Relocations

YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
<div class="IPBDescription">They look good.</div><img src="http://i.imgur.com/DdX2J.jpg" border="0" class="linked-image" />

<img src="http://i.imgur.com/C2Uad.jpg" border="0" class="linked-image" />

<img src="http://i.imgur.com/SoLRB.jpg" border="0" class="linked-image" />
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Comments

  • Master BlasterMaster Blaster Join Date: 2012-03-17 Member: 148908Banned
    WHat is this?

    Are they finally going to let us do this? Or is this just some cheats/mod you used?

    Please let us have freedom back. No one enjoys being restricted in videogames.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    It's modded, and pretty buggy :)
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    relocations were by far my favorite tactic in the original game.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    + 1

    The techpoint limitation is a left over of the old marine tech model where you had to build multiple chairs to unlock higher tiers.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    <!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->I have to admit I would love to see this tested in vanilla, I miss the old relocations of NS1 as well. The new CC model is large enough that you couldn't jam it in some of the more aggravating spots you could in NS1 also. Such as those terrible though sometimes amusing game extending vent bases. <!--colorc--></span><!--/colorc-->
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    I'd like to see the reason for disallowing this on the Design FAQ, because I know it's been brought up a lot, so I'm sure they have some reason or another.

    As an Age of Empires II player who frequently loses his town and rebuilds in a sneaky secret base somewhere, I do think it would be a lot of fun to do that in NS.

    Honestly though, it would be insane for them to add this before 1.0 if they ever do. It would open up the floodgates for balance issues and map issues.
  • cryptcrypt Join Date: 2004-04-22 Member: 28091Members, Constellation
    I think relocating in general is a very risky strategy and wasn't seen often. I still really like the idea of doing so and don't see so many problems with it.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited June 2012
    i guess a big problem with relocation in ns2 would be powernodes and that commandstations are supposed to give you some added value besides beeing a place to build ips(not sure what that will be after the energy => tres change), i mean what happens if you build your base on the border between 2 powernode areas, or just building the base right next to the powernode(they are usually placed in a relative accessible spot so aliens have a chance to take it down, and marines have trade offs if they build static defences... so you cant just cover everything important by 2-3 sentrys or a few mines).
  • Master BlasterMaster Blaster Join Date: 2012-03-17 Member: 148908Banned
    edited June 2012
    <!--quoteo(post=1942315:date=Jun 8 2012, 02:08 PM:name=serpico)--><div class='quotetop'>QUOTE (serpico @ Jun 8 2012, 02:08 PM) <a href="index.php?act=findpost&pid=1942315"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like to see the reason for disallowing this on the Design FAQ, because I know it's been brought up a lot, so I'm sure they have some reason or another.

    As an Age of Empires II player who frequently loses his town and rebuilds in a sneaky secret base somewhere, I do think it would be a lot of fun to do that in NS.

    Honestly though, it would be insane for them to add this before 1.0 if they ever do. It would open up the floodgates for balance issues and map issues.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In every thread I have seen on this, including the ones I have started, the response has been limited to "Well it wasn't streamlined and didn't always work and blah blah blah" or "It's not changing because we said so"

    No one has provided an actual reason for why we should be forced to build bases in predetermined locations.

    The people who say "Oh it didn't always work in NS1" -- well great. So What? Does that mean we cannot be given the option? It did work A LOT in NS1 and was fun because we didn't have to do the same thing over and over.

    It is boring and limits gameplay and maps and causes all sorts of problems with REPLAYABILITY.

    Here's some advice: Let us relocate wherever we want.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Would you also like them to allow hives to be built anywhere they want?
  • Master BlasterMaster Blaster Join Date: 2012-03-17 Member: 148908Banned
    edited June 2012
    <!--quoteo(post=1942329:date=Jun 8 2012, 03:33 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Jun 8 2012, 03:33 PM) <a href="index.php?act=findpost&pid=1942329"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would you also like them to allow hives to be built anywhere they want?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hives do not equal Command Stations. Like at all.

