Commander-dropped weapons

2

Comments

  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited December 2010
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I'd like to see the Commander stock the Armory with whatever weapons, and players retrieving these weapons as they do now. IE, Commander purchases three shotguns, and three marines can "buy" them, at which point the supply runs out. This is how I had imagined it working when they first mentioned a buy menu. I don't particularly hate the current method, but I do feel there is some loss of the Commander/Marine relationship because of it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like this idea. The purchased weapons should be free for players since the comm spent $$$ out of the team res pool to purchase them. This implementation means that the comm is still important in directing organized rushes/offensives, but the individual player can still purchase his preferred weapon for a price.

    A part of me would like to see weapons being completely unavailable for purchase (excluding rifles) until the commander buys a stock for the armory. Marines then purchase them with their own money. Seems a bit redundant to me though, having to purchase them twice.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1812553:date=Dec 2 2010, 02:52 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Dec 2 2010, 02:52 PM) <a href="index.php?act=findpost&pid=1812553"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Besides, right now it feels like the alien comm can immediately get a hive, harvesters, and spam chambers all over the map without running out of carbon.<!--QuoteEnd--></div><!--QuoteEEnd-->

    truth.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1812569:date=Dec 2 2010, 04:33 PM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Dec 2 2010, 04:33 PM) <a href="index.php?act=findpost&pid=1812569"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this idea. The purchased weapons should be free for players since the comm spent $$$ out of the team res pool to purchase them. This implementation means that the comm is still important in directing organized rushes/offensives, but the individual player can still purchase his preferred weapon for a price.<!--QuoteEnd--></div><!--QuoteEEnd-->

    disagree, in essence this is no different than handing out the weapon itself.

    here's what i didn't like about ns1 comm dropped weapons:

    the majority of the time, i wasn't good enough to be worth more than a shotgun, so i always played base b@#$% to be rewarded a good gun.

    i like the idea of players earning their own weps, but i also still see the need for the comm to be able to reward players to keep up the cooperation aspect of comms and marines.

    my vote goes to the comm being able to convert carbon to plasma and /giveres to players in addition to player plasma generation.

    let's be honest, right now comm $$ is hardly an issue.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I really do not understand why the comm should give out things.

    Basically you are saying:

    Players are not going to way points / building / squadding /etc.

    So

    - The solution is people spend time begging for guns, you hand them out by dropping them into a crowd of hungry marines and the wrong one gets them, and has NOTHING to do with playing the game.

    Rather than.

    - Playing the game (building/squadding/etc) awards marines with access to res/weapons/whatever...

    Quite frankly I am shocked at the level you are working at when it comes to user interface design. I am sorry if that sounds offensive.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1812579:date=Dec 2 2010, 04:53 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Dec 2 2010, 04:53 PM) <a href="index.php?act=findpost&pid=1812579"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really do not understand why the comm should give out things.

    Basically you are saying:

    Players are not going to way points / building / squadding /etc.

    So

    - The solution is people spend time begging for guns, you hand them out by dropping them into a crowd of hungry marines and the wrong one gets them, and has NOTHING to do with playing the game.

    Rather than.

    - Playing the game (building/squadding/etc) awards marines with access to res/weapons/whatever...

    Quite frankly I am shocked at the level you are working at when it comes to user interface design. I am sorry if that sounds offensive.<!--QuoteEnd--></div><!--QuoteEEnd-->

    did you not read the parts where i talked about strategic control of the team res/unit compo?
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1812566:date=Dec 2 2010, 12:13 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Dec 2 2010, 12:13 PM) <a href="index.php?act=findpost&pid=1812566"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I admit I haven't fully read this thread but I'm most certainly going to add this in. Players will still be able to buy their own weapons, but commanders will also be able to spend their plasma to buy them for the team.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yay!
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited December 2010
    <!--quoteo(post=1812581:date=Dec 2 2010, 08:56 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Dec 2 2010, 08:56 PM) <a href="index.php?act=findpost&pid=1812581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->did you not read the parts where i talked about strategic control of the team res/unit compo?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I fully understand what you are saying, and it is well thought out, intelligent and has arrived at points that I do not full understand (being more of an FPSer).

    I now understand the reason for weapon drops, and I would happily see them in game.

    My main concern is how all these things are carried out.

    My issue is that Flayra posts "this will be in" but with no explanation of how it will work to the development of intelligent discussion on here.

    I have concerns that the interface is going to be frustrating (do I still have to drop weapons into a pack of armoury humping marines screaming down the mic?) and not developed beyond that to cater for not only the FPS aspects (more human centred design) but also RTS aspects (maths).

