Onos And Fade At One Hive: Cons

Savag3Savag3 Join Date: 2003-03-05 Member: 14336Members
<div class="IPBDescription">Pure speculation</div> Ever since it was announced that lifeforms are not linked to a certain amount of hives anymore, I've wondered if this wouldn't give the Aliens an unfair advantage. Especially an Onos at one hive bothered me.
Though I'm not a playtester or anything, I've given this some thought.
I'm guessing this is what will happen.

Once the Aliens get an Onos, in the start of the game at one hive, the Marines will be forced to play a defensive, tight squad style of gameplay. I know this is how its ment to be, but in this case every Marine wandering off will have a chance of getting discovered. Every scout building a res tower can get slaughtered, without being able to do anything. The Marines will not be able to leave an outpost without lots of turrets, since one LMG defender simply will not suffice anymore.
There is also no warning, suddenly after 10 (5?) minutes from the start, an Onos can rush in and ravage marine base. Bringing some of his Bob friends, and perhaps a Gorge, he cannot be countered, unless the base is all farmed up. Right now a commander usually notices when the second hive goes up, so he can take precautions and the Marines are well equiped and upgraded when the first Fades appear. The only control the Marines have are killing as many resource towers as possible. Still, after some time an Alien will have saved up enough for a higher lifeform.

Now theres three ways to counter this that I can think off.
A: Link the Onos to the third hive.
B: Make it ridiculously expensive, so the Aliens won't be able to get it until end midgame.
C: Nerf the Onos and Fade

Obviously B will not work, because it will require the Onos (and ofcourse the Fade) to cost over 100 resources. This will unbalance the game for a variety of reasons.
When the Marines get HA and upgrades later on in the game, the Onos should still be powerful. Making them weak enough to handle for LMG Marines is therefore not a solution either.

So, when I use my common sense, I think that an Onos at one hive (read: start of the game) will totally own the map, and decrease the fun of playing NS as a Marine.

Just my two cents.

Comments

  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    You need to balance the game so that marine tech matches alien res really in getting to onos or fade. That will be exceedingly difficult I feel.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    Don't worry. Flayra can handle the game himself. I'm sure threads like this worry him into thinking that people are going to hate his game when 1.1 comes out.
  • xioutlawixxioutlawix Join Date: 2002-11-05 Member: 7118Members, Constellation
    I think in situations with these there's a lot of factors to consider, so many in fact that really any potential problems can only be ironed out through gameplay. It might be that with the cost for aliens to go onos at the 1 hive level, it might take them a great deal longer than the time it might take a 1.04 skulk to go onos. Its little things like that which you can't really put into a mathematical formula and just get a definite answer about.
    I'd be interested in seeing what the playtesters' feelings are about the situation with higher evolutions available at 1 hive. I haven't seen too many complaints in this respect from the official beta forum, so that might be a good sign in favor of continuing the all-evolutions-available change.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    Ill agree on the onos part, but fades die fast enough to one LMG guy, by the time they get fades (75 res init? on the all at one hive model i mean) marines will have the lvl2 guns and lvl1 armour (MINIMUM) requirement for fade hunting, (you should always walk away with 66 hp if done right btw <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->, you hide round the corner, when u hear the fade bam you jump out blazing away at its chest, it will get one or two shots off, but they rarely hit quare on, and the fade dies VERY fast, or as i descibe fades "toffee")

    But onos are solid, sometimes (if they are laggy enough) you cant actually EVER kill him, which is annoying.
  • Savag3Savag3 Join Date: 2003-03-05 Member: 14336Members
    <!--QuoteBegin--Aegeri+Jun 17 2003, 02:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aegeri @ Jun 17 2003, 02:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You need to balance the game so that marine tech matches alien res really in getting to onos or fade. That will be exceedingly difficult I feel. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Marines teching up fast enough to counter Onos after 10 minutes? That would make for very short games.

