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Balance issues stemming from buildable resource mechanics #60
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The sudden death implementation seems to be quite stable. The main reason it is not merged is this: there was some controversy about if this can be solved by other changes to the gameplay. Personally, I do not see a reason not to merge it, as it is completely optional.
I'm still running a hack to allow for building them without BP if the team does not have any at all. That is how we did it in late Tremulous.
Maybe we should make both work even without BP, like spawns. |
I think my SD implementation would require at least some work to be made upstreamable, but I'd be willing to put effort into it if we can look past the controversy of its' existence. I wouldn't object to the arm and medi working fine without BP. The human team can basically not function without these. One other thing which I would propose is: you are able to purchase medkits from the armoury for a small fee if there is no working medistation present. |
What I would propose is to make aliens regeneration depends on the presence of an OM. It would reduce the endless egg hunt a lot. |
If players like sudden death I'm ok with it being merged as an optional feature. |
Quick response to the points:
Side remarks:
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That is true, but with the current recovery rate values it still allows continuously rebuilding overmind + eggs even in longer matches.
I agree, my point is more that you can spam a bunch of leeches around the map, build lots of eggs, and then if the enemy team destroys your leeches it won't have much of an effect on your base. Whereas building a bunch of drills around the map won't be as successful since the enemy team destroying them will shut down your base. In essence, it makes drills less useful than leeches since they will mostly be constrained to your base. |
I agree with this, and after some testing on Bunker with SD, @VReaperV fed back to me about making drills re-buildable in SD mode 1, which seemed a sensible thing to do. Losing a drill hurts humans far more than losing leeches does hurts aliens. As has been said before, aliens can function with just an overmind and eggs. Humans need at least an armoury as well as the reactor and telenodes. |
Most of the issues related to drills ad leeches supporting a minimal base, including problems (3) and (4), should be resolved by an implementation of #61 as both teams would always have the initial build points at their disposal. A question is thus: Would this be sufficient or is alien/human base dependence still something we'd like to balance assuming humans can always build and use an armoury and a medistation? And if so, should we reduce alien capabilities or increase humans, or both? |
Booster also cannot be rebuilt or function with no BP, but the same being true for armory and medi has a much higher negative impact.
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