Too many resources

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Ishq
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Joined: Tue Mar 06, 2012 8:32 pm UTC

Too many resources

Post by Ishq »

One issue introduced by resources is that if a team doesn't build for a while and maintains a significant offense, they will be often left over with a lot of unused build points that they don't necessarily spend wisely. Furthermore, even when buildpoints aren't plentiful, a team will generically cluster as many buildings as they can in a single location. The issue with this is they don't tactically place buildings, but instead make rows of turrets or clusters of hives. What are some methods that we can use to deal with this?

One method I've thought of, but am not particularly fond of is to put a max limit on the power per area... We could allow stacking repeaters to allow for building more stuff in an area if a team really needs it.

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Viech
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Re: Too many resources

Post by Viech »

Ishq wrote:

We could allow stacking repeaters to allow for building more stuff in an area if a team really needs it.

For humans, I was thinking exactly that. Instead of a repeater, you will need a 'power concentrator' or 'amplifier' if you want to have many buildings in one place. The difference would be that you could forward without the requirement of a repeater first. If your forward grows stronger you will need to introduce additional weak points, as each concentrator if destroyed will let buildings in its reach unpower at random until the remaining have enough power in their area.

For aliens I don't think anything like this is necessary. Cluttering alien buildings is already a bad idea if the enemy can hit them with grenades or the luci (stage 1 lacks a good weapon but same goes for alien classes). You would usually want to spread your alien structures so they have to get destroyed independently. However, if we make human forwards stronger by removing the single point of failure (repeater) while simultaneously allowing the placement of structures everywhere, aliens would need a compensation. I think we should go the other way for them: Instead of requiring creep for building, let's give alien buildings something like 'creep chains'. If a building is alone, it will be weaker (e.g. have less maximum health). If another building is closeby it will get stronger and if three buildings are close enough they will have no disadvantage.

I'm not completely sure about the alien part but replacing repeaters with amplifiers seems like a good idea to me. It just needs some form of equal compensation for the aliens (egg not the single weak spot, being able to build a non-egg structure right away).

[HR][/HR]
As far as I know you wanted S3 to be the ultimate killing stage. Stacking buildings means that the enemy has a higher chance to get on S3 by raiding your base in a moment of weakness. So I think we might already have dodged the issue with the implementation of confidence.

If at some point we really wanted to counter base stacking, we could introduce extra confidence / credits for kill-combos. For now I'd say this would be more arcade than necessary.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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