Ishq wrote:1) In response to the dretch hiding endgame, if the RC or OM is down, the respective team will show up regardless of motion. This code has already been comitted by ds.
This isn't an optimal solution as the logic of the radar is changed in midgame. Whatever fancy lore we will come up with, this will stay unintuitive. One alternative idea that came up was to use approach (3) and make the health regeneration rate negative if an alien doesn't visit creep for a longer period.
Ishq wrote:2) Repairing human structures will no longer cost money. Courtesy of Viech.
yay. I will deimplement™ this as soon as Tim finished merging entities.
Ishq wrote:3) […] Just on explanation. I'm sure kharnov can come up with another if he wants.
I think he will love it. :p
Ishq wrote:4) Toy with the idea that both Repeaters and Drills will provide power. […]
This is an important topic. Norfenstein originally wanted to remove power zones and creep as a limit for building stuff alltogether. Ishq agreed to give it a try but still wants aliens to be tied to some form of creep. I don't want humans to get a strong advantage above aliens that way because their forwards would not only be easier to build but also lose their weak point, the repetear. The main reason whyIshq and me want to loosen zone limits now is that you should not be forced to build a repeater/egg for your generic RGS forward.
I have an alternative idea for this: Redefine both creep and repeater in distinct ways (stressing the difference between the teams for extra awesomeness): Alien buildings are weaker if you build them alone. You have to build a few of them closeby, so that "creep" grows between them, increasing their max health until it reaches its full value. In contrary, human buildings draw power from their environment and in order to build more than a few in the same spot in the absence of a close RC, you have to build a repeater.
Alien example: Granger builds a leech, it will grow to full functionality but don't generate (initial) health above 1/3. Granger builds a close acid tube, now both buildables share creep (we can even display the link with a decal) and generate up to 2/3 of their maximum health. Now granger builds an egg, finishing the forward. All buildings will be at full health. If one structure gets destroyed, the health of the others will decrease (instead of heal) to their new limit.
Human example: Bob builds a turret, a drill and another turret. Now the forward has reached a threshold (here: 20 BP). Since Bob doesn't build close to RC, he can't build another structure closeby unless he builds a repeater first. For every repeater, Bob gets another 20 BP worth of local power. If he builds a single repeater as well as a medistation and an armory and the repeater gets destroyed later on, buildings will randomly unpower until local power consumption is below limit.
This removes the zone restrictions for both teams (admittedly, it removes it mostly for humans) while keeping an individual weak spot for forwards. Humans will need extra BP to stack their turret defense of doom, introducing an additional explosive "power switch" every n buildings. Aliens can still spread eggs but they would be easier to hunt down. If they want structures at full health they have to clutter at least a few of them, which makes it easier for human splash damage weapons to kill them.
Both ideas would be rather simple to implement if we do it similar to the way RGS operate and adjust their efficiency independently. I'd like to give it a try.