Author Topic: Alien Bases  (Read 9892 times)

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Alien Bases
« on: June 28, 2007, 01:09:40 am »
Honestly, I think that the low hp and effective range of alien buildings makes constructing them very fickle. Only one alien building has the hp of the Human counterpart, the egg/repeater. Don't say aliens do more damage, because all the alien defenses can be easily killed from outside their effective ranges by many weapons. Buildings placed on walls or ceilings will not work against more experienced players. If aliens are to become more base dependent in 1.2, they will need more dependable bases.

For reference, structure hp comparison:
Main Power:
[A] Overmind 750 hp
[H] Reactor 930 hp

Auxiliary Power:
[A] Egg 250 hp
[H] Repeater 250 hp

Spawns:
[A] Egg 250 hp -  
[H] Telenode 310 hp

Team Resupply:
[A] Booster 150 hp
[H] Armory 280 hp 1.1.0 (420 hp tjw)
[H] Medistation 190 hp

Defenses:
[A] Acid Tube 125 hp
[A] Barricade 200 hp 1.1.0 (300 hp tjw)
[A] Trapper 50 hp
[A] Hive 125 hp
[H] Turret 190 hp
[H] Defense Computer 190 hp
[H] Tesla Generator 210 hp

Misc:
[A]Hovel 375 hp
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Ceaser342

  • Posts: 201
  • Turrets: +0/-0
    • http://www.operationcwalii.smfforfree.com
Alien Bases
« Reply #2 on: June 28, 2007, 01:55:59 am »
No he has a very valid point.  If aliens are going to need there base for the love of god give them a base that can handle a assult.  If humans are decent and keep up the pressure they can crack a base very very quickly where as Aliens either have to rc hop or wait till SD to take on a decent human base.
img]http://i46.photobucket.com/albums/f108/K7Eternal/CeaserSig-1.gif[/img]

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Alien Bases
« Reply #3 on: June 28, 2007, 01:59:21 am »
Why don't we compare health and damage numbers for players too?
U R A Q T

Quaoar

  • Posts: 152
  • Turrets: +1/-0
Alien Bases
« Reply #4 on: June 28, 2007, 07:02:04 am »
Quote from: "Plague Bringer"
Why don't we compare health and damage numbers for players too?


Well, as it stands aliens would appear overpowered with the numbers, though a lot of people say that the teams are pretty equal in terms of potential, and tjw's stats seem to sort of support that. So, if everything else is still the same (320cred human 1 hit KO'd by goon, tyrant freight train kills 4 hummies in 3 seconds, etc: ), then the next version would put aliens at a distinct disadvantage.

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Alien Bases
« Reply #5 on: June 28, 2007, 05:20:11 pm »
Actually you're right, sorry about that techhead, however at the moment most humans do not use the potential of their advantage to their, well advantage, so it is balanced enough.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Lava Croft

  • Guest
Alien Bases
« Reply #6 on: June 28, 2007, 05:27:08 pm »
Alien bases are fine, they are meant to go down in no time, just like they are built in no time.

Ceaser342

  • Posts: 201
  • Turrets: +0/-0
    • http://www.operationcwalii.smfforfree.com
Alien Bases
« Reply #7 on: June 28, 2007, 05:48:44 pm »
Lets add up TJW's changes:

Slow as fuck grangers=No escape from base rape.

Nerfed Regen off creep=Base goes down aliens are screwed becuase grangers can't run.

Need for forward egg= Less Bps to fortify main base.

Now some of those may not get in to 1.2 however if they do aliens will be dead if even two human players can sneak to alien base rape it with pulse rifles and other shit.  You thought camping humans were bad?  Now you got camping aliens.
img]http://i46.photobucket.com/albums/f108/K7Eternal/CeaserSig-1.gif[/img]

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Alien Bases
« Reply #8 on: June 28, 2007, 05:49:28 pm »
srsly
U R A Q T

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Alien Bases
« Reply #9 on: June 28, 2007, 08:49:34 pm »
I'd hope that before the official 1.2 release there will be a closed preview for one week to work out the true kinks, it should include those members with lots of experience and insight, so it would be a group consisting of the following:

-Devs
-Old beta players (ancients :p)
-Proven mappers
-Proven modders
-Selected people who have been determined by members of the above categories to be good gamers, so not killwhores but players who know the game.

