The game feels more like a team death-match arcade game in the past recent builds than a RTS/FPS hybrid. If I want to play a TDM or mindless FPS shooter there are many of those out there on the market but I find that type of gameplay is not what is intended for NS2, but so far it is what seems to be prevailing with some of the most recent changes.
The factors which lead to short games:
Resource system is in hyper mode with the current values.
Skulk rushing / marine rushing is too effective which leads to a lot of short uneventful games.
Tech trees are too limited and offer only 1 or 2 viable paths which leads to very linear games and quick games.
Upgrades (marines and aliens) cost very little and don't take long to research.
Augmentation removes the need for map control and expansion.
No downside to dieing for aliens (unless a higher lifeform, but even then not much of a downside due to resource system).
Higher lifeforms appear way to early (Symptom of resource system)
Arcs are very powerful and have too much health still.
GL rush has no downside since it is a LMG with a GL attachment.
No resource sinks for aliens other than lifeforms.
What can be done to slow the game down so there is more dynamic and strategic games?
Slow down the resource system by lowering starting pres and cutting pres gain per RT nearly in half. (15 starting pres and .15 pres per RT per 8 seconds)
Make tech upgrades for both the marines and aliens cost more and take longer to upgrade.
Slow down augmentation significantly and make it give aliens access to another upgrade from the same chamber (More on this below; See Augmentation changes).
Arcs need to cost a great deal more than they currently do so marines can't just turtle and spam 30 arcs to win the game.
Need viable alternatives rather than linear tech paths.
First and foremost, the resource system is the main reason why games are so linear and short. Starting pres and pres per rt is way to high which basically puts the game into hyperactive mode. Both marines and aliens can feasibly sit on 2-3 RT's and still be able to win the game (easier for aliens by far though).
Combine the high starting pres with the very high per RT pres gain and you can see just how much this speeds up the game. Lerks appear 1 minute into the game with fades at the 5 minute mark and even onos as early as 7-8 minutes into the game. This doesn't give the marines much time to expand and create footholds before they get overrun with the inevitable lerk and fade pressure (which is right at the time augmentation can be done) and even skulks with leap and carapace. This makes the marines almost constantly on the edge of a very slippery slope and all it takes is one failed rush or a foothold going down to end the chances for marines.
The above changes are mostly aimed at slowing down the tech upgrades and slowing down the resource system all the while changing features which don't fit into the RTS aspect of NS2 (augmentation) and replace it with an alternative that gives the alien commander viable alternatives and an actual choice to make.
The current implementation of augment doesn't fit with the RTS aspect that the game is going for. With the addition of augment not only do aliens have very little reason to expand beyond 3-4 RTs they don't have any good reason to get a 2nd hive other than giving lifeforms another upgrade slot. There is very little strategy involved in a purely time based system that augmentation is built upon therefore it doesn't make sense to have this feature be so powerful.
Proposed augmentation changes:
The commander should have to decide which chamber and upgrade is more important at different stages of the game. With only 1 hive you can get only 1 upgrade from a crag (carapace or regen, not both). Once you augment the hive you can drop another shell that gives regen (if you got carapace first) and after the 2nd hive goes up players can get both regen and carapace if the crag hive has been augmented, otherwise you can only choose 1 upgrade from a particular hive without it being augmented even with 2 hives. This makes the commander have to choose what upgrades they want to give and at what time they will be available.
So at 1 hive before the hive is augmented, the commander can only get 1 upgrade from a chamber (regen or carapace in the case of the crag) and after it is augmented the commander can place down another shell that allows them to upgrade regen.
Combine this with slower res flow and you really have to make a decision on what you want to do. Do you go for an early 2nd hive but have no upgrades or do you try to time the augment to be available at the time the 2nd hive comes up or do you only get carapace from the crag and go for a quicker 2nd hive but only have 1 upgrade available per chamber?
Not only does this add strategy to the game but it gives augment an actual place in the tech tree.
Please discuss and add your own opinions.
Post edited by Unknown User on
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