ender" to "excellent but balanced unit" is proving rather hard.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    <!--QuoteBegin--PseudoKnight+Jun 15 2003, 03:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Jun 15 2003, 03:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If that wasn't the case then read my post again. I said that the Onos wasn't <b>designed</b> to be a game ender. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Apparently, the Onos originally had infinite health and armour. That sounds like a game ender to me. :/

    (According to Talesin, anyway. He posts it often enough in the Suggestion forum. (; )
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    <!--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-->How exactly was it NOT a game ender?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Please comprehend correctly what I said before responding to my post.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    Or they could beef up lerks pretty darn much which isn't going to happen I suppose...
  • MoonMoon Join Date: 2002-11-16 Member: 8873Members
    <!--QuoteBegin--XCan+Jun 15 2003, 05:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Jun 15 2003, 05:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Or they could beef up lerks pretty darn much which isn't going to happen I suppose... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I like most am unhappy with even the remote prospect of having fade/onos 2+ hive locked again.

    Why not simply make them more expensive ? Or decrease their HP etc. Maybe I'm not seeing the bigger picture here or something...but surely their must be another way to balance things.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited June 2003
    <!--QuoteBegin--PseudoKnight+Jun 15 2003, 12:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Jun 15 2003, 12:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->How exactly was it NOT a game ender?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Please comprehend correctly what I said before responding to my post. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You:
    <!--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-->I'd like to make a correction: the Onos was not designed as a game ender.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Especially: <!--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-->the Onos was not designed as a game ender<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Key part: <!--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--><b>was</b><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Summary: You said it WASN'T, as in from the beginning, a game ender. But as it was literally invincible(no hp or armor count, shooting it didn't matter), it very much WAS a game ender.
    And I can safely say that it IS a game ender in 1.0x.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    edited June 2003
    WRONG!

    I said it wasn't "designed" as a game ender. Key word: designed. This is what I mean by comprehending my post before replying to it.

    <!--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-->Summary: You said it WASN'T, as in from the beginning, a game ender.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->This is how you thought of it. You must have skipped the key word in your head when reading it.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Erm...yeah, it was designed to be a game ender. That's why it initially had infinite health.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Yeah, I don't get your point.
    I get the feeling I flamebaited you there, so let's quit discussing this please?
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    edited June 2003
    Eh... 'tis okay. I just get tired of people misinterpreting what I'm trying to say. I'm sure you understand the predicament. However, if I was to fully explain my thoughts then my post would be long enough to dissolve any interest a forumer once had in reading my post. I sometimes tend to become verbose when I do that to the dismay of anyone reading.

    It may interest you to know that I misinterpreted a post today as well. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Snidely, I still believe Flayra's intention with the Onos for a release version was to have the Onos as an ultimate (highest level; ie. uber) but counterable Kharaa and that it was reflected in the design process.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--PseudoKnight+Jun 15 2003, 03:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Jun 15 2003, 03:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You don't have to think for me, thank you. I know perfectly well what hive dependance means for the Onos. If that wasn't the case then read my post again. I said that the Onos wasn't <b>designed</b> to be a game ender.

    Consider also in your speculation that hives cost <b>considerably</b> cheaper. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Eh a little harsh are we?
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    <!--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-->However, if I was to fully explain my thoughts then my post would be long enough to dissolve any interest a forumer once had in reading my post.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    A little full of ourselves, are we?
  • SwampRatSwampRat Join Date: 2003-02-10 Member: 13369Members
    <!--QuoteBegin--PseudoKnight+Jun 15 2003, 03:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Jun 15 2003, 03:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Consider also in your speculation that hives cost <b>considerably</b> cheaper. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    the hives are considerably cheaper - but the gorge nolonger gets thrice the res of the other aliens...
    (maybe even less, unless its an uber battle gorge)
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin--SwampRat+Jun 15 2003, 05:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SwampRat @ Jun 15 2003, 05:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--PseudoKnight+Jun 15 2003, 03:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Jun 15 2003, 03:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Consider also in your speculation that hives cost <b>considerably</b> cheaper. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    the hives are considerably cheaper - but the gorge nolonger gets thrice the res of the other aliens...
    (maybe even less, unless its an uber battle gorge) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ah yes, I almost forgot.
    If res-for-kill wasn't there, hives would have to cost ~25 res, since it would otherwise take longer than 1.0x to get that res(80/3~=27), and that is pretty long already.

    Now that we have res-for-kill, it's MUCH better to skulk until you have 45 res(15 is the cost for gorging, right?) than to sit around as a gorge, thanks to gorges not getting bigger shares.
    Remember that when 1.1 is out.
  • LuxLux Join Date: 2002-11-17 Member: 9078Members
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=30&t=35197' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=30&t=35197</a>
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    Just a thought: Siege Turrets could prevent Onos from attacking certain areas as well, meaning that lesser creatures would have to sneak in and take them out before an Onos could rampage through the base. They would have to change the way the ST's work though, so that they simply repel Onos rather than exploding them (which would be just awful for someone who accidentally got to close and has no idea that there is a Turret several rooms away.
  • AgkelosAgkelos Join Date: 2003-02-07 Member: 13243Members
    <!--QuoteBegin--Pykmi+Jun 15 2003, 03:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pykmi @ Jun 15 2003, 03:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They are cheaper, yes, but the res flow is also a lot slower.

    I'm really afraid hive lockdowns again. The tactic could be used sometimes, but I don't think it should be viable, as it will be now. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    uM.. RES FOR KILLS ANYONE?
  • YardbombYardbomb Join Date: 2002-11-24 Member: 9791Members
    Just an idea...
    Keep it at the 1.0x system so that hives are still important, but to break the lockdowns why not allow any evolution once you get to 100 res.
    That way if the 'rines have a 2hive lockdown the kharaa can wait until they get 100 res then onos to break it.
    It'd need a bit of balancing though.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    I was REALLY looking forward to the new 1.1 behaviour, I sincerely hope that playtesting proves that the REMOVAL of the evolution limit was a GOOD thing and it will be put back in.

    I don't know how much else has changed in 1.1, but in 1.04 the entire game pretty much revolves around getting the second hive.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I was really liking the idea of having all evolutions open at all times. The only problem that I hear about is the Onos being too strong and the aliens have too many too early. Why not make it so Lerk/Fade are avaiable at one hive, but if you want an Onos then you have to get two. If the marines fail to hold, retake, or defend two hives then do they deserve to win the game?
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    edited June 2003
    Someone earlier in this thread said how an onos is the same res as 2 HA-HMG or something like that. However, it takes a darn sight longer for that alien to save for onos than the marines to get HA. Maybe the costs are the same, but the <i>investment</i> is greater so imo it should be able to take out of those 2 HAs.

    Edit: confused myself with acronyms <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    Why don't you just make it so marines can't build with in a certain radius of the hive (except res). That way they can't build a base there but the radius won't be large enough to prevent the marines from putting a siege on the hive. Maybe boost the power of the siege cannon and make it so only one can be built per turret factory. Change this idea how you wish and intergrate it into your own idea if you want to. We need to come up with something.
  • godzilla21godzilla21 Join Date: 2003-06-05 Member: 17022Members
    <!--QuoteBegin--Bosnian+Jun 15 2003, 03:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bosnian @ Jun 15 2003, 03:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why don't you just make it so marines can't build with in a certain radius of the hive (except res). That way they can't build a base there but the radius won't be large enough to prevent the marines from putting a siege on the hive. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Disabling marines to have 2 CC is better than doing such a thing. If they cant have 2 CC, they cant relocate.
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