Marine Res For Kills

SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
<div class="IPBDescription">dont h4te me</div> this has prolly been brought up before, but i am at college and these nubs in class are learning how to do onMouseOver buttons in flash, so I feel like typing.

I dont understand this entire concept. The whole idea of not even showing marine frags was to promote teamplay and not have rambos running around all the time. Well, not only can you find out your frags by typing status in console, but people arent going to listen to their commanders at all (like the do now?).

I can see it now. I will tell some nub to go to reactor room, and he runs to sat comm claiming he can get more res by killing skulks that are running around. For aliens I think it is a good idea...when it comes to marines, this is going to make comming in pubs much more difficult, and i think it will effectivly remove another teamplay aspect of the game...
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Comments

  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I don't know. With skulks being beefed up and faster I don't think he is going to be able to do all he says he can.
  • HellSpawnHellSpawn Join Date: 2003-05-17 Member: 16415Members
    i agree with sirus..read some of the stories in the beta forum..skulks are awsom <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    where did you read skulks are faster? Each level of carapace makes them slower...
  • AgkelosAgkelos Join Date: 2003-02-07 Member: 13243Members
    Who said you needed carapace as a skulk?
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    welllll....are skulks still going to die in 9 bullets with the default health and armor?

    if > ans = yes
    then {Dragon=True}
    else {Dragon=False}
    end

    wow i'm bored
  • ElderwyrmElderwyrm Join Date: 2003-04-07 Member: 15296Members
    Well don't get slow as carapace then. Since skulk base speed is beefed up grab you celerity. PTs have told me the speed is uncontrollable at times. Try shooting you 9 bullets into that. Or how about the skulks you can hear coming and can't hear biting into your cold fleshy ****. Defence is *NOT* the only way to go right now
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Read ?

    I was playing it five minutes ago.
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    Hrm... I have to agree though, skulks aside, marine res for killz is anit-productive, and wrong from an atmosphere point of view. There are hundreds of other ways to do it, one of the most obvious is to increase the amount of res marines get with X amount of rez nodes... I'm tlaking simple, like each resnode is worth 1 1/4 res nodes, or something like that... *shrugs* Whatever balances it.
  • Brad_RBrad_R pandas | brad Join Date: 2002-11-12 Member: 8273Members, Constellation
    <!--QuoteBegin--SoBe.Dragon+Jun 10 2003, 10:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoBe.Dragon @ Jun 10 2003, 10:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> welllll....are skulks still going to die in 9 bullets with the default health and armor?

    if > ans = yes
    then {Dragon=True}
    else {Dragon=False}
    end

    wow i'm bored <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    haha you are so funny

    and wrong
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    <!--QuoteBegin--SoBe.Dragon+Jun 11 2003, 05:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoBe.Dragon @ Jun 11 2003, 05:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> where did you read skulks are faster? Each level of carapace makes them slower... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Their basic speed got increased. Yes they get slower and a lvl 3 carpace skulk now is as fast as a skulk in 1.04. Dont remember where it got postet and if its still the same so if someone knows it better pls correct.
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    back on-topic, I think that dragon has a valid point. Can you PTs shed some light on it? I know the vets are more disciplined than that, and maybe the PTs are too, but are we going to have even MORE rambos than we have now?

    I never liked marines, and just started to comm, and outfitted a team of 8 with level 3 wep/armor with JPs and HMGs and welders, told them to go take out maintenance, and NOT ONE DID. We lost that game....even though they hadn't finished the second hive yet when I first started handing out goodies.......I don't think I can handle even more of the same....

    Just wanna know what you guys think (PTs/Vets/Devs)
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    <!--QuoteBegin--SoBe.Dragon+Jun 10 2003, 10:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoBe.Dragon @ Jun 10 2003, 10:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> welllll....are skulks still going to die in 9 bullets with the default health and armor?

    if > ans = yes
    then {Dragon=True}
    else {Dragon=False}
    end

    wow i'm bored <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    no 10

    base skulks are faster than 1.0x skulks, skulks with celerity seem like dbl the speed of 1.0x skulks, lvl3 cara skulks take 23 shots(not 19) and are just alittle slower than 1.0x skulks.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Well, rambos can sometimes kill skulks and have shown difficulty killing good gorge players.

