A idea to avoid "turtleing"

GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
edited August 2013 in Ideas and Suggestions
So this idea just came into my mind. I don't even know if it's good or bad or even worse. But i want to share it, so here it is:

What happens when we add the following rule to the game?:

if playersinRoom >= round( teamplayersnumber / 2) then stop spawning by ips

By this way "turtleing" would became nearly imposible as only half of the team could stay in base, also marines would be forced to get out of the base asap (or build second /third ip at second base etc.) and it shouldn't have any impact on a normal game.

Comments

  • dragonmithdragonmith Join Date: 2013-02-04 Member: 182817Members, Reinforced - Diamond
    ...ehh you know, sometimes a beacon is called to stop a base rush...

    Sorry, I don't see it.
  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    edited August 2013
    With stop spawning i just mean to pause the spawnqueue of the ips it wouldn't affect a beacon, but i made it clearer in my post now
  • xen32xen32 Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
    It's just not going to work as perfectly as you imagined it in your head.
    Let's say you have 3 tech points and it was a gorge-fade attack, you got half of your base to low health and fades managed to kill 3 marines. Now more than a half team is in the room, so dead teammates won't spawn. And those alive just need to weld stuff at base quickly. So they should either leave the base so others can spawn, opening possibility for one sneaky skulk to kill few structures as they all are two bites away from death. Or they can start welding ASAP, forcing their teammates to watch them welding. And it's not a turtling situation.

    Long story short, I have enough 'Auto team balance' issues, please don't suugest anymore features that force me to watch instead of play.
  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    edited August 2013
    xen32 wrote: »
    It's just not going to work as perfectly as you imagined it in your head.
    Let's say you have 3 tech points and it was a gorge-fade attack, you got half of your base to low health and fades managed to kill 3 marines. Now more than a half team is in the room, so dead teammates won't spawn. And those alive just need to weld stuff at base quickly. So they should either leave the base so others can spawn, opening possibility for one sneaky skulk to kill few structures as they all are two bites away from death. Or they can start welding ASAP, forcing their teammates to watch them welding. And it's not a turtling situation.

    Long story short, I have enough 'Auto team balance' issues, please don't suugest anymore features that force me to watch instead of play.

    I also hate to be forced to wait to spawn,but normally not half of the team stay in the base to weld (only 2-4 player). Ofc also limitating it to 3/4 of the team could be a better way. But as i already said it was just a idea i wanted to share.

    The problem is how can the server detect if a team is "turtleing" in a other way? Imho "turtleing" is only a problem with 16+ players

    Edit: @Biscum Ofc you are totally right, but it tends to be harder as more marines are inside a "Turtlebase". A squad with a gorge, a onus, a lerk and a fade should not have any problems to take a marine main down. On most pubs where the game ends with "turtleing" 3-4 rines stand behind a amory (blocking the entry) and its quiet imposible to get inside as aliens if the team doesnt cooperate. With my idea aliens would be able to take the marine one per one down to get inside.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    xen32 wrote: »
    It's just not going to work as perfectly as you imagined it in your head.
    Let's say you have 3 tech points and it was a gorge-fade attack, you got half of your base to low health and fades managed to kill 3 marines. Now more than a half team is in the room, so dead teammates won't spawn. And those alive just need to weld stuff at base quickly. So they should either leave the base so others can spawn, opening possibility for one sneaky skulk to kill few structures as they all are two bites away from death. Or they can start welding ASAP, forcing their teammates to watch them welding. And it's not a turtling situation.

    Long story short, I have enough 'Auto team balance' issues, please don't suugest anymore features that force me to watch instead of play.

    I also hate to be forced to wait to spawn,but normally not half of the team stay in the base to weld (only 2-4 player). Ofc also limitating it to 3/4 of the team could be a better way. But as i already said it was just a idea i wanted to share.

    The problem is how can the server detect if a team is "turtleing" in a other way? Imho "turtleing" is only a problem with 16+ players

    No the problem is that the aliens lack options to break turtles without team play.
  • xen32xen32 Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
    A better solution was posted recently at balance mod discussion: make it possible for aliens to somehow quickly spread infestation to marine base, so they have possibilities to shift structures there, like whips and crags and shifts, use bonewall, etc. Fits the game perfectly, totally helps with turtles.
    How to make it possible is another discussion, tho. Echoing matured cysts, super cysts unlocked with high biomass, autoinfest when all the entrances to the room are infested or some super expensive ability to infest a room or whatever.
  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    Also like that ideas
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    xen32 wrote: »
    A better solution was posted recently at balance mod discussion: make it possible for aliens to somehow quickly spread infestation to marine base, so they have possibilities to shift structures there, like whips and crags and shifts, use bonewall, etc. Fits the game perfectly, totally helps with turtles.
    How to make it possible is another discussion, tho. Echoing matured cysts, super cysts unlocked with high biomass, autoinfest when all the entrances to the room are infested or some super expensive ability to infest a room or whatever.
    Drifter ability turns it into a huge cyst that rapidly spreads infestation and has like , loads of hp or something. boom, pay me later.
  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    Terrible, artificial symptomatic treatment.

    Mend the cause, not the symptom. Give aliens a usable siege weapon. Like, un-nerf the onos.
  • stibaerstibaer Join Date: 2013-07-25 Member: 186398Members
    Indeed. Aliens just also need a siegeweapon and the grenadelaunchers have to be exchanged for rocketlaunchers, so marines cant spam explosives around corners.
  • sHawke_NativesHawke_Native Join Date: 2012-12-20 Member: 175650Members
    forums.unknownworlds.com/discussion/131231/new-alien-npc#latest

    while not a siege weapon i will help aliens by being a deterrent to rushes and can be used as a seige weapon
  • TheriusTherius Join Date: 2009-03-06 Member: 66642Members, Reinforced - Shadow, WC 2013 - Supporter
    It's been resolved with contamination. And it doesn't affect gameplay outside 3 full biomass hives. It's good now.
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