Rework Static Defenses

UnderwhelmedUnderwhelmed DemoDetective #?! Join Date: 2006-09-19 Member: 58026Members, Constellation
I'd like to see static defenses reworked so that they serve as a supplement to players, not the other way around. For example, in the early game, marines can drop a TF and a couple turrets in a room, leave it alone, and not have to worry about aliens taking that area, barring an Onos or coordinated alien rush (And we all know how rare those are). Or aliens can plop down some OCs in a room, and marines will be unable to move in unless they're well-equipped. The point is, static defenses as they currently are, reduce the dynamic and fluid nature of the game. Instead of teams quickly rushing a position while it is unoccupied and defenders scampering to hold it, you get these games where one team has already given up because the other team's control of the map is more or less unbreakable thanks to turrets and OCs.

Some might object and say that turrets and OCs give strategic depth to the game and encourage teamwork, since the attacking team is usually forced to coordinate a combined push if they want to take a fortified area, but consider the defending team - because the turrets/OCs are there, they do not have to apply the same effort the other team does. I would think that responding to an imminent attack and participating in the active defense of a position requires more teamwork and strategy than plopping down some structures and having them do all the work for you. Do we want a situation where one team is required to show a large amount of teamwork, while the other team only has to apply a minuscule amount to counter it? Because that is the current state of the game - you can have 4 skulks do a concerted rush on a turreted room and maybe deal a quarter of the damage necessary to kill a PG or TF before they all die, and that's without any marines showing up to defend it.

And of course resources spent to defend an area should confer some sort of advantage, but I hope I've convinced you that the "drop-automated-turrets-with-one-hundred-percent-accuracy-and-forget-about-it" method is not the way to go about it. I can think of plenty of improvements to the system NS currently has. For example, a player-controlled turret; without anybody to use it, it is useless. But if people show up to defend, it gives a large advantage. Or an area effect that drains the energy of all aliens nearby - something like that would severely impede a fade trying to blink around and kill marines. An interdiction field that slows down all alien movement, a large damage absorbing wall to hide behind, etc. Alien upgrade chambers already function similarly, although they're not really tweaked for the role. Anything that places the game back in the hands of a player, not an automated NPC.

Comments

  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    edited September 2007
    What do you think of changing turrets from machine guns to rifles, dealing a lot of damage in a long range, with a narrow arc, and making them place-able objects in the way mines are place-able?

    For instance, on double in tanith, you could place one a few feet below the left vent and then, say, place another entity on the wall that you can see from that vent through the left "nostril" of the room. The second entity would be a point entity which would both serve as the target for the turret, and as a visual warning for skulks not to proceed (which keeps the sense of intuitive gameplay) so you wouldn't worry about that second entity getting destroyed - it's just for ease of use and to make sure that the turret does what you want despite wall slant, and of course, for the opposing team's experience as well.

    Once the two points were defined the turret would defend a (say 20 degree?) arc around that point with somewhere between 1 and 3 second RoF and roughly 200-damage rounds, so lone skulks would basically be totally denied down one coridoor, but if they came in from the vent, they could kill the device effortlessly.

    I think that would add a lot more strategy to the game - you might argue that it's a lot stronger than a standard turret, but I think if anything, it's actually weaker. It's very easy to kill, it just makes a room MUCH easier to hold.

    You of course would have to playtest it for balance when both turrets were pointed at each other across both nodes horizontally, as that might be too strong. In any case, I like the idea of having a dynamically-placed turret at the end of a hallway that simply denies access for roaming node skulks coming in from one side of the room.
  • spawnof2000spawnof2000 Join Date: 2007-09-01 Member: 62111Members
    I have to agree here, as 4 turrets can kill almost anything pretty easily mostly due to 360 degree rotation.
    But if you made it so that a turret only attacked in an arc then the marines would have to manitain it, beacause
    a skulk could go around the vents and attack from behind. It would add a certain element of strategy to the game.
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    edited September 2007
    I think turrets or whatever are fine in their current implementation. If you let the marines in a room long enough to build a TF and turrets, then that team deserves to have it blocked off--or at least 'harder' to take. The marines have to invest a lot of res to do this, and often won't get as many upgrades or weapons if they do decide to TFarm.

    If the aliens want a lot of OC's in a room...fine, whatever. But they won't have as many higher lifeforms, and the marines just need to take them down. It's not like they're moving or sporing...that's what players do :x.
  • UnderwhelmedUnderwhelmed DemoDetective #?! Join Date: 2006-09-19 Member: 58026Members, Constellation
    The issue I wanted to address wasn't really balance, but rather enjoyability. The fact is that currently, trying to break a two-hive lockdown or push into a heavily OCed up room just isn't fun. It's almost always a brute force approach against mindless automatons with a 360 degree arc of 100% accurate fire and electricity that zaps you when you're close enough. If nothing else, think of this as a suggestion to increase the depth of gameplay.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    As much as I love turret farming, I have to agree. Strong static defenses just end up reinforcing stalemates, which are far too common in NS. I can't think of anything else.. minimizing the arc sounds like the best approach.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Strong static defenses just end up reinforcing stalemates<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed. I wouldn't feel bad if regular turrets went away and OCs became some kind alien siege or something.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    I think what could be cool, is if turrets spammed like a crazy mother ######er for a few seconds then overloaded. and repeat
    kinda like the auto-turrets in aliens.

    and by spam, i mean. bullets fly everywhere, maybe not even hitting what its targetting.

    this would be good, because turrets would be more effective against larger lifeforms and better against lesser ones than they previously were.



    but na that sa bad idea




    i like the arc idea.
    the commander could just pick the turret, and give it a waypoint, and thatd be the centre of its arc , and it COULD be changed at any time.
    which would mean the commander would have to pay attention, and if a turrets getting attacked from behind, hed have to spin turrets around.

    comm stylez
  • RipurRipur Join Date: 2002-11-05 Member: 7193Members
    Last i checked, static defenses were pretty gimpy already in NS. Ocs do 20 damage according to the ingame help menu (making it even less usefull than gorge spit) and the last time i avoided an era becuase of turrets as a skulk was back in the v2 days. Most coms will say turrets are a waste of res and just drop some mines or an elec tf by the pg and call it good.