    So no. I don't.

    EDIT: I changed my mind, maybe it would be interesting.
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    I'd really love to see command stations buildable anywhere. I miss creative relocations, and I think it's silly the marines should be pinned to set rooms. I think the limitation of needing a power node would be fine.

    Still, this may be something best left for an NS1:Spark mod.
  • DrummerDrummer Join Date: 2004-02-18 Member: 26654Members
    i think it goes back to the whole, "ns2 is less asymmetric than ns1" thing. its not like theyre gonna get rid of the alien commander, so maybe marines should have to use particular rooms, just like the aliens have been doing for.... ever? but who knows, they might try it anyway :P
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Relocates in NS1 were most useful into a hive location. That was because the marine-start was not a hive-location. This way you could block one hive right from the start with building your base there. In NS2 the marine-start is a hive-location. Relocating has much less sense and would only be useful if your main base goes down and you manage to build a new base somewhere else fast. As this may sound fun, it only extends already lost games, because you can't come back, when your whole base got lost and has to be rebuilt late game.

    If you really want to bring back relocates as a fun and useful tactic, the maps have to be edited so the marine start is not a hive position. This contradicts random spawn positions.

    Also the early relocates in NS1 were a high risk tactic. If it goes wrong, the game was lost after a few minutes.

    As much as I loved those games, I'm not sure if it fit NS2 with its smaller maps.
  • vollkornvollkorn Join Date: 2012-04-29 Member: 151271Members
    Relocations were useful in NS1 for holding double resource points. Something like this is missing in NS2 I think (I don't own the game yet). But generally it was a nice strategical instrument for the commander.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=1942331:date=Jun 8 2012, 05:35 PM:name=Master Blaster)--><div class='quotetop'>QUOTE (Master Blaster @ Jun 8 2012, 05:35 PM) <a href="index.php?act=findpost&pid=1942331"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hives do not equal Command Stations. Like at all.

    So no. I don't.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hives act as command chairs now, so they sort of are equal.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    I always loved it when in NS1 we killed the marine base as aliens, waiting for the end of the round that never came.
    And suddenly there is a harvester under attack, a few seconds later another marines tries to sneak into a hive on the other side of the map.
    A few seconds later there are marines spread all over the map.
    And all aliens yelling over the voicecomm "OMG where are they coming from, where is their base?!)
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    edited June 2012
    Back on the idea side: How about a commchair (see what I did there?) can be dropped on resnodes.
    This is a smaller command station, only half the hp, only droppable on resnodes. Maybe collects res at 1/4 the rate.

    This could make relocations possible. It blocks a resnode, so you always need to expand fast to a near room for a real extractor. Brings more variation with relocating but not so much as in the "totally free placing of the Command station"-idea.
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    Hives yield vast benefits in addition to their function as command structures. Command Consoles in NS1 yielded no additional benefits at all, so building multiple was a non-issue; the abilities given to Command Stations in NS2 muddy the waters a bit, though quite frankly I'm not a big fan of those anyway.
  • SintSint Join Date: 2007-01-09 Member: 59540Members, Squad Five Blue
    There is at least one technical limitation for relocations as well. Beacon would not work properly unless map would be filled with player_spawn entities. In ns1 beacon always moved marines to marine start which was not very practical. And yes most of the time relocations happened to hive locations, so thats quite meaningless thing to do now. Map makers can still make some decent relocation spots for maps. For example there still are relocations sometimes on ns2_mineshaft and sometimes even on ns2_summit. So i think relocations are fine atm.

    But anyway about power nodes: unpowered rooms should be dark and powered rooms should be lit. Not very locical that every room without power node has lights on at beginning, but when power node is placed and destroyed lights go off.
  • Master BlasterMaster Blaster Join Date: 2012-03-17 Member: 148908Banned
    edited June 2012
    <!--quoteo(post=1942386:date=Jun 9 2012, 03:56 AM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Jun 9 2012, 03:56 AM) <a href="index.php?act=findpost&pid=1942386"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hives act as command chairs now, so they sort of are equal.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I changed my mind, maybe relocating hives anywhere on the map would be interesting.


