Perk system

NinjaDerpyNinjaDerpy Join Date: 2013-09-02 Member: 187632Members
I just got this game, like yesterday, and what I can say is that it's AWESOME! Yet after a little bit I was getting angrier and angrier. I found that having the commander upgrade EVERYTHING was horrible, because it is rare to find a good commander/commander that communicates with the team. The Teams should have a perk system, where they can press N or another key to upgrade themselves, little by little. All the good commanders go to the Marines and they end up winning everytime...So while the Alien commander is AFK for god knows why, the Aliens get no upgrades, can only kill a marine in like 6 hits, and die instantly. What I am getting at is that the Teams should have a bit of free will for their person. Also, the Alien's perks should differentiate for each evolution. Hope this gets to anybody working at UnknownWorlds! (If it does, tell someone super important!)

Comments

  • 2cough2cough Rocky Mountain High Join Date: 2013-03-14 Member: 183952Members, Reinforced - Shadow, WC 2013 - Supporter
    I imagine once the free weekend fizzles out and the greens get some more experience, you'll encounter better commanders more often. This defeats the point of holding res as a team if you can get all your own upgrades.
  • DarkLaunch357DarkLaunch357 Campinas, Brazil Join Date: 2013-09-01 Member: 187599Members
    That's why you have the function to eject the commander by pressing X and clicking "Eject dude".

    Perks would null almost the entire point of having a commander and an resource/upgrade system, and would essentially remove the strategic function of the game in favor of Call of Duty-style loadouts, which would basically ruin the entire game.
  • BroseidonBroseidon Join Date: 2011-07-18 Member: 110935Members
    This is mostly a noob commander issue which can be solved with tutorials and more ingame tips etc

    However if you like a perk like system then try out the combat mod. Great fun if you don't wan't to have a commander setting the flow
  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
    Try the combat mod; it's just what you wished for!
  • Maxx11_v2.0Maxx11_v2.0 Join Date: 2012-11-18 Member: 172221Members
    edited September 2013
    NinjaDerpy wrote: »
    I just got this game, like yesterday, and what I can say is that it's AWESOME! Yet after a little bit I was getting angrier and angrier. I found that having the commander upgrade EVERYTHING was horrible, because it is rare to find a good commander/commander that communicates with the team. The Teams should have a perk system, where they can press N or another key to upgrade themselves, little by little. All the good commanders go to the Marines and they end up winning everytime...So while the Alien commander is AFK for god knows why, the Aliens get no upgrades, can only kill a marine in like 6 hits, and die instantly. What I am getting at is that the Teams should have a bit of free will for their person. Also, the Alien's perks should differentiate for each evolution. Hope this gets to anybody working at UnknownWorlds! (If it does, tell someone super important!)

    I don't want to sound arrogant, but one day of playing really doesn't give you nearly enough experience to be making balance suggestions. NS2 has a rather steep learning curve. Do bare in mind, like some people already pointed out, that the free weekend brought in many new (green) players who don't really know what they're doing.
    While your suggestion is fairly invalid from an experienced players perspective, it does give some insight into what a new player is currently thinking.

    Give it some time, and once you grasp the basics try some organized games (like gathers).
  • NinjaDerpyNinjaDerpy Join Date: 2013-09-02 Member: 187632Members
    That's why you have the function to eject the commander by pressing X and clicking "Eject dude".

    Perks would null almost the entire point of having a commander and an resource/upgrade system, and would essentially remove the strategic function of the game in favor of Call of Duty-style loadouts, which would basically ruin the entire game.

    The problem is that when we eject the dude, no one wants to be commander...Is the free to play thing over?
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    kalakuja wrote: »
    Try the combat mod; it's just what you wished for!
    This.

    Find a combat mod server, it's basically a team-deathmatch mode without commanders, which allows you to level up and upgrade yourself.
  • Maxx11_v2.0Maxx11_v2.0 Join Date: 2012-11-18 Member: 172221Members
    Neoken wrote: »
    kalakuja wrote: »
    Try the combat mod; it's just what you wished for!
    This.

    Find a combat mod server, it's basically a team-deathmatch mode without commanders, which allows you to level up and upgrade yourself.

    At the moment Combat is broken. You might want to wait until it gets fixed again.

  • NinjaDerpyNinjaDerpy Join Date: 2013-09-02 Member: 187632Members
    So many disagreements >.<
  • Maxx11_v2.0Maxx11_v2.0 Join Date: 2012-11-18 Member: 172221Members
    NinjaDerpy wrote: »
    So many disagreements >.<

    I wouldn't worry too much, its the fate of most newcomer suggestions. My first dip into I&S was way back in early NS1. I thought akimbo pistols would be a swell idea. The community did not.
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