Resource Experiment

WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
<div class="IPBDescription">in beta forum -- discuss here?</div> Well, since we can't post in the beta forum anymore (unfortunately)

The new resource experiment is: Both aliens and marines get resources for each kill.

Having it for aliens is one thing, but for marines ... no. I don't like it.

Of course, the researchable weak points (see sig) idea is a different, great way to help out this concept of rewarding for kills.
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Comments

  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    Although I think it will encourage the marines to group more, I'm hoping it doesn't discourage alien teamwork at the same time. If everyone wants to be the skulk who gets the killing blow, we might find some of the more selfless roles neglected on pubs. Support units like the Gorge and Lerk won't see any bonus and, worse yet, may get killed when they go for that extra frag. Skulks are most successful when they use bait and flank tactics, where one skulk tries to get the attention of an entire squad while other skulks strike their undefended backs. If no one wants to be the decoy, then every skulk gets shot at the instant they come out into the open.

    For the marines, it doesn't matter who gets the killing shot because the bonus always goes into the same pool. If that same model was given for the aliens -- the frag bonus being spread out for the entire team, not the individual -- alien teamwork would not be discouraged. Please consider this, Flayra.

    One last thing... I think there should be some bonus when a skulk runs into a base and eats the prototype lab, or when a couple marines sneak into the hive and knife the neatly-clustered upgrade chambers. Perhaps the team should get a bonus of 10% of a structure's price when it's killed? Destroying things that require resources to create is often the most important thing in NS, and I would hate to see players always go straight for frags.
  • 0blique0blique Join Date: 2003-05-18 Member: 16477Members
    It seems kind of wierd for aliens, since the ones who need the most resource (gorge) won't be able to benefit from it very much. Maybe if the resources were shared like Magitek suggested it might be better. But only time will tell...
  • NarfNarf Join Date: 2002-11-01 Member: 2609Members
    I *kind of* like the idea, but I think it may make skill an even bigger deciding factor than it already is.
  • THAUTHAU Join Date: 2003-01-21 Member: 12551Members
    It's only an experiment for now - so we will see what the playtesters/veterans think <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    It'll Be interesting... but it doesn't fit the feel of NS and can't easily be explained in the NS universe. May not be important to many, but I think a storyline and gameplay mixing (relatively) closely is always nice.

    Aliens definately need it going to the team pool for redistribution or you will see a lack of teamwork.
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    personally i think its a horrable idea.

    it makes it more of a frag fest, and which team can kill more instead of who has the best strat...

    oh well... playtest away... i just hope it will be balanced
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
    I like the idea structures destoryed -> resources. It'd go into the team pool, not individual players. I think it wouly force more reliance on team work, as protecting buildings became more vital and more people were needed to kill them (as a result of more defense.)
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--Catpoker+May 26 2003, 11:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Catpoker @ May 26 2003, 11:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> personally i think its a horrable idea.

    it makes it more of a frag fest, and which team can kill more instead of who has the best strat...

    oh well... playtest away... i just hope it will be balanced <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    umm, thats how NS is right now. Usually the team with more kills wins anyways =/, with few exceptions. FPS will always beat RTS.
  • NarfNarf Join Date: 2002-11-01 Member: 2609Members
    <!--QuoteBegin--FireWater+May 26 2003, 11:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireWater @ May 26 2003, 11:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Catpoker+May 26 2003, 11:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Catpoker @ May 26 2003, 11:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> personally i think its a horrable idea.

    it makes it more of a frag fest, and which team can kill more instead of who has the best strat...

    oh well... playtest away... i just hope it will be balanced <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    umm, thats how NS is right now. Usually the team with more kills wins anyways =/, with few exceptions. FPS will always beat RTS. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That's why I'm not so sure about the idea, it may make FPS skill the only thing that matters. While I think skill is important, NS is supposed to be a teamplay and strategy game as well. I would hate to see that fall completely to the wayside in favor of a fragfest.
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    I think it will further worsen the "slippery slope" problem (when one team starts losing and they can't come back). If one team starts doing good and killing more of the enemy, they will get more resources which will make them better which will allow them to kill the enemy more and get even more resources to make themselves even more better to kill even more.......................
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->umm, thats how NS is right now. Usually the team with more kills wins anyways =/, with few exceptions. FPS will always beat RTS. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Not necessarily. I recall many a 2 hive lockdown where the marine vs alien scores were wildly scewed in the alien's favour, but it didn't matter because we couldn't kill the sheer numbers of turrets. Similarly skulks can die en masse through the early part of the game in rushes, but this means nothing unless the marines expand and lock down vital points. I really don't like the idea of getting resources for killing members of the opposing team; it places way too much emphasis on fragging when the emphasis should be, at least in my opinion, on strategic expansion and control of resource points. Fragging should not be rewarded to this degree.

