no more Omnipotent Commander

RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
What seriously pisses me off everytime it happens is the packetspam.
It's not a strategy, its foul gameplay.

I rather want to see Marines having nano dispensers handing out either Medkits <b>or</b> Ammo, you cant have both.
Not for Catpacks, tho. They still should work like now.

A "medic" handing out a kit while being in view of an alien/glow is marked with a floating cross above his head, while an reinforcer is marked with a bullet.
Marines should buy that stuff themselfs, too.

Besides that, there should be no drawback.

The reason im suggesting this?
The Commander should work more in the strategy and construction department, less playing nanny for highly trained, possible genetic and cybernetic enhanced marines to whipe their ass everytime they caugh.

Comments

  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    IMO, all 3 should be allowed or none of them should be allowed. Caty packs are just as annoying.
    I don't think we know how NS2 is going to work though. They may have done away with this system, or they may have fixed the spamming issue.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    I dont think so. Caties are strategy, the others tedious back up work.

    And being "hyper" all the time isnt good ("jumping up and done all the time and singing the mario tune")
  • BigTextBigText Join Date: 2007-12-21 Member: 63231Members
    I've never seen medpack spam drastically change a situation. Add in the fact that it's really inefficient, and I see no reason to worry about it.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited February 2010
    <!--quoteo(post=1750200:date=Feb 1 2010, 11:25 PM:name=BigText)--><div class='quotetop'>QUOTE (BigText @ Feb 1 2010, 11:25 PM) <a href="index.php?act=findpost&pid=1750200"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've never seen medpack spam drastically change a situation. Add in the fact that it's really inefficient, and I see no reason to worry about it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Wait, what? It's expensive yes, but in no way useless in every situation.

    <a href="http://www.ensl.org/movies/21" target="_blank">http://www.ensl.org/movies/21</a>

    It's a little laggy there (Finland vs Canada), but the outcome is pretty hilarious considering those players were very decent by most standards.

    <a href="http://www.youtube.com/watch?v=BXzbXW3meX8" target="_blank">http://www.youtube.com/watch?v=BXzbXW3meX8</a>

    A bit of quality testing with some less laggy feed and some less flawless aiming and spam. There's a plenty of more, most of them are just inside fragmovies, so those two have to do for now.

    As in general, the medpacking has been discussed before. The pure strategy part is too simple and shallow to rely on for real. In addition in public games there isn't anything to ensure that you get one bit of your orders through. I guess the weldbot control allows some kind of activity while not tending to marines, but I wouldn't count on it alone.

    The marine interaction is what makes commander different from the more advanced RTS games. The interaction should be encouraged, not removed. Whether that should be done through medpacks or some other weirdness is debatable. I'd just like to see the interaction taken further to make the commanding more interesting.

    Also, I can't see how the catpacks are strategy and medpacks aren't. They both provide a quick burst of bonus for the cost of res. Medpacks have other uses on pure babysitting/support duty, but the basis for strategy is there.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    edited February 2010
    Medspam is a problem on pubs with dumb aliens. The problem lies with people not actually paying attention to the resource race. Spore and eat nodes to counter medspam.

    Don't remove a viable tactic because you dont like dying sometimes or don't know how to use it. If the comm wants to spend 20 res on medding a marine to kill a lifeform or res-node when they need it most then they damn well earned it because the aliens didnt keep a check on res. It can be rewarding to hit every med on a dodging marine and keep him alive against the odds and can turn the tide of the round. I could agree to a 0.1s cooldown on dropping stuff for the comm or something similar to stop all-out complete medspam just for the sake of the majority of players.

    Resource management is the #1 thing in RTS games, most people just ignore it in NS.

    Make eating nodes more fun or somehow emphasise that it may not matter if you deathmatch your way through the round if the other team has a lot more income than you. Universal resource system in NS2 will help.
  • BruteBrute Join Date: 2009-06-10 Member: 67778Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    What about making medpacks more like a buff instead of a dropable item.
    Could be some area spell (no pinpointing anymore) and when a marine is inside the area at time of the cast, his HP is slowly replenished.
    Could be even like in the beat'm up's, meaning when you take damage during the replenishing process, it is stopped right there.
    Costs could be fixed per marine or per HP healed.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    Now that's a nice idea.
  • BigTextBigText Join Date: 2007-12-21 Member: 63231Members
    <!--quoteo(post=1750351:date=Feb 3 2010, 05:19 AM:name=Brute)--><div class='quotetop'>QUOTE (Brute @ Feb 3 2010, 05:19 AM) <a href="index.php?act=findpost&pid=1750351"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What about making medpacks more like a buff instead of a dropable item.
    Could be some area spell (no pinpointing anymore) and when a marine is inside the area at time of the cast, his HP is slowly replenished.
    Could be even like in the beat'm up's, meaning when you take damage during the replenishing process, it is stopped right there.
    Costs could be fixed per marine or per HP healed.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's actually a good fix.

    Or maybe just make it so you can only pick up a medpack every few seconds.

    Or, put a cooldown for the commander to drop a medpack.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    So, if you suggest that the commander is going to heal by an area of effect that has very little timing, aiming or decision in it, how are you going to keep the commander busy? Like I said, the strategy itself isn't complex enough to keep the commander challenged forever, not at least if they can focus on it without any other tasks.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    I rather see commander more challenging than it is now, if you take medpacks and stuff away all he ends up doing is sitting there and wondering how the match ends.

    Medpacking is good as it is in NS1, it is very ineffective when done incorrectly but can be rewarding when timed and executed well.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    After thinking a bit about this, medspam is quite a deterrant to a lot of players and if UWE aren't dumb they will probably remove it, no matter how good the mechanism is for it:

    It's a great res-dump when you have too much res, its necessary nature allows the alien team to soak up a marine res surplus by playing smart, if done incorrectly has large consequences but has the potential to change the flow of the match and it needs great "micro" (is this the right word for comm stuff in NS?) to perfect.

    I do not agree with the AoE med-area idea because it takes a lot of the skill out of the commander/marine interaction. The more a commander has to do the better, in NS1 pretty much everyone agrees there isnt enough to do.

    In my opinion, for a suitable replacement to be found it must comply with each of these criteria. However, to make it less binary than the current "YOU'RE BAD YOU JUST WASTED RES" and "YOU'RE GOOD. WELL DONE." state of affairs some of it can possibly be automated but at the cost of efficiency (in this case probably time, not resources). I've created a new thread with the idea <a href="http://unknownworlds.com/forums/index.php?showtopic=108778" target="_blank">here</a>.
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