Resource Experiment
Windelkron
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.
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.
Comments
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.
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.
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
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.
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.
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.
Firewater is a vet, check his avatar info.
Umbra on hive seems a bit drastic.
How are lmgs supposed to kill a hive?
How is this story based?
<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?
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-->
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
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
- 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.
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-->
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-->
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
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-->
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.
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.
<!--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.