    In any case it's utterly pointless for us to discuss this here because the beta discussion forum is the only place the devs/pts are gonna respond in.
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    ryo-ohki reminded me of alien turrets... will the gorge get res for his OC kills?
  • NarfNarf Join Date: 2002-11-01 Member: 2609Members
    Beta forum is the only place pts and vets respond?
    Firewater is a vet, check his avatar info.
  • TopperTopper Mr. Parasite Himself Join Date: 2002-11-13 Member: 8462Members
    No sir, i dont like it.
    Umbra on hive seems a bit drastic.
    How are lmgs supposed to kill a hive?
    How is this story based?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited May 2003
    Currently(that is, according to Beta Discussion forums), marines seem to lose all the time in 1.1, so this new change might help balance it out res-wise, and hopefully it won't encourage rambos, since it also means that if they fail, they have helped the other team. Bit of a gamble, isn't it?
  • erendorerendor Join Date: 2003-02-06 Member: 13180Members
    I think a good story to explain the getting(any better word? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) of resources when you kill any alien marine could be explained thusly:

    <b>Marines</b>

    When a marine shoots at and kills an alien, small nano-particles they have stored inside their body fly up into the air. The commanders nano-grid can cath some of these, and so can the marines armour. This is then transformed into resources for the marine team.

    <b>Aliens</b>

    When you kill a marine, the surrounding nano-grid trys to reclaim his armour through the sending of nano-particles to dissasemble it. The aliens bodies can cath these automatically, and transform them into resources for the alien.

    Not so sure aobut the alien explanation, can anyone think of a better one?
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    I can see many pros and cons in this idea, both being rather obvious (ie: spawn camping)

    But what im really looking forward too is a little boost in gameplay that could be overlooked. If the marines are being overrun, as often happens, there is more chance that they will kill off some aliens in the process. Now, if this bonus res is variable to the loadout of the enemy, it could really really help the marines in having an awsome comeback in some games (not all, only some, adding a nice element to this type of game). Another thing in this situation is that the commander <i>needs</i> to know his players, if he gives his extra res to some unknown player, or someone who hasnt helped the team at all in the game, will probably just die and give the res back to the aliens. This could help in teamplay some more, with marines having to impress the commander with both teamwork and fighting skills.

    There are some more points flowing around my head, ill just have to see if they fall together into coherent sentances <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    first of all.. spawn camping? no res ie.... if u are within a certain radius of the hive... kills do not give res.. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    gorges and lerks (support untis) being unhappy towards not getting res per kill? simple... put it into the res pool and then redistibute fairly to all aliens... that would tbe the best
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Theres another fundamentally flawed aspect of this problem. Skulks are, basically, suicide units; no skulk in the thick of combat is there for their durability, their aim is to do the maximum amount of damage before they die. Hell, they even have a suicide skill. This new system will simply deter skulks from running into the thick of combat for fear of giving the marine team free res. NS though has plenty of situations where skulks virtually have to sacrifice their lives to break that marine base, or destroy that marine squad. Sheer numbers often allows skulks to overwhelm marine positions, at the cost of the skulk's lives obviously. This new change will mean alien players just won't be willing to go on suicidal attacks to hit marine outposts or res.

    e.g. Me (skulk) charges into the marine base on eclipse and manages to get the rt to half health before being killed.

    teamspeak> Ok guys, the marine base rt is healf dead, lets kill it

    Rest of team: OMG NUBE U JST GAV TEH MARINES FREE RES! KICK-BAN TEH NUB!!!!1111
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    I think this will just make the game harder to balance, my reasons for this opinion have already been voiced so here a quick summary.

    - Increases the slippery slope syndrome.
    - Skulks are basically suicide units.