    If I have a floaty list of weapons as the comm, and I drag particular weapon onto (some kind of team list) a squad or individual. Job done, not annoying, caters for what you are talking about - strategy, and also human factors - armoury humping (which is basically like a load of Hyaenas taunting a Lion who has just got the kill).

    So far it just seems the answer is the NS1 20th century interface that sees people as algebraic mathematical symbols, and not stupid/demanding/clever/lazy/varied people that populate the servers.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I haven't read much of the thread either but I believe that its not by force that you'll get marines to listen to the commander. When they'll understand the importance of listening to the commander it will be much more effective for them. I think its something you learn with understanding of the mechanics of the game. Not because of a barrier that stops you from doing things without the consent of the commander.

    A free soldier fighting for his beliefs is much more effective than a slave soldier fighting for pay.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited December 2010
    Google.

    Define: Commander

    # commanding officer: an officer in command of a military unit
    # someone in an official position of authority who can command or control others
    # a commissioned naval officer who ranks above a lieutenant commander and below a captain

    ?

    Why have one if he is not going to do his job? The trick is to make people feel that they are not doing something just because they have been told to. You do this by rewarding people for completing a task.

    Therefore you relate 'cool guns' to 'completing objective'.. and thus the player thinks he has control, but instead is a clever piece of game design.

    The best/cleverest games currently out manipulate these sorts of psychological dynamics. In fact best game designer will have complete control over what you do without you realising it. You just have not realised it.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    it's not JUST about rewarding players who listen to the commander, allowing the commander to spend res (or plasma, or w/e) to equip the team opens up more strategic options. Example: beacon + shotgun rush a hive works if the commander can make sure everyone is equipped. This wouldn't work at all if the commander had to try and convince everyone to go buy a big gun for the push (and it's not guaranteed or even likely that they would have personal res saved up anyway).

    Commanding (in pubs) isn't so much about giving orders as it is about nudging your team in the strategic direction you want, and making sure they have the appropriate gear is part of that


    slightly off topic: I really hope personal res isn't influenced by any form of RFK; it throws off game balance, penalizes poor players while benefiting the best ones (widens the skill gap artificially), and removes certain gameplay styles (skulk really felt like it should be an expendable lifeform i.e. cannon fodder, but RFK is in direct opposition to this)
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    <!--quoteo(post=1812433:date=Dec 2 2010, 12:11 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Dec 2 2010, 12:11 PM) <a href="index.php?act=findpost&pid=1812433"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->* roughly mirrors the kharaa evolution path in which individuals buy their own upgrades, making the game easier to balance [in theory].
    * eliminates comm from having the job of stockpiling res and dropping a bunch of weapons, which some feel cheapened the comm experience.
    * allows marines more personalized choice of equipment. if there's only gl's on the ground and you want an hmg, you'd have to ask the comm before.
    * encourages marines to move out on whim. If there's no reason to stick around in base waiting for a weapon, most players will immediately head for the action.
    * shifts resource management away from the comm.
    * requires marines to armory hump in order to get another weapon.
    * tries to compensate for "bad commanding" - less chance of newbs getting ejected.<!--QuoteEnd--></div><!--QuoteEEnd-->
    1) Thats how thought it was more on res model though
    2) The weapons are distributed at the same time to increase the chance of them working together, it is however much more efficient to drop them as res allows and letting them guard spots like base and PG where they are less likely to lose the weapon (reminds me that they are no longer dropped on death). In public is more likely that people die 1 by 1 instead of going for an objective together.
    3) Personalized perhaps but it is the comm who usually see's the big picture, what is needed and were bringing a flamethrower to defend natural resource tower probably aint the best use (assuming of course someone listens) Also about asking ill come to that in next
    4) Unless theres a weapon on the ground a player should head to the action no asking, humping or anything gogo!. The 10-30 secs you beg for a gun is probably more important spent else where if theres a need of some gun comm should be telling you to get it.
    5) Good or bad, I think the less comm has to do the worse. Not to mention comm probably knows better.
    6) Not much as humping as soon as we get hotkeys but --------^
    7) Bet you'll get ejected anyways if you cant med properly.

