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Suggestions, ideas / Re: My ideas
« on: December 03, 2012, 10:53:32 PM »Quote
Only 1 hovel can be built for 0 BP. So only 1 Granger can get their BP timer shortened. Plus you can only build Hovels at S3, the benefit is quite frankly marginal. But it would give Grangers a reason to actually jump into a hovel, where as normally in 1.1 I feel safer just hiding in a corner or something than an obvious target like the hovel.QuoteHovel will be back, but faster build timer inside is nice ideaTests will tell. I think we could have SOME buildtimes shortened but that hovel idea is bad, for 2 grangers+2 hovels= instantbuild unless you add some bp quee like 1.2.
Oh and to clarify, jumping in the hovel won't cut your BP timer in half, it will simply count down the build timer twice as fast, so you'll only get the benefit of half build timer if you spend the whole time in the hovel, meaning only 1 granger can take advantage of this at a time.
QuoteBTW, we tried rebuildable armoury and medi on funserver one time. Humans moved base to plants room. It was very hard to kill arm and medi, but we killed it after few rushes. But they rebuilded it - humans was immortal.Me+buddies of mine once implemented this in a server, but it was disastrous. Two tyrants (I was one) suicded past rets and an MD on ATCS just to kill the Armory. -10 evos and 1 minute later, armory was back up. We stopped game and removed it.
Hm, I don't know about this. This is most likely an exception to the norm. I'll tell you if you every play against me in a 1.2 match, you will probably lose at SD if I'm playing aliens. This especially true if there's an e7 member on skype with me, because the first thing I'll do ~2 seconds before SD starts is charge in your base with a rant and kill your medistation with 1 swipe (The charge will bring it to half) And if that fails, another alien like a mara or something will come in and zap it once to finish it off. Basically, you have no hope in defending your medistation if a skilled alien wants it dead. Unless you literally put it in a ridiculously far off spot that makes your medistation less convenient for healing.
I don't have stats, but if you were to look up stats for victories after SD in a non-UBP server, I am almost certain aliens have 70-80% win rate.
BTW, we tried rebuildable armoury and medi on funserver one time. Humans moved base to plants room. It was very hard to kill arm and medi, but we killed it after few rushes. But they rebuilded it - humans was immortal.
The problem was is that you're targeting the wrong thing. If you're going to suicide rush and there is rebuildable armory and medistation, your target should be nodes or the RC. Likewise for humans, their target should be eggs and the OM. This makes it so that taking out the armory/booster/medi is a strategic objective that helps you rush the real objectives, such as the spawns. As it stands now, taking out either the medistation or the armory, especially both means near certain victory for the alien team.
Yes I agree having a single rebuildable armory/booster/medi can draw out the game slightly longer, but you're going to see those infamous 100 minute games you see in 1.1 if the map is correctly balanced. In 1.2, the armory and medistation could be rebuildable in SD, and the games would still end really quickly, just because of the accelerated nature of the 1.2 gameplay.
SD - that is true. But game like this should be little "unbalanced", so humans can use some aliens disadvantages and vice versa. And that unbalancing making the game balancedHumans must build good antisnipe base and aliens anti grenade/luci base. Aliens can snipe medi, and they need good position and time for this. Hunans can nade booster/egg, and they don't need good position and time, only must be quick.
This is true, and it really comes down to preferences as the developer, as long as game as whole is balanced, I (as a player) do not mind certain aspects to be unbalanced.