About 50 to 100 in size. That'd be about double to quadruple the size of the old testgroup so getting games going should be easier.
I’m busy. I’ll ignore you later.

benmachine

  • Posts: 915
  • Turrets: +99/-76
    • ben's machinery
Alien Bases
« Reply #10 on: June 28, 2007, 09:14:09 pm »
Why closed? open previews are cool too.
benmachine

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Alien Bases
« Reply #11 on: June 28, 2007, 09:45:51 pm »
The open one is already busy? Tjw's server runs all intended changes.
But I know there isn't a near 100% concentration of skill and experience there checking it out at any time during it's open cycle since most people would like to see a whole finished scope of it without interference. This 1 week would provide some really smart people tremwise to make their opinions very clear and test ideas with a group who understands them.
I’m busy. I’ll ignore you later.

Mispeled

  • Posts: 148
  • Turrets: +0/-0
Alien Bases
« Reply #12 on: July 05, 2007, 02:21:48 am »
Quote from: "Lava Croft"
Alien bases are fine, they are meant to go down in no time, just like they are built in no time.

That works great on larger maps like Karith and Nexus with lots of places to put up temporary bases, but not really practical on ATCS, which only has the interior center building in addition to the default as viable alien bases.

TinMan

  • Posts: 1019
  • Turrets: +49/-70
    • http://neonpulse.net
Alien Bases
« Reply #13 on: July 05, 2007, 02:23:44 am »
It takes an awful team of feeders to loose as Alien team on ATCS, especially with the standard BP of 100.
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

Mispeled

  • Posts: 148
  • Turrets: +0/-0
Alien Bases
« Reply #14 on: July 05, 2007, 02:39:17 am »
Quote from: "TinMan"
It takes an awful team of feeders to loose as Alien team on ATCS, especially with the standard BP of 100.

Then you're claiming that ATCS is more than 50/50 biased towards aliens?

temple

  • Posts: 534
  • Turrets: +37/-42
Alien Bases
« Reply #15 on: July 05, 2007, 04:27:24 am »
Quote from: "Plague Bringer"
Why don't we compare health and damage numbers for players too?

You could but it would vague because armor adds a variable amount of health, where as aliens always lose health at the same rate.  Some cases, armor is better than pure health increase, other times it doesn't matter.

TinMan

  • Posts: 1019
  • Turrets: +49/-70
    • http://neonpulse.net
Alien Bases
« Reply #16 on: July 05, 2007, 04:34:06 am »
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

Lava Croft

  • Guest
Alien Bases
« Reply #17 on: July 05, 2007, 10:37:44 am »
Quote from: "Mispeled"
Quote from: "Lava Croft"
Alien bases are fine, they are meant to go down in no time, just like they are built in no time.

That works great on larger maps like Karith and Nexus with lots of places to put up temporary bases, but not really practical on ATCS, which only has the interior center building in addition to the default as viable alien bases.

ATCS isn't really an example of a Tremulous map with 'deep' gameplay. It's an all out frag- and/or campfest. Changing Tremulous in favor of maps like ATCS does not sound appealing to me.

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Alien Bases
« Reply #18 on: July 05, 2007, 04:02:30 pm »
How do you explain ATCS3?

If you so despise ATCS, why did you simpily make a larger, much more unbalanced, version of it?

.. with a random lava pit in the middle..

.. and disgusting multicolored location tags..
U R A Q T

n00b pl0x

  • Posts: 2412
  • Turrets: +55/-168
Alien Bases
« Reply #19 on: July 06, 2007, 01:31:21 am »
hi

i like alien bases

1 gud alien @ base+ alien base = pwonage of 2+ hamuns

i not want gudder alien base
will sort out my sig, or I will get banned.

HOW DO I SORTED SIG?