How to fix marines only going arms lab first!

Great_idea8684839
Noavatar
Posts
2
Location
Earth
Joined
2 January 2019
2 January 2019 - 17:17 CET
#1
My idea is quite simple and shouldn't be that hard to implement but will completely change marine games from being the same old boring arms lab first.

First tech research bonus: Whatever tech you go first will give a special permanent bonus based around that tech, you will not be able to gain the bonuses from the other first tech research bonuses after researching one.

Below is a few ideas I had for each main tech that people would like to research.

Arms lab first:
unsure of a good bonus

phase gate first:
If phase tech is researched first phase gates now act as observatories and also posses the skill mini beacon. Mini beacon will teleport 2 random marines on the map to the pg for the cost of 5Tres

another idea:
Going through phase gates now give a nano shield effect (schu's idea)

Jetpacks first:
Researching jetpacks before any other tech will give all marines that respawn a free jetpack.

catalyst packs first:
catalyst packs now cost 1 tres?
or
med packs are now infused with the ability of cat packs at 50% or maybe 100% (depends on whats balanced)

Robotics lab first:
Going Robo first and getting mechs give you a free mech and macs now produce an area of effect welding aura (You no longer need to stand still to be welded by one) at X2 effectiveness.
maybe also reduced cost of mechs?
Sardine
5431
Posts
66
Location
British Indian Ocean Territory
Joined
1 May 2013
3 January 2019 - 06:20 CET
#2
great idea
Nightsy
6452
Posts
106
Location
Munich, Bhutan
Joined
18 September 2014
3 January 2019 - 09:44 CET
#3

Sardine says

great idea




8684839
Great_idea8684839
Noavatar
Posts
2
Location
Earth
Joined
2 January 2019
3 January 2019 - 13:53 CET
#4
no
Deck
Noavatar
Team Awesome
Admins
Comp Mod Admin
Posts
310
Location
United States of America
Joined
17 July 2014
3 January 2019 - 19:15 CET
#5
I would rather balance around no early phase gates or tunnels possble. Then you take it out of the equation.

Being able to transport instantly to another part of the map doesn’t need to happen in the first few minutes . Also having the gates or tunnels early results in players not playing lanes well.

I think people focus too much on how every early strat needs to be viable when it isn’t necessary. Make the mid game more interesting and allow the early game to be about positioning and decision making without easy movement.
New Reply