and some comments.
This post is solely with respect to marines:
There are different ways to add tech trees to games. I really like the style of NS1 where each upgrade is general purpose. You will never be at a disadvantage
by upgrading something. Granted certain things are better than others(heavies for fades, jps for onos) but you're never locked into a path. I really hope this doesn't change for NS2. A lot of games have the distinct upgrade paths (flame, bullet, concussive, electricity; fire, water, air, earth; melee, ranged, d.o.t., buff) that hard counter with each other, but I think this would be the wrong implementation for NS2.
If the upgrade is team wide, then teamwork is inhibited because everyone more or less forced to use the same type of weapon for effectiveness(saw this a lot in Savage).
If the upgrades are individual, you'll still end up with specialists who could be rendered nearly useless, and that's just not going to be fun to play. TF2 solves this problem by making class switches easy, and keeps continuity by giving each class a distinct personality. I don't think NS2 can take this route since all the marines tend to look more similar than different. Also the comm loses a lot of control when he's not handing out weapons. While I don't mind marines making their own choices, I still think the commander needs to choose the strategy, ie a bunch of players shouldn't be able to buy a bunch of GLs while there's a fade running around.
The comm should be able to buy a lot of "one ofs" like in the current system. A current upgrade to the armory allows both structure clearing(gl) and lifeform clearing(hmg). I think the addition of a flamethrower/incendiary grenade should stay on the armory, if DI is going to become a third avenue of attack(what I mean by this is currently structures and lifeforms can repel marines, will DI also be able to repel marines?). Damage upgrades should still apply to flame based weapons to prevent being locked into a useless path.
QUOTE (Flayra @ Mar 28 2007, 09:21 PM) »
It's not an easy balance to achieve, but we do want to make a game that will be both the best competitive game since Starcraft and also one that many people can enjoy casually without being in a clan or an experienced or knowledgeable NS player. That's the goal at least!
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