Author Topic: Some toughts on alien buildings logic  (Read 19881 times)

charmed

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Some toughts on alien buildings logic
« on: June 16, 2006, 10:50:23 am »
First this is some kind of chicken and egg thinking. You know granger build eggs so aliens can spawn but what spawned teh granger  :roll:

How about making so the OM can spawn grangers?

Dunno if it can be abused but would overall be nice- since eggs gives no warning if they get attacked. It sucks standing there with an OM only.

Second it would be cool to implement some kind of death timer on aliens if they arent any om to control them. Just so you don't have to wait 3-6min because some dretches are hiding or a marauder keeps running around thinking he's the shit.

The timer could either be fixed at a min or two forcing the alien to be agressive. Or be tierbased so a dretch is 30sek and a tyrant is 2min.

Dunno just some toughts... and last but not least- why cant we have a warning msg on all buildings?

Survivor

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Re: Some toughts on alien buildings logic
« Reply #1 on: June 16, 2006, 12:49:08 pm »
Quote from: "charmed"
First this is some kind of chicken and egg thinking. You know granger build eggs so aliens can spawn but what spawned teh granger  :roll:

How about making so the OM can spawn grangers?

Dunno if it can be abused but would overall be nice- since eggs gives no warning if they get attacked. It sucks standing there with an OM only.


It is a nice idea but you'd have to give the humans something equivalent for balance sakes, and that's hard.

Quote from: "charmed"
Second it would be cool to implement some kind of death timer on aliens if they arent any om to control them. Just so you don't have to wait 3-6min because some dretches are hiding or a marauder keeps running around thinking he's the shit.

The timer could either be fixed at a min or two forcing the alien to be agressive. Or be tierbased so a dretch is 30sek and a tyrant is 2min.


So humans can go on forever and aliens can't? It is the human teams mission to kill the base and all aliens. That includes the pesky dretch or the master marauder.

Quote from: "charmed"
Dunno just some toughts... and last but not least- why cant we have a warning msg on all buildings?

Because every shot camping humans fired would trigger it.
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Neo

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Some toughts on alien buildings logic
« Reply #2 on: June 16, 2006, 03:13:30 pm »
yeah, if you put a death timer on the destruction of the OM, you'd have the entire enemy team ignoring anything else just to get the OM, which would go down in no time, especially on Tremor.

For base attack messages those should just be for reactors and spawns.

Rekov

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Some toughts on alien buildings logic
« Reply #3 on: June 17, 2006, 01:48:00 am »
In the end this is only a matter of semantics tbh. This is however the type of issue that should be addressed, because it is having all of the little bugs and annoyances out of a game that turns it from a great game to a truely spectacular game.
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benplaut

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Re: Some toughts on alien buildings logic
« Reply #4 on: June 17, 2006, 03:59:49 am »
Quote from: "Survivor"
So humans can go on forever and aliens can't? It is the human teams mission to kill the base and all aliens. That includes the pesky dretch or the master marauder.


human health and ammo doesn't regen
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PHREAK

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Some toughts on alien buildings logic
« Reply #5 on: June 17, 2006, 04:01:15 am »
What really annoys me is that as soon as the om dies, or the egg supporting the remote structure is destroyed, the surrounding alien structures self destruct. While all human structures stop working when reactor is gone, they dont explode thus not requireing you to start building from scratch once reactor is up.
While I don't suggest for the hummie buildings to explode, I would like to see alien stuff simply stop working without turning into goo.

Bounding alien existance to OM is a very bad idea, especially in SD, where aliens still can take the game without the OM being present.
For aliens, base and Om are not as crucial as the reactor is to humans, and this is a good thing.
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Quaoar

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Some toughts on alien buildings logic
« Reply #6 on: June 17, 2006, 06:12:53 am »
Aliens can get a new base up and running in far shorter order than the humans; exploding "depowered" buildings is sort of just a team feature it seems. It may even be a godsend, if the alien base has been penetrated enough to abandon it (which aliens can do without much hassle). Humans have a tough time camping buildings that take up sentience if all a granger has to do is decon the spawn powering them and make a break for it. Humans need to do every building one by one, or attack them.

|Nex|TrEmMa

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Some toughts on alien buildings logic
« Reply #7 on: June 17, 2006, 06:32:01 am »
Quote from: "PHREAK"
For aliens, base and Om are not as crucial as the reactor is to humans, and this is a good thing.

Wait, a team of aliens without nothing but spawns vs a team of humans with nothing but spawns in sd, the aliens could only winning attacking spawns a adv grangers, humans would win with rifle attacks on eggs.
Aliens without OM in SD (in which it can't be rebuilt) usually means aliens lose, unless the whole team is evolved before it goes down and the human armory is down.  Then they have a chance.

PHREAK

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Some toughts on alien buildings logic
« Reply #8 on: June 17, 2006, 07:26:58 am »
Not necesserily true tremma,
A hummie with nothing but a rifle has no chance against a decent dretch, so if both sides have nothing but spawns left, aliens can take the humans with ease, given there is a mara around to deal with the telenodes.
Sure it can go the other way, but humans will have a lot harder time not dying since there is no auto regen for them. Dretch can always run away and heal. Also. armory doesn't work without reactor, my friend.
The best I've seen humans pull in a situation like this is a draw.
Yelling at team mates since 2006!

|Nex|TrEmMa

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Some toughts on alien buildings logic
« Reply #9 on: June 17, 2006, 08:32:46 am »
I've seen humans win in those kind of situations :p
Aliens almost never go for reactor in SD:
-usually hardest to get to
-most HP
-Deals damage to you
It's usually armory or dcomp.
But I don't think I've ever seen aliens win without an overmind in SD (I have seen humans win without armory, since the OM was down and all that was left was an egg).
Usually if one side gets the others critical structure down, then theirs should be safe, provided their defenses are adequate.

PHREAK

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Some toughts on alien buildings logic
« Reply #10 on: June 17, 2006, 09:43:31 am »
Well I've played a game on AKKA liek this a few days ago.
Hummies moved to blood room, sd came and a few of us managed to get reactor down, getting killed along the way. While we attacked, hummies attacked OM and killed it.
No OM, no reactor, shit load of playes alive.
While couple of us had 9 evo, no OM, no Evolve so we just went hummie hunting.
They held off for about a minute or two, using up their ammo. After that we just walked in and ate.
We had one basi left, so while dretches node sat, he killed the nodes.

TaDa
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next_ghost

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Some toughts on alien buildings logic
« Reply #11 on: June 17, 2006, 04:09:19 pm »
I have seen aliens win SD when there was no reactor/OM on niveus. A few dretches block telenodes, others hunt down humans and some granger has to destroy telenodes before timelimit is hit.
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