Posted: Sun Jul 06, 2008 12:19 pm Post subject:
Harvester
Harvester
Strength: Strong
Armour: Medium
Speed: Average
Cost: 1100
The Harvester is a vital tool in utilizing Tiberium for funds. Harvesters can safely negotiate Tiberium infested areas and are equipped with specialised tools and machinery used for the collecting and temporary storage of Tiberium. The Nod harvester is more focused for speed of harvesting and general vehicle movement. _________________ Last edited by Morpher on Sat May 02, 2009 10:26 am; edited 3 times in total QUICK_EDIT
In the GDI harvester thread you said that the Nod harvester costs 1100. Is the price here just a typo?
Other than that, I think that this design is one of the best so far, and the voxelist should be proud.
But won't the harvesting look strange without any animation, I'm pretty sure you can't have animations for harvesting - or am I wrong? QUICK_EDIT
it actually looks like it could support some kind of stealth technology.
How about giving it weak armor but fast speed and stealth capability? _________________ SHP Artist of Twisted Insurrection: Nod buildings
It's a nice idea, but not very balanced. This is a cheap regular unit supposed to be deployed en-masse for all kinds of harvesting operations on any tech level, we do not want to give Nod a cloaked harvester when you're playing on some small map with a techlevel set to 3 or 4 or something where you have no sensor arrays.
The reason the same harvesters are shared by the two factions in tiberium C&C games is because it automatically removes the need for balancing the economy of the two sides as they are completely equal. In TO we wanted to change that a little and this is the result. QUICK_EDIT
It does mean though that Nod players up against people who don't Harvester harass will benefit more. Cheaper AND more income-per-minute etc. Unless you balanced it out perfectly with the Tiberium capacity. QUICK_EDIT
That's what we said, they have much less storage. Also, since you usually have a lot of starting credits, the initial difference will be overcome rather quickly. QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Sat Jul 19, 2008 4:53 pm Post subject:
A steady low cash income is better than a big cash income in chunks. This is not a problem in games that you must pay the for unit before it starts building, like warcraft and starcraft, but it is in games like the command and conquer series.
The reason for this is that Nod players can have a steady production, but GDI players would need to wait a while while they're without cash, having their production stopped. The result of this is that the Nod player is able to churn out units faster than the GDI player; if you don't believe me ask Judeau, as we came to this conclusion while balancing TSD. QUICK_EDIT
The result of this is that the Nod player is able to churn out units faster than the GDI player
Which almost fits GDI and Nod. GDI would have to play carefully - building defences and surveying the area. While Nod would count on speed and stealth, striking out quickly before GDI could respond.
Also, generally Nod have been less well armoured, stealth and speed making up for the lack of armour. QUICK_EDIT
You have a valid and very interesting point, but you fail to understand the reason behind the difference: A player's economy is always one of its most fragile components. Nod goes for high-risk, high-return, GDI goes for safety.
You don't just barge in and destroy a GDI harvester, it's one armoured beast, you'll need an entire division of anti-armour units to even be effective, so the GDI harvesters are very well protected from say, an early-game attack on the player's economy.
The Nod harvesters need to have access to the right amount of refineries. A big queue from several harvesters in a cluttered up base may severely hamper the efficiency of a Nod economy.
That's something you and Judeau did not take in account apparently. You know that harvesters will have to travel further away from a base later in-game, right? Well, you can send in a heap of cheap Nod harvies, but the psychological effect triggered by such an event is that the opposing player sees a chance and comes hopping in with some anti-armour units just because it's such a juicy target.
The difference between harvesters was not made up to get two different approaches of gathering tiberium, but two ways of managing the entire economy in a dangerous environment. It was not just about speed, storage and price, but also about armour, so this goes way further than just a steady flow of cash.
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Sun Jul 20, 2008 3:11 am Post subject:
I perfectly know that, so don't worry. I was just pointing it out, if you haven't noticed a possible unbalance, specially in the late game where tiberium is not abundant.
Also forgot to comment on the voxel; you got a nice piece of art right there, probably my favorite Nod unit in TO so far (design wise). QUICK_EDIT
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