Remove Alien Commander
konata
Join Date: 2011-08-24 Member: 118296Members
<div class="IPBDescription">Simplify the game</div>It's simple really. It's KISS. It's also tried and works in NS1. Remove the alien commander. Re-integrate an upgrade system through the gorge. The reason you play aliens is to play something different.
It's also hard enough to find one good commander for the marines, let alone one good commander for the aliens too.
It's also hard enough to find one good commander for the marines, let alone one good commander for the aliens too.
Comments
It's also hard enough to find one good commander for the marines, let alone one good commander for the aliens too.<!--QuoteEnd--></div><!--QuoteEEnd-->
This has been discussed to death already. I agree that the alien commander is not needed but it seems it is here to stay.
NS1 had quite the learning curve.
The Gorge and his abilities were confusing as hell.
With an Alien comm we are simplifying the Gorge's role, thus simplifying the game.
The only problem is we are less inclined to choose him.
+1 to Gorge building mini crags/whips.
-1 to no alien com.
Also, placing RTs as a alien com can sometimes be a chore.
Yesterday a Gorge placed a cyst on top of an RT node. This in turn nullified that node and made it impossible to place an RT there.
There needs to be a way for the alien com to destroy or nudge a cyst to the side so that RT placement is possible.
On the other hand, I do not like the 'multiple commander' idea in the game. It just does not work IMHO. I;ve never seen a single game of NS2 where 2 people have commanded, because 1) Takes up player slot that could be used to fight and 2) Commanders are fighting for the same resources, and almost always have a different plan/idea than the other commander.
I love Alien comm. I love Marine comm. I think it makes NS2 different to NS1 in a good way. :)
-1 to no alien com.
Also, placing RTs as a alien com can sometimes be a chore.
Yesterday a Gorge placed a cyst on top of an RT node. This in turn nullified that node and made it impossible to place an RT there.
There needs to be a way for the alien com to destroy or nudge a cyst to the side so that RT placement is possible.<!--QuoteEnd--></div><!--QuoteEEnd-->
Haha can you imagine if they added the uproot feature to cysts, they pop up and have little legs and can walk around. Many lols would ensure. Glad you agree with the mini-chamber concept :) It could be awesome I think, would create a plethora of new tactics for aliens.
-1 to no alien com.
Also, placing RTs as a alien com can sometimes be a chore.
Yesterday a Gorge placed a cyst on top of an RT node. This in turn nullified that node and made it impossible to place an RT there.
There needs to be a way for the alien com to destroy or nudge a cyst to the side so that RT placement is possible.<!--QuoteEnd--></div><!--QuoteEEnd-->
For TL;DR:
+1 to Gorge building mini crags/whips.
-1 to no alien com.
Mini crags/whips did cross my mind, and I like the idea. I don't see them getting spammed because they cost the gorge pres, they allow aliens to heal up a little bit after getting banged up just so they can go back and harass, and since it takes up pres it would cut down on any hydra spam (though GL kinda does that already). I think there should still be an alien comm who makes the larger tacical decisions of the game. It is easier to keep the team organized with someone who has a top-down view of what is going on, and it is easier to have that person build the more major structures such as hives, RTs, and shades. The cyst/mini-cyst system seems to do a good job of keeping the gorge and the comm working together, it would be cool to have the mini crags set up as a temporary defense, the area becomes secured so the gorge asks for a shade to be placed nearby, and maybe even alien comm can upgrade the mini crag to a full crag, then mature crag. With this system gorges can become more useful in base defense, but not exactly more necessary, and it retains the team-built structures atmosphere that NS1 had while providing the organization of the commander system in NS2.
You should try playing on wonga with Teflon. He's the backseat commander that tells the commander what to do as he runs around. It's almost like there are 2 comms in NS then.
2) Give Gorge More Abilities
That is an epic idea... the 3 tier upgrade concept would work really well I think, gives the little gorges some respect back :P
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Remove Alien Commander,<!--QuoteEnd--></div><!--QuoteEEnd-->
No.
Just to recapp. NS1 was only balanced in a 6vs6 game.
with less playe4rs (5v5) the aliens were in favor, with more players (7v7) the marines were.
The alien commander is the result of balancing the game from 4vs4 up to 16 vs 16 players (afaik uwe intends to have a maximum of 32 players on a server)
The alien commander is here to stay
.... and it is my favorite alien "class" ;-)
*Edit*
To be more specific I mean that voice from back in NS1 that said "cleanse the intruders,†“we need builders,†“now we dance,†ect.
I don’t think that voice was ever given a name, but its role was seemed similar to be that of a commander.
with less players (5v5) the aliens were in favor, with more players (7v7) the marines were.
The alien commander is the result of balancing the game from 4vs4 up to 16 vs 16 players (afaik uwe intends to have a maximum of 32 players on a server)<!--QuoteEnd--></div><!--QuoteEEnd-->
^This
Couldn't have said it better myself.
Just to recapp. NS1 was only balanced in a 6vs6 game.
with less playe4rs (5v5) the aliens were in favor, with more players (7v7) the marines were.
The alien commander is the result of balancing the game from 4vs4 up to 16 vs 16 players (afaik uwe intends to have a maximum of 32 players on a server)
The alien commander is here to stay
.... and it is my favorite alien "class" ;-)<!--QuoteEnd--></div><!--QuoteEEnd-->
They gave the balance as the reasoning first. However, now they're apparently implementing increased strategical capacity for multiple commanders and squads (possibly with bonuses) that require large playercount to get things started. So, unless they make some big time changes you can forget the 4 vs 4 balance. I'd say reaching a good balance would probably be easier with NS1 system and some weights being added to alien res flow than it is with the planned NS2 gameplay features.
Objective system:
a list of objectives in order of priority decided upon by the commander and the rest of the team.
What's it for? gives the commander and team a game plan they can focus on rather than having newbies not knowing what todo.
So a newbie commander can see the objective list and go... OH, WE NEED A CRAG. and then proceed to place a crag... or find out how to place a crag.
and an experienced commander can go, placed crag, ok aliens, go take data core,we're building a hive. BAM NEW OBJECTIVE: Clear Data Core For Hive.