I don't like grenades at stage 1 for two reasons:
I think it's unnecessary. I really don't feel like humans have too hard a time attacking alien bases, and really don't think they have a harder time than aliens attacking human bases.
I think it's quite the opposite - while it's pretty common to see humans in alien base at S1,
they almost never shoot buildings. And it's hard to blame them - 2 second reload, ammo drain and so forth. Shooting the base means you expose yourself to alien counterattack while you're reloading. Once they're low on health/ammo or a goon shows up they hole up in their base.
Grenades would be especially powerful at stage 1 because aliens can only build on floors. I guess there's the argument that humans without helmets are easier targets and so they'd have a harder time getting to use their grenades, but that's not the kind of "balance" I want. It's trending into "super weapon" territory: something that's overpowered so the only way to balance it is to make failing to use it lame.
If acid tubes are a bit spread out they not only cover a larger area (preventing painsaw runs etc) but they also limit damage done by grenades. I don't think humans can afford to spend $200 on each acid tube. Note that grangers in 1.1 have much more freedom in building their bases. Humans are extremely conservative and risk-averse when it comes to base buillding. And it's very hard to see a human comeback - once their base is down, relocations are rare, even if you get 2 builders somewhere fast. You need nodes, armory, whole pile of turrets and heal pad. Aliens only really need eggs and overmind, they can usually defend their base using players only.
So I think I'd need some convincing -- in the form of playing dev games with me, not debating -- to come around to this idea.
How do you convince something that grenades can work well in S1 when they're disabled ?
borsuk: I think you'll like how the new repeaters affect human play. Last few weeks humans have been far more aggressive than I've ever seen them.
Here's an idea for repeaters.
Repeater -> Tesla Generator (only name changes)
Tesla turret -> S2
Tesla turrets can only be built near tesla generators
Now because teslas would be impossible to build near reactor, humans would get a good tool for setting up forward bases at S2, without strenghtening human main base defences. And nothing of value would be lost - no one uses teslas in 1.1, I keep asking people because i remember seeing them used a year ago or so, but everyone tells me they suck.
Advanced goons are S2, right ? So aliens would be able to take out teslas isolated from base without much trouble. And repeaters would be excellent targets for marauders.
I want to playtest the development version of tremulous too, but here's an idea for basilisks:
- advanced basilisk is invisible on radar as long as its stationary. In 1.1 helmets are a
hard counter to basilisks, and so are battlesuits. With this change helmets would still help, but basilisks would be worth upgrading.
- poison breath doesn't work on battlesuits (i think it sounds silly and unnatural)
-
while holding a marine, basilisk is immune to friendly fire- advanced basilisk can grab battlesuits, but with a catch: it can't both attack and hold at the same time. As soon as basilisk starts scratching the battlesuit, battlesuit is only limited like 1.1 basilisk (battlesuit can rotate but not move). But if basilisk refrains from attacking, battlesuit can't even rotate. Gameplay implications: 1) adv. basilisks has interesting choices to make 2) adv. basilisks can grab battlesuits from behind and attack if they want to deal damage 3) adv. basilisk becomes a team player, because adv. basilisk with another alien (even granger) can kill a battlesuit given enough time. It would encourage teamplay on both alien and human side. Humans should help and cover each other, and aliens would hunt together. Battlesuits are especially juicy target for basilisks, because they can't have helmets.
- healing aura goes to granger. Grangers are losing their wits out of boredom, and aliens need some helpful class for low skill players.
When is the next dev game ?