Natural Selection 2

Natural Selection 2

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Modification: Gameplay Tweak
Compatibility: Must Be Run On Server
File Size
0.086 MB
Aug 13, 2017 @ 4:04pm
Aug 30, 2017 @ 3:32pm
2 Change Notes ( view )

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Enables two Phate Gate channels that can be toggled on a Per-Phase Gate basis.

This adds the ability for the Marines to have two different Phase Gate networks simultaneously. For example, the Commander can drop two phase gates at Marine Start and have both go through a completely different set of phase gate locations.

Commanders need to simply select the Phase Gates they want in the secondary network and hit the appropriate button in the Commander UI.

Currently Testing so be aware of this before you drop it onto a production server.
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ᵡᴳḽᴰ::Vertex Nov 15, 2017 @ 6:41am 
Enterance merging could be very valuable though. Maybe this should have a seperate research item that costs 15 resources or not exist at all. This could reshape the game for marines. In which case, phase gates in the same tech point would just phase normally on the same channel. If it exists, they should be required to research two channels first, so they can't easily get it until onos.
ᵡᴳḽᴰ::Vertex Nov 15, 2017 @ 6:20am 
If there are only three phase gates active, you could divert to a temporary channel at no cost until the forth one is constructed. This would ensure the phase gates stay connected at all times. Unless one of the phase gates is at the same techpoint becuase this would be counter-productive. Maybe merging phase gates at the same techpoint to use a single enterance would be best.
ᵡᴳḽᴰ::Vertex Nov 15, 2017 @ 6:14am 
I think that requring 4 phase gates to use two channels and requring the commander to spend 3-5 resources to change the channel, plus 15 resources to research two channels would be the most balanced. That being said, you could intellgency set an alternative channel (after construct) if two phase gates are built in the same tech point area at no cost. This makes sense.
tachi  [author] Nov 14, 2017 @ 10:47pm 
I have been considering that as well as removing the cool down between entering gates on a different network. For example, right now if you come out of a gate on Channel A, you have to still wait to use a gate on Channel B. This is counter-intuitive for some people I guess. The main argument against the pre-req research though is the limiting factor already for dual networks of gates is the res required to build them in the first place. You need at least 3 PGs to switch between two networks, and 4 if you want it to be efficient. That's quite a bit of res to spend for map control already.
ᵡᴳḽᴰ::Vertex Oct 30, 2017 @ 3:30pm 
The value of this element is less of a concern than the time aspect of it. Once aliens have resources to dispose on gorge without worrying about the first set of high lifeforms, that's when marines should be able research this element. 15 resources and 45 seconds could be beneficial.
ᵡᴳḽᴰ::Vertex Oct 30, 2017 @ 3:20pm 
What would you think about requring the marine commander to research two channel phase gates? This could make things a lot more balanced. My concern is that if marines get a hold of this early game without any cost, they will dominate aliens by reducing jumps to hold techpoints.
Nin Aug 20, 2017 @ 11:58am 
The red is fine. Ignore the haters. The functionality is the coolest part.
Pheonix_Tears Aug 19, 2017 @ 2:26am 
The red just feels TOO pure red, if nothing else.
Pheonix_Tears Aug 19, 2017 @ 2:26am 
Maybe Green could look better. I think you could also play with a low saturation pastel type red thingy. If that sounds like nonsense that's because I don't actually know what I'm talking about. ;-P
cjman93 Aug 18, 2017 @ 8:17pm 
Red looks a little too "modded" to me.