Balance Mod - Third Iteration theorycraft/ ideas

Kaneh
Noavatar
Posts
58
Location
Canada
Joined
15 November 2012
20 May 2014 - 23:31 CEST
#91
I don't like having commander pres.

It means rebalancing all the pres/tres stuff again because you're introducing another source of pres and doing nothing about the tres. The alien tres situation will never be solved if the commander's expected to be out of the hive. How can he spend tres on temporary buffs/abilities if he's not in the hive. Just means more pve.

I feel there should be different ways of making alien commander interactive without having them leave the hive all the time.

upgradable drifters is a good idea. More interactivity with chambers is good, if shade/crag abilities were as useful as echo. (utility wise, not just pure numbers)

When mucous was op and when enzyme was too strong was when alien com was actually interactive because you 'had' to have drifter support and good drifter micro. The drifter abilities need to be really powerful or else they'll be ignored. I feel like the should revert back to their really strong states, but cost more and last much shorter. Turn them into alien medpacks. If its something that has to last a decent amount of time like enzyme, adjust it so it only works while you're in the cloud and make it cost like 5 tres.
PandaClaws
Noavatar
Posts
29
Location
Denmark
Joined
31 October 2012
21 May 2014 - 00:09 CEST
#92
Kaneh says
I don't like having commander pres.

It means rebalancing all the pres/tres stuff again because you're introducing another source of pres and doing nothing about the tres.


You can adjust how the commander generates pres without affecting the other players or the tres economy.

The disadvantages to rushing PvE is the same, wether or not the aliens have a commander on the field.
GORGEous
Noavatar
Posts
42
Location
United States of America
Joined
27 March 2012
21 May 2014 - 06:53 CEST
#93
I think the both commanders should start with 0 pres and the no-pres-income penalty when leaving the hive should be removed. I do not think commanders should earn pres while in the hive/chair. I think the 60s debuff is unnecessary. If a commander is going to be in/out enough to generate 20 pres for lerk, that's still quite a ways down the road and requires some additional skill (comm needs to be able to lerk, someone else needs to be able to command). More likely is that you'll see a midgame gorge pop out (likely sometime around like arc timing), which would actually be helpful for balance -- arc pushes right now are probably a little too good in some areas, imo. A "free" commander gorge around the 5-10m mark could work.

I do not think commanders should start with >0 pres because I think it is too drastic of a change to introduce that much extra pres into the start of the game. There is no way to ensure that the commander is actually the one with the starting (say 8) pres. It would be trivial for a team to use their onos (or 3rd fade) player to start in the hive, commander starts with 20 pres for gorge + tunnels, and then the onos just comes out a few pres later. It'd really hurt early game balance to have gorge pve + 5 skulks.

I think balance is pretty good. I think removing the 60s debuff is good because it is a dumb mechanic. I think anything more than that will require some significant rebalancing of early game power due to the extra skulk.
ABadHabit
Noavatar
Posts
20
Location
Germany
Joined
3 December 2013
21 May 2014 - 10:28 CEST
#94
If we handeled the problem like GORGEous said :
with an easy change to "no 60s debuff", then it will be 6 aliens on the field (even skulks are usefull and good biters as everybody knows) , the com turns into a fieldcom, and whoever just died jumps into comchair, does the alien structures ./ upgrades, jumps out again.

Its a matter of always having next spawner spend 5 more secs after cysts are done to drop 1-2 things , then jump out again and go play.

This WONT WORK! This is a HUGE thing, even though it doesnt look like it. Some people really seem to no think about the consequences in their proposed changes!
Iots
90
el'pheer
Posts
136
Location
Finland
Joined
7 May 2005
21 May 2014 - 15:47 CEST
#95
There's random occasions when the comm is out in current games, and it's just a huge QoL change than anything else, that a field player could jump in for w/e reason and not get penalized by a 60s pres penalty, be it recysting or to get an upgrade rolling or mist a lifeform egg, etc. You work as a team and get shafted for it, that's just bad design.

As suggestions goes, i'm with GORGEous, give khamms 0 pres but remove the 60s penalty completely. Early game remains the same, and it only affects that it'll be easier to get that gorge since tres eggs are gone. As it is it's boiling down to "guys im gonna be out of the hive for awhile i need to get res for gorge after doing random shit for 60seconds - ContagiouS ©".

To negate the comm being too much on the field, you should give them reasons to be there, instead of punishing them for not being there.

