Use of "officer" class

RebelRebel Join Date: 2003-04-10 Member: 15371Members, NS2 Playtester, NS2 Map Tester, Subnautica Playtester
I was thinking about how at present the gorg's role has been heavily depreciated and also a way for marine players to be encouraged to work together and not just rambo now they can purchase whatever they like with their own funds instead of relying on the commander to dispense (imho this reduces the commanders role to being mac runner, areal recon and medpack dispenser at present)
One thing that was thrown out in another thread was command rewards (if an command is issued and followed within a certain time scale perks were rewarded) how about the commander can "promote" one or two of his players to officers in a similer fashion to savage (hopefully the guys who follow orders most) and those officers the radius giving the passive perks, this would encourage players to protect and stick around their officers, likewise the same area of influence could be provided automatically to any gorgs giving more incentive to play and higher value to their team to protect.
In NS1 a good gorg that was well protected could make a massive difference to to the tide of play although primarily a non combatant, likewise a team that just let their gorgs get thrown to the wolves would be set back due to lack of healing / structures which is somewhat mute now that the new DC's (crags) (and I assuming other upgrade structures) are built by the comm with floaters.

Thoughts?

Comments

  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    edited November 2010
    I remember reading a suggestion about this a while ago but I don't think it's actually necessary in NS2. The maps are more streamlined, so unlike in NS1 there should be a lot less ramboing, and marines already have the ability to spawn with their squad. When you consider these points together I think the game is already designed in a way to encourage players to stick together.

    On the alien side of things some chambers already have passive abilities. It would be a very fine balancing act to make sure that passive abilities from various chambers and the squad commander passive ability are both useful on their own but not overpowered when combined. I'm not saying it can't be done, but for the marines I think it's too much and for the aliens I think it would take a lot of tweaking to get right. Also, this is assuming there will even be perma-gorges. The additional of commander controlled builders changes everything and the class most affected is the gorge.
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