Finding compromise between classic and combat lovers
This is a much debated subject. Some people hate it, some love it. But I think there's a compromise to be made between both sides that would benefit the sequel immensely. First, what is wrong with combat?
Well, the purpose of combat is to ease players into the game with a less demanding structure. But the problem with the current combat is so different from the classic game that it doesn't ease players into NS, it just gets them accustomed to a completely different style of play. Maybe that's a good thing. But I think it's possible for combat to be a slim version that gets players used to the classic game and still be a viable alternate game mode. Here are some of my ideas on how to achieve that:
- Combat and classic should share maps. It's a good way to create a experience synergy between the modes for players.
- Resource nodes should remain in combat. I'm thinking of a resource capture model of Dawn of War/Company of Heroes. No structures need to be built but you need to hold e or something on the point to capture/recapture it. And it's resource accumulation that replaces the kill-for-rez system which could remain but is very misleading to new players if it's the only system.
- Shared technology between teammates. I think the rank system is a good way of creating addiction for the current game round but I'm not sure if the mode benefits from it. A better system is teams acquiring technology (like through a vote system) and then individual players being able to spend their personal resources on weapons/items.
These methods bring combat a lot closer to classic but the distinction would remain because:
- No structures in combat.
- No commander in combat.
Combat would remain the faster and simpler version but would create a greater familiarity with the classic mode for new players. Of course this is all assuming classic remains similar in NS2. But assumptions is all we have and it doesn't hurt to share ideas.