More ideas/thoughts revolving drifters for example.
Spa
5779
She-Bears
Posts
7
Location
Korea (Republic of)
Joined
17 September 2013
21 May 2014 - 18:50 CEST
#96
Drifter evolution - cloak and attack [bring back drifter attack! Not drifter spam...but if they can have a 3 ability that would be cool]
Simba
2852
Posts
311
Location
United States of America
Joined
24 June 2012
21 May 2014 - 19:42 CEST
#97
ABadHabit says
If we handeled the problem like GORGEous said :
with an easy change to "no 60s debuff", then it will be 6 aliens on the field (even skulks are usefull and good biters as everybody knows) , the com turns into a fieldcom, and whoever just died jumps into comchair, does the alien structures ./ upgrades, jumps out again.

Its a matter of always having next spawner spend 5 more secs after cysts are done to drop 1-2 things , then jump out again and go play.

This WONT WORK! This is a HUGE thing, even though it doesnt look like it. Some people really seem to no think about the consequences in their proposed changes!


The meta will evolve so this will ONLY happen, if at all, at the early game. It is FAR more useful to have the commander in the chair during the mid-late game to aggressively cyst, position structures, drifter, bone wall, and cyst bomb the enemy team. The only time i'd imagine myself out of the chair during the mid-late game is to bile bomb arcs.

If a team does their gameplay in the mid-late game like you say, there will be huge disadvantages. If, however, a team DOES manage a doable version of this type of commanding, then kudos to them for having the discipline, knowledge, and skill to manage 6 separate commanders. You still won't see many bone walls, drifters, or lame, however, because these will be easily cleaned up and destroyed without an immediate reaction. Lots of dead drifters, harvesters, crags... I don't think it would be overpwoered.
Kaneh
Noavatar
Posts
58
Location
Canada
Joined
15 November 2012
22 May 2014 - 04:55 CEST
#98
core problem is still a lack of useful things to do as alien comm. adjusting pres and all that i feel is just a bandaid. give the comm field time because he doesnt' have enough to do in the hive.
PandaClaws
Noavatar
Posts
29
Location
Denmark
Joined
31 October 2012
22 May 2014 - 13:29 CEST
#99
Kaneh says
core problem is still a lack of useful things to do as alien comm. adjusting pres and all that i feel is just a bandaid. give the comm field time because he doesnt' have enough to do in the hive.


I wouldn't call it a bandaid. A bandaid you throw away once the wound is healing. Allowing for an alien comm to be on the field, doesn't need to be removed. If you make alien commanding sufficiently attractive (like the marine commanding is now), then commanders will stop going on the field by themselves.

Like Iots said. Give commanders an incentive to stay in the hive, rather than punishing them for going out.
Simba
2852
Posts
311
Location
United States of America
Joined
24 June 2012
22 May 2014 - 19:37 CEST
PandaClaws says
Kaneh says
core problem is still a lack of useful things to do as alien comm. adjusting pres and all that i feel is just a bandaid. give the comm field time because he doesnt' have enough to do in the hive.


I wouldn't call it a bandaid. A bandaid you throw away once the wound is healing. Allowing for an alien comm to be on the field, doesn't need to be removed. If you make alien commanding sufficiently attractive (like the marine commanding is now), then commanders will stop going on the field by themselves.

Like Iots said. Give commanders an incentive to stay in the hive, rather than punishing them for going out.


Positive reinforcement as a tool to get what you want?!
Neoken
5295
Div2orDisband
Posts
46
Location
Bruges, Belgium
Joined
6 April 2013
22 May 2014 - 23:49 CEST
Yes, removing the 60sec pres penalty while keeping the starting commander pres at 0 would be a good middle ground.
B1
86
iMAGINE
Posts
130
Location
Stockholm, Sweden
Joined
7 May 2005
24 May 2014 - 16:29 CEST
What's the problem with giving the khamm the option of fieldplaying or permhiving? They both have pros and cons. If you are inside the chair you can control alot of the game with structures, spam mucus/enzyme/hallucinations. If you are on the field you can bite res, but you can't support your team in fights like bonewall and drifter spam. Simple as that. They are both good if you play it right. One example is the biodome game we recently played against godar, Jaivol being out of the chair alot we had no drifter support at all in our fights which made them even harder. Some kind of alteration for hive jumping is needed though, the 60s is abit much. Marine comm is fine having it, you need him in the chair (JAIVOL!! lol)
Golden
1212
Snoofed
Posts
101
Location
United States of America
Joined
28 October 2006
26 May 2014 - 02:04 CEST
b1 says
What's the problem with giving the khamm the option of fieldplaying or permhiving? They both have pros and cons. If you are inside the chair you can control alot of the game with structures, spam mucus/enzyme/hallucinations. If you are on the field you can bite res, but you can't support your team in fights like bonewall and drifter spam. Simple as that. They are both good if you play it right. One example is the biodome game we recently played against godar, Jaivol being out of the chair alot we had no drifter support at all in our fights which made them even harder. Some kind of alteration for hive jumping is needed though, the 60s is abit much. Marine comm is fine having it, you need him in the chair (JAIVOL!! lol)



