Possible Last Stand Enhancements

DeadonstickDeadonstick Join Date: 2013-04-17 Member: 184877Members
Now, I fully well realise that this mod has been hastily created in a 5-day modjam and that expected a fully smoothed, balanced gameplay is kind of outrageous. Nevertheless, for the sake of argument and maybe actual improvement let's discuss a few of the problems I found, and possibly those that the rest of the community did aswell.

1: The Map doesn't work, it just shows squares rather than a map. Personally, I'd recommend disabling the "show map" button for this gamemode seeing as the map isn't needed here anyway.

2: Some advanced lifeforms are only availible about 10 seconds before the end of the game, when obviously, they serve no more purpose, make them availible sooner or lengthen the rounds.

3: When somebody has the choice between 3 types of Skulk, one of which is unupgraded, no one is going to choose the unupgraded Skulk. I recommend removing unupgraded lifeforms from the list when an upgraded form is also available.

4: Marine setup time in my opinion is way too short. You need to run to scattered resources, some of which will be snatched out from under you. I'd recommend making a hypothetical team pool of items that every player can choose from by pressing B. This menu will then equip the Marine with the desired equipment as long as the stock allows. This stops franctic running around searching for equipment.

5: I've had situations where 2 aliens had to take on 5 marines. I suggest implementing a balance feature that scales the granted lifeforms accordingly. So when the aliens are outnumbered they will get more lerks and get fades sooner. And when the marines are outnumbered (in present players, not alive ones) the aliens won't get fades at all.

6: Gameplay length. I'm not sure about you guys but I feel the rounds to be a bit too short. Alien victory is largely dependant on a dice roll depending on which lifeform they get when. Sometimes dying as an alien is a more valid tactic than an actual attack so you can respawn as a fade when it's still useful. The mod at the moment doesn't really feel like a struggle to break through the Marines' defences as a team and picking them off one by one. Largely I think because the games are so short that games are often decided by a franctic push by the aliens and blind luck, this quickly makes the game less fun in my opinion.

So, what do you guys think about this new game mode in the form of a mod? Should it be left alone, does it need modifications and if so which ones?

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Good points, the only one I don't quite agree with is the setup time. In my opinion it is awesome to be forced to frantically get the stuff and try and set up a defensive line.
  • PaajtorPaajtor Join Date: 2012-11-09 Member: 168634Members
    yeah, setup time is fine...I've seen many LS rounds where a jetpacking marine even found the time to drop 3 mines in the alien spawn, before the round started.
    (what's the purpose of that? aliens can respawn instantly lol...and you'll only speed up the arrival of higher lifeforms, correct?)
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