    But if you want marines and aliens to be that equal, you might as well just delete the aliens entirely and make this Counter-strike in space with marine vs. marine.

    Sadly, there are probably a few people who think that is a good idea.
  • Master BlasterMaster Blaster Join Date: 2012-03-17 Member: 148908Banned
    edited June 2012
    <!--quoteo(post=1942379:date=Jun 9 2012, 03:07 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Jun 9 2012, 03:07 AM) <a href="index.php?act=findpost&pid=1942379"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Relocates in NS1 were most useful into a hive location.

    If you really want to bring back relocates as a fun and useful tactic, the maps have to be edited so the marine start is not a hive position. This contradicts random spawn positions.

    Also the early relocates in NS1 were a high risk tactic. If it goes wrong, the game was lost after a few minutes.

    As much as I loved those games, I'm not sure if it fit NS2 with its smaller maps.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This excuse of "it was high risk and didn't work" is annoying. I already pointed out how thats not a valid reason for limiting command station decisions. It is the only reason people are giving for why we cannot relocate where we want aside from "because we said so."
  • Commie SpyCommie Spy Join Date: 2009-07-02 Member: 68008Members
    Omg miss this. Relocations added to NS1's longevity as a fun, creative game. On the servers you would frequent, everyone would be down to have a good time. And relocating was the best. And I felt like out of all the gaming commuities, NS1 relocations helped me make friends, haha. Sounds so stupid but relocations so unique. Aliens had to be quick, and had to gamble; marines did too. Give marines to much room to breath? Mistake. Push marines too hard - oh crap they decided not to relocate!
    Hera relocation to processing? LES DO IT. Eclipse relocation to T-Junction? LES DO IT. Ayumi relocate to Cold corner (forgot the name)? LES DO IT. Nothing relocate to atmospheric? LES DO IT. I learned so much about strategy and gaming from NS1 relocation lol. How to talk to your team, aggression, stategy, deceit. There are many things I will miss from NS1 that they brought back (phase tech, lerk bite, dedicate GL's) and many things that I think need to be tweaked or reverted to old style (ninja PG's, ARCS/siege turrets, relocations). But relocations in my opinion are what need to come back regardless. The thing is, there is no reason the command chair needs to be tied to tech points. So why are they tied?
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--quoteo(post=1942408:date=Jun 9 2012, 04:13 PM:name=Master Blaster)--><div class='quotetop'>QUOTE (Master Blaster @ Jun 9 2012, 04:13 PM) <a href="index.php?act=findpost&pid=1942408"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This excuse of "it was high risk and didn't work" is annoying. I already pointed out how thats not a valid reason for limiting command station decisions. It is the only reason people are giving for why we cannot relocate where we want aside from "because we said so."<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sorry, I didn't meant to annoy you. I should have made this sentence clearer so there is no misunderstanding. So I will write it again to clarify my opinion. I start with the two main points which you sadly ignored:

    Relocates happened in NS1 in 2 cases:
    <ul><li>obtaining a hive position</li><li>extend an already lost game with a vent base</li></ul>
    The first point is useless in NS2 because marine start is already a hive location.
    The second point benefits to a situation that the majority of the players hate. Playing a game where the outcome is already set. Playing for several minutes against a superior enemy where you get slaughtered again and again only to wait for the game to finally end. This may be fun once but will in the long run decrease the long-term playability. NS2 has already plenty of situations in which you know that you have already lost, but the game goes on for 10 or 20 minutes. I don't think we need more mechanics which focus on this situations.

