Quantcast
Channel: Recent Discussions — Unknown Worlds Forums
Viewing all articles
Browse latest Browse all 42799

Pros and cons of Tier 3 tech on 1 CC

$
0
0
Ah, the age old topic..
I still recall may 2011 when Charlie "Flayra" first decided to scrap the requirement in the alpha.. No more did marines need to maintain map control (the winning condition) to reach the highest level of tech. Turtles were how every match ended (though the performance didn't help marines)
Then after the community asked for it back, it returned sometime later in the beta..
The game launched, and for a time things were "good".. But then build 250 was birthed and brought with it this odd, seemingly un requested change back into the picture.

So, instead of having the discussion of whether we should have it or not, which can be had in sewlek 's beta test thread, i thought we'd try to analyze by collecting data. Admittedly, I am incredibly biased and dislike the recent change, so i thought we could collectively compile a list of pros and cons to further evaluate the change from a slightly more objective and collected viewpoint.

The Pros (benefits) and Cons (negatives) of having the highest tech (Tier 3) achievable only on 1 Command Chair:

Pros :
  • Allows marines to tech up without having to hold ground / forward positions
  • Potentially allows for faster exos and jet packs and W3/A3 for greater strat variety (does this actually happen? A link to a stream would be helpful confirming)
  • asymmetrical winning conditions
  • Allows for more marine comebacks
  • Marines can get jeptacks and exos on one CC!!
  • Marines have a better chance (not much of one) of winning after losing most of their map control.
  • Allowing JPs on one CC might encourage/allow marines to leave base, better mobility, survivability and with the option for beaconing if it hits the fan
  • Game isn't perceived to be over when you lost your 2nd CC
  • Feels like a clearer progression of tech
  • Exos are much more frequent
  • More consistent with traditional RTS design
  • More logical/realistic: Why do marines need multiple command stations when they only have one commander?
  • Allows marines to play more aggressive. Less bases > less marines required to defend> more aggression.

Cons
  • Largest contributor to marine turtles in public games, largely impacting quality of the rounds.
  • Unintuitive. Maintaining and holding map control is encouraged through every facet of this game. So why not one extra structure if you're already in that room??
  • Unfair advantage. Aliens have to secure areas of the map just like marines but have to hold them as well to advance and keep their tech.
  • Turtles aside, it becomes difficult to push marines back once they have tier 3 tech, even if they own no portion of the map.
  • Game becomes "beat the clock" with marines inevitably getting fully teched.
  • Not requiring map control leads to naturally less aggressive play from marines (aggression is needed to win)
  • Tres costs increase
  • Further isolates marine "island" starting areas. (i.e. Control in Veil, Terminal in Docking)
  • Promotes a "status quo" attitude regarding TSF team playstyles. ("Just keep 4-5 RT's up at all times, and we'll be golden.")
  • Marines can get jeptacks and exos on one CC??
  • Even with the pro of having proto items on 1 cc, comebacks are still very very rare (in some cases not logical).
  • No point of even getting 2nd cc especially in competitive matches. AKA phase gates are the marines most valuable structure.
  • Gives aliens less bases to destroy, which are more satisfying /exciting than RTs.

Feel free to add to the list, I will maintain it as long as you format it correctly, with "pro: X reason" categorizing etc.
Let the analyzing begin! ;-)

Viewing all articles
Browse latest Browse all 42799

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>