    I'm not going to say its impossible to kill a skulk when your alone, since theres a variety of things that determine success, however, at medium range they are very equal in skill.
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 15139Members, NS1 Playtester, Contributor
    Adding res for kills on both sides is without a doubt the best change in 1.1
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Yes, the best thing is that its not a solid income, very static, but its complimentary to the constant income.
  • ExerExer Join Date: 2003-02-05 Member: 13167Members
    Man, I leave for a few months and I get this: res points for kills.

    For the love of NS.. Nooooooo

    If Res is lacking for the marines, there has to be an other way that is at least team based... requires 2 marines .. I dono.. too late to think of new things. But res for kills? talk about making life that much harder for the comm.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    God no, please don't let this be in the final version! Ugh, maybe this could stay in for tournament mode, but its one of the worst things that could possibly happen to regular mode.
  • BroodeBroode Join Date: 2002-11-22 Member: 9605Members
    <!--QuoteBegin--Exer+Jun 11 2003, 03:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Exer @ Jun 11 2003, 03:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Man, I leave for a few months and I get this: res points for kills.

    For the love of NS.. Nooooooo

    If Res is lacking for the marines, there has to be an other way that is at least team based... requires 2 marines .. I dono.. too late to think of new things. But res for kills? talk about making life that much harder for the comm. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    How do you figure? Res for kills shouldnt make anything harder for the comm, it should only make it easier as you have an extra res income. As for being team based, it going to be harder to kill skulks in 1.1, as they have 20 armour now up from 10 and a small boost in speed. If anything, it will take teamwork just to take down skulks now.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    edited June 2003
    You think the moronic rambo's would care? Think again, all they would see is an extra reason to be stupid, and then they would come here and complain when they cant kill skulks.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    Incase some people didnt realize, aliens get res for kills too so it's not like marines can rambo about not worrying about dying.

    1-3 res is alot more to an alien than 1-3 res is to the whole marine team.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    <!--QuoteBegin--SiLeNcEr-7+Jun 11 2003, 03:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SiLeNcEr-7 @ Jun 11 2003, 03:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You think the moronic rambo's would care? Think again, all they would see is an extra reason to be stupid, and then they would come here and complain when they cant kill skulks. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    How do you know what "rambos" will do with 1.1 anyway? People just told you that skulks own regular marines 1v1 big time, so why is it so bad if marines get resources for kills?

    I think people just overreact when they hear "good players" are going to be theoretically more valuable by adding resources directly to the resource pool. It's like:

    "OH NO! I'M NOT GOOD ENOUGH TO HIT A BARN WHILE THOSE RAMBOS OWN EVERYTHING! I ALWAYS THOUGHT I'M A GOOD "TEAMPLAYER", BUT NOW IT HAS NO VALUE OMG!1! SH*TE!11122 NO RESOURCES FOR KILLS!!!!!11!!! PLEASE GOD NOOO MY EYS ARE BURNING!!11!!".

    Chill and ask yourself: how many HL mods are there that have balanced clan play, but unbalanced public play? You don't seriously think resources worth a medpack when killing an onos is going to turn NS into a rambofest? Has anyone else noticed that when devs change something that theoretically (!) boosts individualism in marines, people get all wild and spam their "NO RAMBOS"-opinion everywhere? It's like they suddenly got blinders on and they can only see "MORE RAMBOS" everywhere without seeing the big picture. I think resources for kills to marines was a good idea: I haven't heard playtesters/veterans complain, they have only been saying how great it is and how it balances the game.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    edited June 2003
    Both Marines <i>AND</i> Aliens are very team orientated in 1.1 also, Aliens aren't supposed to be Rambos rather Flayra's intention is that Aliens require more skill to play.
  • godzilla21godzilla21 Join Date: 2003-06-05 Member: 17022Members
    I dont like res for kills idea. I think this makes game more deffensive.
    Surviving becomes more important than killing enemy, especillaly for aliens becuse dying gives enemy res.

    At early stage of the game it is obvious that aliens die more than marines.
    It is a simple fact that gun is stronger than bite.

    Skulks should not be punished from dying.

    By the way, do marines get res from turrets kills?
    Breaking mines at the expense of life gives marines res?

