Unlocked start locations.

BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">Why dont they exist?</div>I was playing on veil today and had a strange idea. If there is a marine dropship (just like the one on docking landing pad) outside of cargo, why cant marines start there? (aside from nostalgia purposes). Then I got to thinking, why cant marines start in generator on docking, or cave on mineshaft?

I know competetive players want rigid standards for their games, but this isn't directed at them.

Players are going to have to control those areas in order to win anyway, so why cant they start there?

I'm, only saying this as playing the maps from different angles can basically make them different maps (think Castlevania: Symphony of the Night's upside down castle)

I can understand in certain scenarios (mineshaft: marines in cave, aliens in ore; Summit: crossroads start) but shouldn't maps be playable by both teams from either direction? This could make each map play like 2!

In short, who would want to see completely random spawns (no game-breaking ones)?

Comments

  • DanielDDanielD Join Date: 2010-11-16 Member: 74960Members
    I feel like there are very valid arguments for both sides. For new players, having a lot of the spawns be locked or semi-locked makes it wayyyyyyyyyyy easier to learn how the maps flow. On a 4-tech point map like Veil, I reckon the aliens need to have a bit of an advantage in terms of knowing where the rines are while the rines don't know where they are.

    However, what you said is true: you get more replay value when you allow for more spawn locations. I think it's a good idea, but has to be very map specific. Like you said, no crossroads spawn.
  • SopsSops Join Date: 2003-07-03 Member: 17894Members, Constellation
    If marines started in Cargo they would have a straight shot to double. The map would have to be modified, but I am all for that anyways. Screw nostalgia, I want maps designed to work for NS2 not just NS1 remakes.
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    edited September 2012
    <!--quoteo(post=1983472:date=Sep 27 2012, 01:04 AM:name=Benson)--><div class='quotetop'>QUOTE (Benson @ Sep 27 2012, 01:04 AM) <a href="index.php?act=findpost&pid=1983472"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was playing on veil today and had a strange idea. If there is a marine dropship (just like the one on docking landing pad) outside of cargo, why cant marines start there? (aside from nostalgia purposes). Then I got to thinking, why cant marines start in generator on docking, or cave on mineshaft?

    I know competetive players want rigid standards for their games, but this isn't directed at them.

    Players are going to have to control those areas in order to win anyway, so why cant they start there?

    I'm, only saying this as playing the maps from different angles can basically make them different maps (think Castlevania: Symphony of the Night's upside down castle)

    I can understand in certain scenarios (mineshaft: marines in cave, aliens in ore; Summit: crossroads start) but shouldn't maps be playable by both teams from either direction? This could make each map play like 2!

    In short, who would want to see completely random spawns (no game-breaking ones)?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Just as you gain something, you lose it too.

    Not all start locations are as balanced for each team, so by expanding the options you can lose balance too.

    I still feel something was lost by adding random spawns to maps like summit in the first place. The entire map setup created a very fun experience, by opening up the map so that it was fair no matter where you started it made it feel generic which lost a lot of the excitement for me. The layout, configuration and props around a map have a huge impact on gameplay.

    I guess my message is, by adding things you are not <b>always</b> gaining. As you could lose more than you gain.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2012
    The problem with this is that Alien and Marine starting locations are <b>very</b> dependent on map location and internal room architecture. That is why I personally frown upon mixed random spawns in any case.

    Basic rules of starting area:
    - Marine start: no vents directly into base and open lines of sight near the base expansions
    - Alien start: vents around their base, close areas need more cover (stll dependant on map layout though)
    - Center combat area should serve both players in a similar fashion

    If all starting locations are open for both teams, we'd at the very least need an option to close/open vents and remove cover near marine start on a round start depending on who starts there. However, this is not the best fix, because maps in general are built around alien and marine gameplay. So just doing the vent and cover thing would probably not be enough.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    If we unlocked CCs from tech points and made a bunch of tech paths for both sides (TF, Shade, Crag) more viable not every game on veil would feel completely identical (rush phase tec for marines, hold nano and/or one hiveh, fast second hive or cele for aliens)
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    Summit had completely random starts back in the day, but Marines kept getting screwed by the easy vent access and wide, multi-leveled terrain of Atrium. That, and Atrium's only connection to Crossroads is vents.

    You could design a very generic map for completely random spawns, but fixing spawns allows mappers to finesse start locations to be more or less suitable for specific sides, without randomly screwing over someone who starts there.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2012
    Well, Summit was initially designed as a fixed spawn map (Atrium, Aliens and Sub, Marines), which was part of the big redesigns and problems caused by random spawns, especially close random spawns.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1983484:date=Sep 27 2012, 11:24 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Sep 27 2012, 11:24 AM) <a href="index.php?act=findpost&pid=1983484"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If we unlocked CCs from tech points and made a bunch of tech paths for both sides (TF, Shade, Crag) more viable not every game on veil would feel completely identical (rush phase tec for marines, hold nano and/or one hiveh, fast second hive or cele for aliens)<!--QuoteEnd--></div><!--QuoteEEnd-->
    So marines could then build a 2nd CC right next to the first?..sounds like a terrible idea.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited September 2012
    What I got from this thread is.

    Mod the dropship into a prebuilt command chair - Give it CC traits eg: a marine can enter it and build IP's around it.

    While I disagree with the dropships placement in current maps as a extra tech point. If this mod was made it would be a cool feature to plan around for other maps.

    Things to think about.
    Is it destructible ?
    Cost ? - It might come preloaded with a few bells and whistles like a in built observatory a sentry.
    Placing one takes time - A commander requests dropship from high command - animation of it flying in and docking. takes like 2-3 minutes but it's prebuilt.

    Adds a new victory condition - Turns into an escape vechicle when all CC's and IP's are destroyed and 1 minute timer countdown reaches 0.00 All alive marines can pile into it - Marines lose - It's a hollow victory as few escaped.
    Sort of like left for dead's end chapters were the helicopter flys off or the APC drives off but the zombies are all over it. Only in this game it's aliens.
    You escaped but you didn't win.
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    edited September 2012
    I suppose its true that fixed spawn points do allow for a starting location that plays to each sides strengths, and thats good.

    It just seems that the fixed spawn locations, for example, in docking, dont really favor the aliens, aside from 3 tech points being at the top of the map. Locker is the only one due to the many obstructions denying clear line of sight. However, generator is wide open, playing to jps and gunfire, and tram is just a square of corridors and I've found it to be easily GL'd (granted that it does provide better cover for the hive than generator).

    The vents are the only real thing that makes these points slightly alien favored it gives aliens easy access in and out of several techpoints. They could just be re-routed around the map at large so that aliens have their superior mobility, while makeing all points viable for both lifeforms. (no direct vent access, but vents worked to easily surround and flank most rooms)

    Opening up the back 3 techpoints for marine start would give the map a whole different dynamic.

    (and speaking of side-favored rooms, landing pad is about as skulk-sided as they come :P)
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