    If anything i would say make Alien defences stronger (cus the OC is really sad. I mean, 20 damage? I could kill rines faster has an adrin skulk using parasite. Come on!) and up the cost of all static defense items. They would drop less, but with more care to placement.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1647013:date=Sep 2 2007, 05:47 PM:name=Ripur)--><div class='quotetop'>QUOTE(Ripur @ Sep 2 2007, 05:47 PM) <a href="index.php?act=findpost&pid=1647013"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Last i checked, static defenses were pretty gimpy already in NS. Ocs do 20 damage according to the ingame help menu (making it even less usefull than gorge spit) and the last time i avoided an era becuase of turrets as a skulk was back in the v2 days. Most coms will say turrets are a waste of res and just drop some mines or an elec tf by the pg and call it good.

    If anything i would say make Alien defences stronger (cus the OC is really sad. I mean, 20 damage? I could kill rines faster has an adrin skulk using parasite. Come on!) and up the cost of all static defense items. They would drop less, but with more care to placement.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yeah, actually, itd be cool if you wer in a team of marines, pushing to the hive. Then you saw an offence chamber, and you acutalyl had to go
    "Oh ######, and OC, alright. should we detour around it? or try to kill it?"

    At the moment, its pretty easy to just ignore an OC.

    Make them cost 20 resource, and do 65 damage, with MORE health!
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    <!--quoteo(post=1647017:date=Sep 2 2007, 02:51 AM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Sep 2 2007, 02:51 AM) <a href="index.php?act=findpost&pid=1647017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, actually, itd be cool if you wer in a team of marines, pushing to the hive. Then you saw an offence chamber, and you acutalyl had to go
    "Oh ######, and OC, alright. should we detour around it? or try to kill it?"

    At the moment, its pretty easy to just ignore an OC.

    Make them cost 20 resource, and do 65 damage, with MORE health!<!--QuoteEnd--></div><!--QuoteEEnd-->

    you do realize that a vanilla marine has 100 hp 30 ap and we're talking about the game natural selection right?
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    knock over-able turrets i thought was a good solution. if theres no marines around the aliens can knock them all over, but with marines in the mix they'll have a much trickier fight. adrenaline sapping elec works too.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    <!--quoteo(post=1646953:date=Sep 1 2007, 09:37 PM:name=Underwhelmed)--><div class='quotetop'>QUOTE(Underwhelmed @ Sep 1 2007, 09:37 PM) <a href="index.php?act=findpost&pid=1646953"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The issue I wanted to address wasn't really balance, but rather enjoyability. The fact is that currently, trying to break a two-hive lockdown or push into a heavily OCed up room just isn't fun. It's almost always a brute force approach against mindless automatons with a 360 degree arc of 100% accurate fire and electricity that zaps you when you're close enough. If nothing else, think of this as a suggestion to increase the depth of gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was focusing on making turrets a powerful <i>suppliment</i> to the team, requiring <i>work</i> from them to be effective (increasing the level of skill required to use static defenses effectively) - Would a turret like the one I described not accomplish the goal of enjoyability?
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    I wasn't replying to you Radix, that was in response to MasterP.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1647021:date=Sep 2 2007, 06:15 PM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Sep 2 2007, 06:15 PM) <a href="index.php?act=findpost&pid=1647021"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->you do realize that a vanilla marine has 100 hp 30 ap and we're talking about the game natural selection right?<!--QuoteEnd--></div><!--QuoteEEnd-->

    yus i do.
    thanks for the intel though.
  • spawnof2000spawnof2000 Join Date: 2007-09-01 Member: 62111Members
    what if electricity instead of killing you just drains your adrenaline there for making it so you dont have enough adrenaline to attack it in my opinion that would be much for useful because right now if you clever enough you can destroy one without much effort but if you have to retreat to get adrenaline back it gives time for the marines to get there whereas before the alien would be gone before you could get there anyway
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1647317:date=Sep 4 2007, 11:56 AM:name=spawnof2000)--><div class='quotetop'>QUOTE(spawnof2000 @ Sep 4 2007, 11:56 AM) <a href="index.php?act=findpost&pid=1647317"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what if electricity instead of killing you just drains your adrenaline there for making it so you dont have enough adrenaline to attack it in my opinion that would be much for useful because right now if you clever enough you can destroy one without much effort but if you have to retreat to get adrenaline back it gives time for the marines to get there whereas before the alien would be gone before you could get there anyway<!--QuoteEnd--></div><!--QuoteEEnd-->
    thats a F**KING great idea <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> - the structure is protected but it still leaves all of the fighting up to the marines to sort out which means it doesn't take away any player to player interaction.

    Of course this would have to only take effect after the structure has been bitten once or twice - as if it was an area of effect style ability then marines could just build TF's next to res points and farm everything up.
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