Tremulous Forum
General => Feedback => Topic started by: Stof on June 06, 2006, 06:30:09 pm
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Idea : make Armory and Medistation much cheaper to build. It's not like there is a good reason ( or even enouth room ) to build multiple of those items in the main base anyway. The goal is it make it worth it for humans to build small outposts on the map with one repeater and a medistaion and maybe even one armory.
As it currently stands, you cannot do that without weakening dangerously the main base in most maps which is a shame I think :)
I would suggest a price of 2 energy for the medistation and 4 for the armory for example. Also, default energy in the maps should be slightly lower so that humans cannot build 2 more turrets with the freed energy.
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this would be cool, but i think that there should be a way to earn build points. Like for a teams every 20 kills, they get 10 build points.
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I think the point is for Humans to have a centralized base. Else you'll have a small human base outside or near the alien base, and as humans almost always get s2 first it will become a case of:
Grenade, reload, Grenade, reload, Grenade.
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I think the point is for Humans to have a centralized base. Else you'll have a small human base outside or near the alien base, and as humans almost always get s2 first it will become a case of:
Grenade, reload, Grenade, reload, Grenade.
What is the repeater for then ? Some kind of high tech timed bomb ?
I've already been doing that kind of forward base and I can tell you it doesn't matter too much. After the second grenade, either you've already opened the way or grenades are useless. Anyway, it can be solved easily by replacing the armory with some ammo distribution point in that case. Cheap but can only be used for ammo.
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I think can enhance your idea:
Able to fill non-energy weapons on turrets. This way you can have a repeater with a turret, so you fill your energy on the repeater and your ammo on the turret.
Repeater + Turret = Outpost
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And a medkit-serving station too, please! It would require just a little room next to the turret and the repeater... :D
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When I build such outpost, unless there's really too much energy available, I just build a repeater and medistation. Less than half the price of medistation + armory and unless people are still stuck with the chaingun, it gets ammo and health for all :)
I still stick to my idea of a 2 energy medistation and 4 energy for armory or some ammo refill building ;)
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this would be cool, but i think that there should be a way to earn build points. Like for a teams every 20 kills, they get 10 build points.
Thats not such a good idea. Turrets are hard enough to kill as it is, without humans being able to build streams of new ones as they get more kills.
Tbh I dont like this idea that much at all - humans are the centralised base ones, where as aliens have the scattered more chaotic building regime. A human base with just a few turrets can hold off strong aliens pretty well, and seriously unbalance things if humans could build lots of them easily.
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Humans still remain centralised. Each turret built to defend an outpost is one less turret to defend the main base. If the reactor is down, all buildings everywhere on the map stop working. If humans spread around the telenodes and do not defend them correctly, then if they lose the outpost ( which is very very easy to do for aliens ) then they have left a major feeding place for aliens to make use of.
In the end, there's nearly no reason for humans to spread outposts everywhere as it is. Too expensive and too weak. i'm just proposing some changes to at last make a better use of the repeater, and add some more tactical choices for human players.
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Humans arent supposed to make forward bases
In a balanced game, you need all your build points to defend the main base against incoming aliens.
If you managed to put a forward base, then that means one of the 2 following things :
- You were on a server with more build points than usual (tjw ? )
- You were already far better than the aliens so without the base you could have win the game.
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Then lets make the booster and egg 1 credit each!
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Human forward bases only work if you already overpower the Aliens. It's pretty much a waste of good Reactor defense in most other cases.
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Then why do Repeators blow up? It could be an ammo-refilling station (both regular and for energy weapons). So what's the point of Repeators? If Humans don't build outposts, then they don't need the Repeator...
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N.M.I."]Then why do Repeators blow up? It could be an ammo-refilling station (both regular and for energy weapons). So what's the point of Repeators? If Humans don't build outposts, then they don't need the Repeator...
Reactors explode to avoid LAG. Because if cost 0 building points, so a funny-weirdo builder can place zimbillions of repeaters around the map for the sole purpose of being funny-weirdo. This guy will be happy, but the game will be somewhat Laggy.
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repeaters are great for moving base later in the game.
regardless, they shouldn't explode if you get ammo from them within 90 sec...
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What would happen if you had zambillion repeaters and one turret?
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What would happen if you had zambillion repeaters and one turret?
You'd lose 8 power points because that turret would be completely blocked by those repeaters :wink:
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Wasn't referring to a real tactical use, just whether they'd all class as in use from the turret or if only 1 would.
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You can't build a repeater somewhere that already has power.
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What would happen if you had zambillion repeaters and one turret?
You would get zambillion - 1 explosion.
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I think less energy cost for armory and med would have an opposite effect as humans would likely use these extra points towards turrets.