    I also believe that if NS is turely (sp) balanced then pub games will always be long, as it must be reasonably possibly for a losing team to make a come back.
  • erendorerendor Join Date: 2003-02-06 Member: 13180Members
    for all teh skulks are suicide units things out their, maybe skulks don't give res? lmg marines still should, because they aren't meant to suicide, they'll get screwed up, but skulks are meant to die, therefore they shouldn't give res.
  • blbkblbk Join Date: 2002-11-01 Member: 3499Members
    /me votes Ryo_Ohki for playtester


    he "almost" always has something intelligent and thoughtful to say <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    For the record that wasn't actually me posting under another nick <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ianskiianski Join Date: 2002-11-08 Member: 7707Members
    I don't think anyone should get any resources for killing any enemy. How does that work in a realistic-sense ... you shoot something, it dies, then your commander can afford to build a turret?

    Just doesn't make sense to me sorry.

    Oh yeh.. i haven't posted here in a very very very long time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ianskiianski Join Date: 2002-11-08 Member: 7707Members
    Ah nuts. It pays to look up. Sigh.
  • blbkblbk Join Date: 2002-11-01 Member: 3499Members
    haha
    I did specify almost <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    I may not have ever posted before but i read in here lots
  • KEm1KaL1KEm1KaL1 Lerky Lerky Join Date: 2003-02-21 Member: 13797Members
    Yeah, I'm not totally sure about this idea either, definitely would make it easy for marines to get res early game, as all the aliens have are skulks and can't take advantage of it really well.
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    simple
    very little res per skulk... if possible 1 res point or something... increase prices and the amount of res per tick then.... therefore it'll all even out

    suicide.. doesnt give res to marines
    and being killed by sentrys dont give res either...

    not that hard <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • eggmaceggmac Join Date: 2003-03-03 Member: 14246Members
    This idea sounds interesting as it makes the game less predictable in its outcome, which should be a good thing. Never the less, there are several issues (exploits?) which should be considered (some already mentioned):

    1. <b>Marines bind a key to suicide</b>. As soon as they are being attacked by an onos or fade or if they are being webbed they kill themselves, thus giving no res to the enemy team.

    2. <b>Aliens gain res from weapons </b>. One HMG/GL might give a huge amount of res to the alien team. As the equipment can be picked up endlessly, a group of 5 marines with only 1 Grenade launcher may give 15 res to the enemy team (assuming the GL gives 3 res). Marines are discouraged to pick up their lost equipment if they know they are going to die (this strategy helps, as there can be a chain of suicide marines that finally bring the weapon back to base)

    3. <b>Early skulk suicide missions discouraged, while marine ramboing encouraged.</b>
    Skulks that risk attacking the marine base/rt give an advantage to the enemy, and not to their own team. Moreover, they no longer 'disarm' mines. On the other hand, early marine rambos, that ususally kill more than 2 skulks before dieing, gain importance.


    Anyway, I think this should be tested out, although it might be difficult to balance because the idea's effects might not be obvious.

    Oh, btw, Tropper:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Umbra on hive seems a bit drastic.
    How are lmgs supposed to kill a hive?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If I understood it correctly, Flayra meant that spawning skulks are being umbrad for a short time, not the hive itself.
  • EmseeEmsee Join Date: 2003-05-23 Member: 16644Members, Constellation
    If Skulks didn't, or very rarely gave res, and turrets didn't either that would solve most of the problems I think ( As people before me had said Skulks are suicide units after fades come along)
    The slippery slope problem only comes into play on the aliens side, I would assume, as one great alien player with a load of res would still only be one onos at the end of it and if a marine team can't take down a one hive onos.... (Plus I do think the marines need more incentive to stay in a squad).

    The main problem with this is when the aliens get off to bad start, that results in a mass of skulks being killed enabling the comm to turret farm a base.
    Then the skulks and some fades probably will have to suicide rush the base in an attempt to break the turret farm.
    Many skulks will enevitable die doing this, which gives the comm more and more res to replace all the turrets he lost and tech up his marines.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There is one change coming up in the next build which will give alien defense a nice push: the hive creates umbra around spawning skulks, and around itself when it's being attacked (though the latter is only occasionally).
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Thats straight from Flayra's mouth, so it seems the hive is going to gain umbra when attacked. I remember suggesting that ages ago and getting shot down.
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