    If so no one will try to kill mines and turrets until they become Onos.
  • godzilla21godzilla21 Join Date: 2003-06-05 Member: 17022Members
    I think skulks are punished enough in v1.0X.

    If they die, they will have a late respawn punishment because Hive is the only spawn for aliens.

    But marines can build 2 or 3 IPs at the early stage of the game.

    Why do we have to punish a team that can not respawn eaqually?
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Rambos will always be rambos, whether or not res for kills is implemented. you think a rambo is going to care whehteror not he helps the team? (byt either listening to the comm OR getting res by killing?) NO! He just wants to shoot things, and he'll do it no matter if you get res for kills, don't get res for kills, or even LOSE res for kills (stupid yes but just an example)
  • TechenTechen Join Date: 2003-05-15 Member: 16340Members, Constellation
    edited June 2003
    Sorry. Just can't get a handle on this Marines get rez for a kill. Where is this rez coming from? Are they squeezing the juice out of these dead skulks? Should they be paralized while they harvest Onos flesh? I have the similar problem with the suggestion that alien kills add to the alien rez pool rather than the individual. (Not sure how an alien eating a marine could "transfer" his rez to the hive. :/

    I feel the only thing that makes sense is a rez bonus for individual aliens, as they are most likely feeding off the human corpse.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    I really dont like the res for marine kills from an alien pov but I'd have to see how the res is flowing now. I tend to play as a suicide skulk, rushing into a base and chomping half a building down, then dieing. Is the res still random 1-3 on kills? I suggest making it static. Marines get 1 res for skulks, 2 for fade or lerk and 3 for onos. and aliens should get 2 all the time. Marine res for kills more than likely will involve more marine turtling. I still think that res for destroying buildings is more intuitive and promotes better teamplay. Lastly I think that alien res should go to the pool and then be distibuted on the next tick. More than likely in pubs you are gonna get a lot of bitching for kill stealing.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    edited June 2003
    <!--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-->
    How do you know what "rambos" will do with 1.1 anyway? People just told you that skulks own regular marines 1v1 big time, so why is it so bad if marines get resources for kills?

    I think people just overreact when they hear "good players" are going to be theoretically more valuable by adding resources directly to the resource pool. It's like:

    "OH NO! I'M NOT GOOD ENOUGH TO HIT A BARN WHILE THOSE RAMBOS OWN EVERYTHING! I ALWAYS THOUGHT I'M A GOOD "TEAMPLAYER", BUT NOW IT HAS NO VALUE OMG!1! SH*TE!11122 NO RESOURCES FOR KILLS!!!!!11!!! PLEASE GOD NOOO MY EYS ARE BURNING!!11!!".

    Chill and ask yourself: how many HL mods are there that have balanced clan play, but unbalanced public play? You don't seriously think resources worth a medpack when killing an onos is going to turn NS into a rambofest? Has anyone else noticed that when devs change something that theoretically (!) boosts individualism in marines, people get all wild and spam their "NO RAMBOS"-opinion everywhere? It's like they suddenly got blinders on and they can only see "MORE RAMBOS" everywhere without seeing the big picture. I think resources for kills to marines was a good idea: I haven't heard playtesters/veterans complain, they have only been saying how great it is and how it balances the game.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> What is it with people who just don't get it today? I like to think that I am not particularly lacking in the skill department, and rambo's are the least of my worries, there is always a better way, perhaps one that doesn't promote turtling, or one that requires FPS skill <i>and</i> teamplay instead of just one of them, another big problem with this is that suddenly half the things you could do to hurt the enemy team in 1.04 are actually <i>helping</i> them, once again, there is another way, Flayra needs to find and impliment it.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    I suggested in another thread that Marines only get res for kills when they are in groups of 2-3. Seems the best way to encourage teamplay and keep the res for kills model.
  • ExerExer Join Date: 2003-02-05 Member: 13167Members
    That's what I was saying, there has to be an other way. It makes no sense to get res from a kill, unless you get the marine to use some ghostbuster device to suck up the skulk and then deposit that 'energy' back at the base. Stupid adea but at least it makes more sense.

    So no more skulk rushes? I mean who wants to die and give the enemy more resources?!?

    Bah, thumbs down.... has to be an other way.. must go put thinking hat on.
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