How About A Timer...
Luck
Join Date: 2002-11-15 Member: 8787Members
<div class="IPBDescription">...after the 3rd hive is captured?</div> First post... To all DEVs and playtesters, let me say this is a fantastic game, thanks for the hard work. The fact that we nitpick the details is only because the overall game is so good.
Really, what of the game is left after the aliens grab their 3rd hive? Everyone has seen the situation on Eclipse where the aliens have every resource point, towers up the wazoo just outside of siege range, and the marines are turreted to hell and gone inside their spawn. The game is over, everyone knows it's over, but it JUST WON'T END.
When Bile Bomb and Xenocide are fixed, this situation won't be such an annoying stalemate, but it does nothing to add to the endgame. The problem as I see it is the mistaken belief among marines staying in the base and fighting from your doors accomplishes anything. Thus, my suggestion...
<b> Have a timer that begins counting when the aliens get their 3rd hive, and when it runs out the aliens win. If the marines sally and kill a hive, the timer stops and resets. </b>
Viola, no more tedious boring endgame, and it even gives the marines a kick in the only direction that has a chance of winning them the match.
Really, what of the game is left after the aliens grab their 3rd hive? Everyone has seen the situation on Eclipse where the aliens have every resource point, towers up the wazoo just outside of siege range, and the marines are turreted to hell and gone inside their spawn. The game is over, everyone knows it's over, but it JUST WON'T END.
When Bile Bomb and Xenocide are fixed, this situation won't be such an annoying stalemate, but it does nothing to add to the endgame. The problem as I see it is the mistaken belief among marines staying in the base and fighting from your doors accomplishes anything. Thus, my suggestion...
<b> Have a timer that begins counting when the aliens get their 3rd hive, and when it runs out the aliens win. If the marines sally and kill a hive, the timer stops and resets. </b>
Viola, no more tedious boring endgame, and it even gives the marines a kick in the only direction that has a chance of winning them the match.
Comments
<b> Have a timer that begins counting when the aliens get their 3rd hive, and when it runs out the aliens win. If the marines sally and kill a hive, the timer stops and resets. </b>.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
And I think the name of this timer should be "Bile Bomb and Xenocide Fix".
I have played a few games as marines where we fought for a good fifteen minutes in our spawn area and almost took one of the hives. Problem was that a third of the team was bitching for weapons while the rest of us tried to take the hive.
I think having a timer after the third hive is taken is a bad idea. It wouldn't had anything to the game, i feel it would take away from the game.
However, like I said this should be fairly large, and perhaps only kick in at a certain point. In one game, for example, I was on the aliens side, and we lost all our hives, but we actually managed to get a new hive started (and then a *second one*) from scratch (we were even outnumbered...the marines should have been ashamed of themselves). So it would be unfair to cheat a team of a "comeback".
It is the other team's job to rid the map of their opponents. Not the clock's.
If the marines take out all hives and are looking for just 1 or 2 aliens then they should have jetpacks already and their commander should be scanning to find the aliens.
If the aliens take out the marine spawns and are looking for just 1 or 2 marines... well, marines are not hard to find usually. The aliens can all go lerk or skulk and go searching.
There is no reason to rely on the clock to finish your job. If you dont like waiting then find them faster, it isnt THAT difficult.
It is the other team's job to rid the map of their opponents. Not the clock's.
If the marines take out all hives and are looking for just 1 or 2 aliens then they should have jetpacks already and their commander should be scanning to find the aliens.
If the aliens take out the marine spawns and are looking for just 1 or 2 marines... well, marines are not hard to find usually. The aliens can all go lerk or skulk and go searching.
There is no reason to rely on the clock to finish your job. If you dont like waiting then find them faster, it isnt THAT difficult.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Agreed, no clock, what if the last guy is a gorg and he has 75 res and can put a hive up while the marines are circle jerking???
Really, what of the game is left after the aliens grab their 3rd hive? Everyone has seen the situation on Eclipse where the aliens have every resource point, towers up the wazoo just outside of siege range, and the marines are turreted to hell and gone inside their spawn. The game is over, everyone knows it's over, but it JUST WON'T END.
When Bile Bomb and Xenocide are fixed, this situation won't be such an annoying stalemate, but it does nothing to add to the endgame. The problem as I see it is the mistaken belief among marines staying in the base and fighting from your doors accomplishes anything. Thus, my suggestion...
<b> Have a timer that begins counting when the aliens get their 3rd hive, and when it runs out the aliens win. If the marines sally and kill a hive, the timer stops and resets. </b>
Viola, no more tedious boring endgame, and it even gives the marines a kick in the only direction that has a chance of winning them the match.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
ONOS (primal Scream) Fade (blink) Lerk (umbra/spores)
its a team mod man, if everyone works together turrets dont do crap