Reward-Based Waypoints (For Marines)

lilboy98lilboy98 Join Date: 2009-05-15 Member: 67414Members
<div class="IPBDescription">To Encourage Marines to go to their damned Waypoints</div>When I played commander in the original NS, I usually just bind a button to 'select all marines' and give them all waypoints... even though I only needed about 2 marines to get to the waypoint.

This is an example showing that I didn't really need to make any 'control squads', and less effective teamplay in pub games.

An idea to remedy this is to have reward-based objectives that the commander gives to his marines, i.e., 'repair this structure' will reward the marine with 1 resource per 10% healed.

This can do several things for the gameplay:
-Commanders can utilize specific tactical squads to 'defend this structure', 'build this structure', 'attack this target', etc., and the marines will be rewarded with bonus resources for completing the tasks.
-It can change the alien's base attacks to be more 'clean'. If they constantly rush for the CC to try to weaken it, but die in the process, they would be feeding the marines resources if the commander tells a marine with a welder to repair the CC. This would make the aliens think twice before attacking the central command unit, unless they think they have enough strength to take it down.

Comments

  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    Well you have 3 new aspects of NS2 that may weigh on this:
    - Heavier emphasis on squads
    - Marines buy their own weapons
    - Commander has more spells


    With a heavier emphasis on squads, you may be more likely to get marines to your waypoint, because the entire squad respawns together and gets the waypoint, and so has greater pressure to stay together and thus follow the order given them instead of collectively deciding to disobey the comm.

    However, marines no longer depend on the comm for weapons so they may be more likely to say "screw the comm". But then again, commander spells may be more important in battle which would force marines to obey lest they be denied combat assistance.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    I assume that the squad respawning only works of you've got say 3 marines together to actually make a squad. And that if the squad splits up you have to respawn at base when you die. That would give another prompt to stay together.

    I like the idea of marines getting a reward for following orders, it would just be a matter of balancing what that reward would be. If it was res a commander could just put movement waypoints in front of his marines and get ++res as marines just walk around.
  • PaladinDudePaladinDude Join Date: 2006-12-04 Member: 58881Members, Constellation
    <!--quoteo(post=1712005:date=Jun 12 2009, 02:28 PM:name=Emoo)--><div class='quotetop'>QUOTE (Emoo @ Jun 12 2009, 02:28 PM) <a href="index.php?act=findpost&pid=1712005"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I assume that the squad respawning only works of you've got say 3 marines together to actually make a squad. And that if the squad splits up you have to respawn at base when you die. That would give another prompt to stay together.

    I like the idea of marines getting a reward for following orders, it would just be a matter of balancing what that reward would be. If it was res a commander could just put movement waypoints in front of his marines and get ++res as marines just walk around.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think a res reward is a good idea because of what Emoo mentions. However someone, some time ago (sorry can't find thread), came up with the idea of some in-game ranking of players according to their ability to follow orders (start at Private and rank up to General or something like that). This is so a commander could order players according to how good they were at following orders, this would let players who want to rambo go off and do their thing (and drop to the bottom of the list) and players that want to play as a team rise to the top. From a commander's point of view, if you have something you really want to get done you'd then choose a General to give the order to rather than the Private at the bottom.

    As for what perk the most obedient (General) player should receive, as they got that rank by playing as a team, it doesn't seem fitting that it should be a reward for the individual. How about something like the General could act as a mobile spawn point, in the same way that a General can "rally the troops". So even if there's only a squad of one (the general) other players will still be able to spawn with them, to offset this advantage if/when the General is killed any players in the same squad as the General are paralised for a few seconds.
  • lilboy98lilboy98 Join Date: 2009-05-15 Member: 67414Members
    Well, of course the 'move to this waypoint' can be abused with this system, but it's not too difficult to decide which tasks comes with a reward and disabling others than can be spammed.

    But the main point is to create a reward-based system for marines who follow orders to improve and encourage teamplay in public games.

    The ranking idea is interesting, but it doesn't fit this criteria because some players might just go 'meh' and let the better players take general, and they'll just spawn with him.

    The rewards system should be something that would reward all marines for their tasks and giving them something they can use.
  • PaladinDudePaladinDude Join Date: 2006-12-04 Member: 58881Members, Constellation
    <!--quoteo(post=1712034:date=Jun 12 2009, 04:44 PM:name=lilboy98)--><div class='quotetop'>QUOTE (lilboy98 @ Jun 12 2009, 04:44 PM) <a href="index.php?act=findpost&pid=1712034"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The ranking idea is interesting, but it doesn't fit this criteria because some players might just go 'meh' and let the better players take general, and they'll just spawn with him.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's why I suggested the downside of spawning with the general of being paralised for a few seconds if he dies. So if rambo style players spawn with the general then run off and abandon him and he dies, they'll be completely vulnerable to attack for a few seconds; which is usually enough to mean they'll also be killed. On the flip side if you spawn with the general and work AS A TEAM, then you will reap the rewards.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    I just wonder how they'll fix the 'Defend Structure' "Issue" on unbuild Items.
    It's rather confusing when a Commander gives you the Order to construct a TF but you can't actualy tell what you're supposed to do since you're busy shooting Dogs already.

    Happened to me a few Times -both as comm and marine-. And Both Times I got scolded. Ha ha.
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