Supplying Players

2»

Comments

  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    I've tried comming couple of times and the reason I don't drop supplies is that it's not implemented all that well yet. Now you have to select one your CCs, then click medpack and after then you can to navigate to the player who might've been requested it (either no-one ever requested or the comm GUI never let me know if someone was in need) and even then it's hard to place them (instead of dropping directly to the player it selects the player when clicked).
    It would be a lot easier if you could just push one hotkey and start supplying. At the moment it's just easier to replicate an armory.
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    1.Supply Crates that supply marines within a radius, effective but easily destroyed. - Runteh

    2.Marines can purchase a supply from the armory at the cost of personal Currency; can materialize the request at their command. FocusedWolf/ Eisiger

    3.Commander can see player requests for ammo via Notification pop ups on right side of screen, commander can click medic/ammo/catalyst pack icon to give player said pack. - |3lessed


    These are sort of the main ideas of how to do packs at the moment and both have strategy, skill level, commander role implications.

    1. Radius Supplies:
    +Positives
    -Allows commander to strategically use these (Radius Supplies) in very calculated strategic ways, they are much more important than spamming single dropped packs.
    -Whilst being very effective can be easily destroyed.
    -Marines would have to pay attention and play together to get everyone resupplied before it despawns. Moving in and out of the radius of the (radius supply)
    +Concerns:
    -Something like this would surely need a cool down and significant resource cost. Each armory could research and provide this drop.
    - Limiting player resupply in the radius to a handful of marines so you couldn't stack 10 guys on it.


    2. Personal Phasing Resupply
    +Positives:
    -Marines have a little more power over their destiny
    -It can serve as a way to balance Marine personal currency
    -If put in game with combination of commander dropping not single packs but larger (Supply Pulser) on some sort of cooldown would be a +1 to player strategy and skill.
    +Concerns:
    -Carrying more than one of these phase supplies is grossly overpowed.
    -It costs too little and is extremely effective, allowing too much rambo.
    -If you could purchase it too often, run back to the armory grab another, a cool down on the purchasing of these would I think be needed.
    -Diminish role of commander being supportive to Marines if done wrong

    3. Single Pack dropping
    +Positives:
    -Allows commander to be main supporter of each player.
    -Easily gets players what they need
    -Easy for commander to supply marines
    +Concerns
    -Spam, problem if 1 player can put up multiple notices instead of just refreshing 1 notice.
    -If multiple marines need packs you can click away dropping supplies on them as long as they call for it
    - If there is a lot of big battles going on there is going to be alot of things on your screen, just going to be spamming down packs.


    +Single Pack Drops:
    -I just feel eh about single pack spamming, just the way it feels as a commander, just kind of sloppy.
    -Obvious UI deficiency at this point would also be a concern.
    -At this point i'm pretty sold on a radius resupply or having something marines can look at and "use" to get some stuff
    -I don't have a problem with single packs but relying on them solely I don't know.
    -I'd feel better if single supply drops were an option but ultimately cost more, so you could use them but the resource cost really is something to consider.
    -Example would be a few marines are pretty low on health and ammo but the Radius supply cool down is up in 30 seconds... so you have a choice.. spend the extra resources keeping them alive now with single pack drops or wait for the cooldown.


    +Radius Supply drops:
    -I'm really liking this idea, i really feel it provides the marines more teamwork and the commander more thoughtfulness when commanding.
    - Like it's something clutch and important to drop a supply thing for an advancing or defending team when they need it most. It's really expensive but it's worth it if you do it right.
    -With the phase drop system if marines can only carry 1 either health/ammo/catalyst... they get to choose and can only buy one say every 5 minutes(depending on game speed hoping for 30 min rounds.)
    I feel like it gives the majority of the players on the team little more control and it raises the skill cap significantly.


    I'm sorry for all the writing. Wall of text :(
  • intellixintellix Join Date: 2008-03-24 Member: 63950Members
    How about you get a crate and deliver it using a MAC that drags it around the map? Therefore an Alien can intercept the delivery and destroy it :D
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1811131:date=Nov 27 2010, 03:12 AM:name=DracoJJ)--><div class='quotetop'>QUOTE (DracoJJ @ Nov 27 2010, 03:12 AM) <a href="index.php?act=findpost&pid=1811131"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Basically I think if they made it so the comm just had to press a single key to either spawn a med, or to spawn a ammo pack, it would make it far easier on the comm to do so, they could do it on the fly as they are heading around the map to send a MAC somewhere to place a com chair.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So switching back to NS1, eh? =]
Sign In or Register to comment.