So why do you need pres to do those things?
PS_Mouse
Noavatar
-/AUS/-
Posts
22
Location
Australia
Joined
16 November 2012
26 May 2014 - 04:04 CEST
You don't need pres, but easier access to pres gives a comm more options as the game progresses.
For example: gorging; setting a tunnel to the building 2nd hive; and then helping to build/defend it would be a quite awkward with the 60 second cooldown in place.
nezz
Noavatar
Envy
Posts
28
Location
Australia
Joined
23 November 2012
26 May 2014 - 19:03 CEST
Nerf Healing sources
- Crag shouldn't heal regen upgrade lifeforms (or reduce healing done to lifeforms with regen by 45-60%)
- Increase crag healing against non-regen lifeforms by 10%
- Mucous should be a temporary HP buff that decreases gradually if no damage taken

Remove Khammander pres restriction. (or reduce to 8 seconds to stop hotseat)
- This idea opens a tonne of viable options. Really confused why it hasn't been included as of yet. You can fulltime comm & provide drifter/pve support or bite ankles/structures. THE META OMGAWSH!

Decrease marine sprint speed by a minor number. (unsure of a better alternative)
- Have to be careful here as in maps like summit marine sprint is to strong. in bigger maps, Arguarbly jambi, veil could prove alien OP.



Profit.
rantology
2659
The Boys
Contributors
Balance-Team
Posts
124
Location
United States of America
Joined
28 March 2012
27 May 2014 - 02:19 CEST
Just a heads up:

There will be a BALANCE MEETING on ENSL teamspeak this Thursday, the 29th at 8pm EST / 2:00 CEST to determine a preliminary changelog for compmod iteration 3 (sorry it's so late for the euros!). After this Dragon will be free to begin working on iteration 3 beta mod for testing.

If you would like to contribute to the conversation or make suggestions, anyone is free to attend.

and again you can see current issues/ideas here: https://docs.google.com/document/d/1o1mvGalgCJTswWY2d0pAsegfZq4nUz965vluUyFTcws/edit#
Tico
5888
BEAST INFECTION
Posts
100
Location
United States of America
Joined
24 November 2013
27 May 2014 - 05:26 CEST
No upgradable drifters? :(
Scatter
Noavatar
Envy
Posts
10
Location
Australia
Joined
15 November 2012
27 May 2014 - 09:08 CEST
rantology
2659
The Boys
Contributors
Balance-Team
Posts
124
Location
United States of America
Joined
28 March 2012
27 May 2014 - 18:32 CEST
Tico says
No upgradable drifters? :(


I added it to the idea to the list. Personally while I think this would be fun for commanders, I don't think it would improve gameplay experience for field players ... but that's just me :P ( remember when drifters had these abilities in Sewlek's balance mod and it was really frustrating to try and kill them)
Iots
90
el'pheer
Posts
136
Location
Finland
Joined
7 May 2005
28 May 2014 - 12:37 CEST
rantology says
Tico says
No upgradable drifters? :(


I added it to the idea to the list. Personally while I think this would be fun for commanders, I don't think it would improve gameplay experience for field players ... but that's just me :P ( remember when drifters had these abilities in Sewlek's balance mod and it was really frustrating to try and kill them)

I've been thinking about drifters in particular, how lowering hp + increasing movement capabilities of them could make them more "reasonable" but in this aspect, could those who played give short review what was tried in that mod, at least i wasn't playing the game then so not really sure what you're refering to.
rantology
2659
The Boys
Contributors
Balance-Team
Posts
124
Location
United States of America
Joined
28 March 2012
28 May 2014 - 14:16 CEST
Iots says
could those who played give short review what was tried in that mod, at least i wasn't playing the game then so not really sure what you're refering to.


For a while drifters took on an aspect of the hive type you upgraded to - Shade they would get cloak, Crag they would get regen, and Shift they would get celerity.
New Reply