    Now to the last point that I haven't made clear enough. The relocations in NS1 lead to many short 1 to 3 minute games, when the aliens managed to kill all relocating marines. Although I personally have no problem with such short games and actually like them, many players expressed that they feel such short games annoying back at the built where the early skulk-base-rush caused so many short rounds. So it is a valid point to consider if we want to promote such short games with making relocates an often used tactic again.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    <!--quoteo(post=1942697:date=Jun 11 2012, 12:43 PM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Jun 11 2012, 12:43 PM) <a href="index.php?act=findpost&pid=1942697"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Relocates happened in NS1 in 2 cases:<!--QuoteEnd--></div><!--QuoteEEnd-->
    No, this is not true. This is a good example of what I was talking about in another thread:

    <!--quoteo(post=1942445:date=Jun 9 2012, 08:56 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Jun 9 2012, 08:56 PM) <a href="index.php?act=findpost&pid=1942445"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->These open forums are unfortunately a poor way of getting intelligent feedback because there is a lot of "noise". Most of the posters have a very poor understanding of the game they are trying to provide feedback for, many lack basic language skills and others can't be taken seriously (a certain "competitive" poster comes to mind) -- the list goes on.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Relocations happened for a number of reasons in NS1, two of which you have identified. Other reasons include (but not exclusively) relocating to a more central location on the map to get easier map control, relocating to a choke-point to deny aliens map control, relocating to double res to get easier res control, and relocating to outside the alien starting hive to get a quick cheese win.
  • Master BlasterMaster Blaster Join Date: 2012-03-17 Member: 148908Banned
    edited June 2012
    <i></i><!--quoteo(post=1942697:date=Jun 11 2012, 04:43 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Jun 11 2012, 04:43 AM) <a href="index.php?act=findpost&pid=1942697"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry, I didn't meant to annoy you. I should have made this sentence clearer so there is no misunderstanding. So I will write it again to clarify my opinion. I start with the two main points which you sadly ignored:

    Relocates happened in NS1 in 2 cases:
    <ul><li>obtaining a hive position</li><li>extend an already lost game with a vent base</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->

    I stopped reading here because you're wrong!

    These are not the only reasons relocations happened.

    You are <u><b>WRONG</b></u>

    And the quote by fanatic about the "noise" and people saying wrong things is absolutely correct and this is a great example of it.

    Also, none of those reasons justifies this issue, which I am ephasizing in all-caps because you're missing it: FORCING US TO STAY IN PREDETERMINED LOCATIONS. If relocating doesn't work, then why do so many people want to do it? And why did so many people do it and continue to do it in NS1?

    <u>If it doesn't work, people wouldn't do it. NO reason to FORCE us not to do something.</u>
  • Master BlasterMaster Blaster Join Date: 2012-03-17 Member: 148908Banned
    edited June 2012
    <!--quoteo(post=1942700:date=Jun 11 2012, 05:02 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Jun 11 2012, 05:02 AM) <a href="index.php?act=findpost&pid=1942700"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, this is not true. This is a good example of what I was talking about in another thread:

    These open forums are unfortunately a poor way of getting intelligent feedback because there is a lot of "noise". Most of the posters have a very poor understanding of the game they are trying to provide feedback for, many lack basic language skills and others can't be taken seriously (a certain "competitive" poster comes to mind) -- the list goes on.

    Relocations happened for a number of reasons in NS1, two of which you have identified. Other reasons include (but not exclusively) relocating to a more central location on the map to get easier map control, relocating to a choke-point to deny aliens map control, relocating to double res to get easier res control, and relocating to outside the alien starting hive to get a quick cheese win.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This bears repeating.

    I think it is pretty clear from this thread that 99% of replies support relocations being put back in NS2.
  • RisingSunRisingSun Rising California Join Date: 2004-04-19 Member: 28015Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    Relocations were a great addition that were risky yet very rewarding when done right. There needs to be more starting strats or at least possibilities even if they arent used often. Choices are great!
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Relocations are the definition of a true sandbox rts. If you could move your base anywhere, you'd have limitless strategical possibilities.
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