Free second IP - games starting 8v8

RicezRicez Join Date: 2013-04-13 Member: 184784Members
This change is really great for marines but on the 20 player servers especially with the slow loading times a lot of people have, the game starts around 7v7 or 8v8 then quickly fills to 10v10 within a couple of minutes.

Would it be possible to give marines a free second IP if it reaches 9 players within 3 minutes? Maybe make the IP cost 0 so the commander can manually place it?

Comments

  • CalegoCalego Join Date: 2013-01-24 Member: 181848Members, NS2 Map Tester
    Personally I'd rather see the cost of IPs decrease to say 10 or 15, but not be given out for free unless there are 10 people on the ground (11v11).

    Or else have the cost decrease based on the number of players, I'm just not a fan of giving the Marine team something that costs 20tres (which apart from the Proto is the most expensive structure to drop) for free.
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    edited September 2014
    Honestly it used to surprise me every time that IPs were so expensive, but then they ARE incredibly useful, often making the difference between having everyone dead, or everyone alive and/or spawning.

    Honestly it doesn't bother me too much when there aren't enough players on the team to be given the free 2nd IP, but only really because the 2nd IP is a staple part of my marine build anyway so I'm used to making the res for it (if I see my team pushing far out into the map, its time... Otherwise they tend to all die at once, rack up a spawn queue and lose all the map control).

    But yeah I'd support 15tres IPs, however the occaisional free IP is just lovely so I wont complain :P
  • DaveodethDaveodeth Join Date: 2012-11-21 Member: 172717Members
    Being based on how many people are connected rather than playing seems a much more sensible idea, that initial connect can take a while.
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    Yes, that is a brilliant idea. Whoever thought of it should get a medal free gorge plushie
  • Cannon_FodderAUSCannon_FodderAUS Brisbane, AU Join Date: 2013-06-23 Member: 185664Members, Squad Five Blue, Squad Five Silver, Reinforced - Shadow
    edited September 2014
    Yes, that is a brilliant idea. Whoever thought of it should get a medal free gorge plushie

    I don't have a plushy, but you can have another AWESOME!

    5 IPs ftw!! if its that cheap.
  • AnzestralAnzestral Join Date: 2013-05-21 Member: 185327Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    Since marines are in favour for higher playercounts anyway in my opinion they shouldn't get a free second ip.
    Playing 12v12 on all the available maps it is pretty easy to block all routes to the mainbase with at least 2-3 marines to prevent baserushes.
    With such a high number of marines on the field it should be not a big problem to cap and hold 3-4 rts while still pushing harvesters, so you can afford a 2 ip early.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    Anzestral wrote: »
    Since marines are in favour for higher playercounts anyway in my opinion they shouldn't get a free second ip.
    Playing 12v12 on all the available maps it is pretty easy to block all routes to the mainbase with at least 2-3 marines to prevent baserushes.
    With such a high number of marines on the field it should be not a big problem to cap and hold 3-4 rts while still pushing harvesters, so you can afford a 2 ip early.

    @Anzestral while you're absolutely right, you know as well as anyone else that most of the players on those 12v12 and up servers don't, for whatever reason, actually lane block or form a coherent group using teamwork to push harvesters while defending extractors. I think we have all been over the probable reasons for this a million times, and it always comes down to what different people perceive as 'fun.' I'm content to let those server keeps their extra IP if the balance in practice remains close to 50% - mainly because I can't see a 12 v 12 comp game format becoming popular (where what you describe would almost certainly be the case). I foresee much wailing and gnashing of teeth amongst the high player count crowd if they lose their free second IP (even though, personally, I think it'd do them good in the long run!).
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