Why Was Res Tower Activation Time So Un-fun?

TwexTwex Join Date: 2002-11-02 Member: 4999Members
edited August 2003 in NS General Discussion
<div class="IPBDescription">A "post mortem" attempt</div> Flayra talks about a late, major feature change which affected both fun and balance <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=31&t=41193' target='_blank'>here</a>:
<!--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-->this is due to a couple last minute changes we made at the end of our private beta. The game that had finally gotten balanced near the end, was no longer as fun as it should've been, so we took the risk and traded balance for fun. That's what 2.0 is. It's fun, but not balanced yet.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's logical to infer that he refers to the activation time of resource towers. This is the only feature major enough to have the impact which could be observed.

I wonder <i>why</i> this resource system, intended to encourage conflict over the resource nodes instead of the hives, was considered so "un-fun" that its removal was risked so close to release.

Did it not fulfill its purpose of encouraging a slow, carefully defended crawl from one node to the next? Or was this sort of crawl too boring for an FPS?

What went wrong?

Comments

  • gc_phillehgc_philleh Join Date: 2003-08-04 Member: 18898Members
    Hmm good question, i would suppose because the early game was dull as neither team would get much res in
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    2.0 is actually quite fun, and while it does have it's problems, I do have to say it's probably more balanced than 1.04.

    1.04....THAT was boring.....same fraking JP/HMG rush each time.......same chamber order.....same same same.
  • bigjanginbigjangin Join Date: 2002-11-01 Member: 2090Members
    in a game, 60 or 90 seconds is a long time. Who wants to sit around guarding every res tower you put up for that long? Its also counter-intuitive in a game to build something yet have to wait for it to activate. What if the armory wouldnt give out ammo for 60 seconds after it was finished building? A lot of people would sit there and hump it complaining about how its not working.
  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, 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-->I wonder why this resource system, intended to encourage conflict over the resource nodes instead of the hives, was considered so "un-fun" that its removal was risked so close to release.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Believe me, it's still resources over hives. I've yet to see a marine win where they failed to focus on resources. The alien wins I've seen are simply the fact that their resource nodes rarely get killed.

    Just some helpful strat ideas for you <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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