A idea to avoid "turtleing"
GhoulofGSG9
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
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.
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
Sorry, I don't see it.
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.
No the problem is that the aliens lack options to break turtles without team play.
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.
Mend the cause, not the symptom. Give aliens a usable siege weapon. Like, un-nerf the onos.
while not a siege weapon i will help aliens by being a deterrent to rushes and can be used as a seige weapon