    I think it is very questionable to build a game based on people acting like war-apes. It is online game with intelligent people playing.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1812616:date=Dec 2 2010, 02:41 PM:name=monopolowa)--><div class='quotetop'>QUOTE (monopolowa @ Dec 2 2010, 02:41 PM) <a href="index.php?act=findpost&pid=1812616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->slightly off topic: I really hope personal res isn't influenced by any form of RFK; it throws off game balance, penalizes poor players while benefiting the best ones (widens the skill gap artificially), and removes certain gameplay styles (skulk really felt like it should be an expendable lifeform i.e. cannon fodder, but RFK is in direct opposition to this)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Um.... where did you think personal res was coming from?
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1812644:date=Dec 2 2010, 09:56 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Dec 2 2010, 09:56 PM) <a href="index.php?act=findpost&pid=1812644"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Um.... where did you think personal res was coming from?<!--QuoteEnd--></div><!--QuoteEEnd-->

    you get personal res from RT's...
  • googleeyesgoogleeyes Join Date: 2010-11-19 Member: 75018Members
    in patch 158 commander will be able to drop weapons. check out the new progress page.
  • cmc5788cmc5788 Join Date: 2009-10-06 Member: 68959Members
    edited December 2010
    I think the armory buy is fine, but maybe there could be some kind of combat-drop option.

    I don't like the idea of commanders completely controlling plasma distribution, but being able to give "bonus plasma" to certain players every once in awhile as a form of squad control would be pretty cool.

    <!--quoteo(post=1812681:date=Dec 2 2010, 09:55 PM:name=googleeyes)--><div class='quotetop'>QUOTE (googleeyes @ Dec 2 2010, 09:55 PM) <a href="index.php?act=findpost&pid=1812681"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in patch 158 commander will be able to drop weapons. check out the new progress page.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nevermind, that solves that.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited December 2010
    Don't litter the base with small mountains of dropped weapons. Cmon at the very least drop them in gun racks... :P
  • alephaleph Join Date: 2007-10-12 Member: 62620Members
    <img src="http://i51.tinypic.com/20gd6q1.jpg" border="0" class="linked-image" />

    this is so obvious you shouldn't have to bother explaining
  • OnionknightOnionknight Join Date: 2010-03-28 Member: 71103Members
    I think commander dropped weapons is a stupid idea. I remember back in NS1 if you have a ######y commander he would be like "No point in giving you the weapon because all you do is die more than you kill" and so everyone be pissed and ###### and then they would go "fack you how about you try being commander" and then waste all the resources on junk and then quit.

    If they do consider that then give aliens "commander dropped limbs" lol
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1812791:date=Dec 3 2010, 01:49 AM:name=Onionknight)--><div class='quotetop'>QUOTE (Onionknight @ Dec 3 2010, 01:49 AM) <a href="index.php?act=findpost&pid=1812791"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If they do consider that then give aliens "commander dropped limbs" lol<!--QuoteEnd--></div><!--QuoteEEnd-->

    Lol. also make skulks help build ###### for the alien commander xD
  • WavesonicsWavesonics Join Date: 2006-12-02 Member: 58833Members
    i love the idea of commander setting goals (aka orders) for marines, such as take and hold position, build building, go here, that rewards mariens that follow the order w\ plasma.

    Encourages players to work together and toward a commong goal!
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    <!--quoteo(post=1812791:date=Dec 3 2010, 01:49 AM:name=Onionknight)--><div class='quotetop'>QUOTE (Onionknight @ Dec 3 2010, 01:49 AM) <a href="index.php?act=findpost&pid=1812791"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think commander dropped weapons is a stupid idea. I remember back in NS1 if you have a ######y commander he would be like "No point in giving you the weapon because all you do is die more than you kill" and so everyone be pissed and ###### and then they would go "fack you how about you try being commander" and then waste all the resources on junk and then quit.

    If they do consider that then give aliens "commander dropped limbs" lol<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm quite sure this is in addition to, not instead of, marines buying their own weapons. Best of both worlds.
  • vaeshvaesh Join Date: 2010-11-28 Member: 75326Members
    At this point I think the writing on the wall is pretty clear....whether it be good or bad...NS2 is moving closer to becoming a replica of NS1v3.0 with some improved graphics and minor tweaks. Commander dropped weapons is on the list for next build, shortly after it will begin to become obvious that dropping weapons and buying them doesn't make a lot of sense so they will phase out buying weapons. I'm also predicting that in the next month we'll see a return to gorge building and again at some point it'll become obvious that having a gorge and alien comm building to be redundant and the alien comm will get phased out.

    I would have liked to have seen a little more innovation come along with NS2 but around here NS1v3.0 is holy and any modification is seen as blasphemous.
  • DaxedDaxed Join Date: 2008-03-19 Member: 63905Members
    I like buying my own weapons. u guys are just elitists who want servers where the comm only gives weapons to 2 guys cuz he knows them. that's all NS1 was.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1812566:date=Dec 2 2010, 08:13 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Dec 2 2010, 08:13 PM) <a href="index.php?act=findpost&pid=1812566"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I admit I haven't fully read this thread but I'm most certainly going to add this in. Players will still be able to buy their own weapons, but commanders will also be able to spend their plasma to buy them for the team.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't object to that as long as that isn't the primary method of making weapons available.

    Players should be able to finance their own weaponry, with commanders spending money on them only after buying other important things.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I believe the whole 'we have to reward players so they know what to do" notion to be fundamentally flawed. Reward should be successful results, not some arbitrary gimmick. And how do you intent to measure behavior that should be rewarded? Via game mechanics? Go to a WP and get your cookie? That sounds open to exploit. As a comm I'd just drop 20 way points in my home base and watch people stock up on plasma or whatever you reward them with. And if it's not a built in mechanic, but based on the commander's judgment then not only does this force unnecessary micro onto the comm, it also will end in abuse and favoritism.

    There is already an individual reward system in the game: Plasma. You get it for capping RTs and killing enemies.
  • alephaleph Join Date: 2007-10-12 Member: 62620Members
    <!--quoteo(post=1812842:date=Dec 3 2010, 05:28 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Dec 3 2010, 05:28 AM) <a href="index.php?act=findpost&pid=1812842"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't object to that as long as that isn't the primary method of making weapons available.

    Players should be able to finance their own weaponry, with commanders spending money on them only after buying other important things.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->No one ever gave me guns when I played NS cause I couldn't kill anything<!--QuoteEnd--></div><!--QuoteEEnd-->
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    <!--quoteo(post=1812877:date=Dec 3 2010, 07:49 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Dec 3 2010, 07:49 AM) <a href="index.php?act=findpost&pid=1812877"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I believe the whole 'we have to reward players so they know what to do" notion to be fundamentally flawed. Reward should be successful results, not some arbitrary gimmick. And how do you intent to measure behavior that should be rewarded? Via game mechanics? Go to a WP and get your cookie? That sounds open to exploit. As a comm I'd just drop 20 way points in my home base and watch people stock up on plasma or whatever you reward them with. And if it's not a built in mechanic, but based on the commander's judgment then not only does this force unnecessary micro onto the comm, it also will end in abuse and favoritism.

    There is already an individual reward system in the game: Plasma. You get it for capping RTs and killing enemies.<!--QuoteEnd--></div><!--QuoteEEnd-->


    huh? We're talking about the Commander manually rewarding people who do the right stuff. This has nothing to do with automated rewards of plasma for going to a waypoint. Defend the base -> get shotgun
    Comm knows you'll join the attack on the hive based on your performance in that game -> GL as you head out
  • alphzalphz Join Date: 2009-11-09 Member: 69329Members
    What if the reward system was simply RFK and bonus plasma for marines that build or are in the area of a structure that gets completed. This inherently links the commander and his construction strategy with the marines who receive tangible benefits for realising this strategy on the field.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    edited December 2010
    <!--quoteo(post=1813030:date=Dec 3 2010, 04:21 PM:name=alphz)--><div class='quotetop'>QUOTE (alphz @ Dec 3 2010, 04:21 PM) <a href="index.php?act=findpost&pid=1813030"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What if the reward system was simply RFK and bonus plasma for marines that build or are in the area of a structure that gets completed. This inherently links the commander and his construction strategy with the marines who receive tangible benefits for realising this strategy on the field.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I actually kind of like this idea - rewarding people in the area of a completed structure. Even if a marine only comes over because he wants the res, he's still more likely contributing either to the actual building, or he's protecting the builder.

    Maybe any reward should be split up over the course of the build, though. This would prevent someone running over fast to grab the res then leaving, not helping at all.
    For example, if the reward is "3," give a partial reward 1/3 through construction, at 2/3, and then at completion. This should help persuade the player to stay for the whole construction, or at least help as long as they can, instead of just running in at the end for free reward.

    This should come at some cost to the commander though, otherwise building up bases would give marines unlimited res.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    edited December 2010
    i was reading (almost) the whole thread, and I had an idea: we currently have to research the weapons before the marines can buy them at the armory.
    so, just keep this system, but attach the upgrades to the armory you researched it (its like the armory produces the weapons you upgraded).

    as even flayra said before, you should be able as commander to drop weapons for plasma, but i would like to see that the commander doesnt need to
    research the upgrades. The weapon drop (and upgrades) still should keep their prerequisites.

    if too many people run around with shotguns -> drop a few flamethrowers / gls. any marine will pick up the "free" weapon and will be happy.
    you would be able to balance weapons compositions in your squads.
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