    And I'm just trying to point some things out, clear them up for everyone (and Flayra). He himself knows very well that 1.1 will be immensely popular.
  • FiendHZFiendHZ Join Date: 2003-04-04 Member: 15201Members
    Basically, this seems to be the big debate among the beta testers. Personally, I think the onos shouldnt be at three hives, just because then you will rarely see them and when you do, they won't be worth using, because you've won. Two hives I could understand. In any case (well, except that if it's at three hives) the onos should be nerfed some, more than it is right now.. At three hives this isn't needed because it's just basically a reward for winning the game. You get to become some giant monster and kill them. Whoopie, I prefer doing it as the lower lifeforms anyhow. There's times when I wonder if the Onos shouldn't just be taken out, but then there'd be no good counter for HA. There is the problem. Marines can, at least in 1.04, get HA very, very easily compared to how aliens can get onos. And there is only one good HA counter, and that IS onos (well, webs + skulks works too, but with web being third hive, it doesn't matter, you'd have onos by that time). So, with the 1.04 model, the marines can lockdown one hive and just sit in it, building up res. If they tutle it bad enhough, they can build up an HA train, and still win, and it's hard, maybe even impossible, for the aliens to stop them. Sure, they can get every res node by that hives on the map. Sure, they could build so many OCs and DCs and MCs it's not even funny (or maybe SCs in 1.1, assuming DCs still heal, because those would make for ultimate WOLs). Sure, everybody could be ugraded with whatever two chambers you had to whatever thy want, and they could all be their favorite aliens except onos. There's still no way they could stand up to 6 people (figure 8 people a team, leave one at base to guard and one to comm) all with HA/HMG or HA/GL and welders and medpack spams and ammo spams (simply binding keys could stop that), and the marines could still win. Without too much of a problem, assuming they had even a little bit of skill.

    Now, assume aliens could get Onos at one hive. They could have just their one hive, and marines could have the rest of the map, jsut like I said in the marines example. Then, while it's rather unlikely, the aliens COULD still, in theory, come back (it'd require a lot of skill on the alien side and a distinct lack of it on the marine side, but it's possible). And a few onos, missing only their 3rd hive abilities and one chambers upgrades, could break that one hive ultimate lockdown, where even 8 fades would have trouble. Personally, I don't think this should happen either, it says the Onos are still too strong. However, the Onos SHOULD have a better chance of doing it than a fade, it costs more (last I knew it was 75, although for some reaosn I remember someone saying it went down to 55. Maybe I'm just imagining stuff. Or maybe it's a typo). And if a team of 8 fades cant, a team of 8 onos should be (a team of 8 2 hive two lvl 3 upgrade onos should be able to break pretty much anything the marines can put up, assuming equal skill levels.)
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    Maybe I missed something....but Onos cost 80 resources. Can you comprehend how LONG it would take at a 1-hive rate to get 80 resources? it's hard enough getting 30 by the time the second hive is up! Getting 80 in 10 minutes is just plain insane. On the other hand, would you believe that Flayra would ALLOW an onos to dominate the game in 10 minutes?


    Since neither of these scenarios seem likely, it can be said that Flayra has most DEFINITELY cooked up some counter to this. I couldn't even give you a wild guess on what it could be, but we just have to trust in God. i mean Flayra.
  • Opt1musOpt1mus Join Date: 2003-06-02 Member: 16929Members
    <!--QuoteBegin--Savag3+Jun 17 2003, 04:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savag3 @ Jun 17 2003, 04:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Aegeri+Jun 17 2003, 02:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aegeri @ Jun 17 2003, 02:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You need to balance the game so that marine tech matches alien res really in getting to onos or fade. That will be exceedingly difficult I feel. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Marines teching up fast enough to counter Onos after 10 minutes? That would make for very short games.

    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i agree with this

    teching up to counter onos seems like it will require a level strong enough to take out hives very quickly, so if it takes a shortened amount of time (and not hive dependant) to evolve to onos, it should take just as long to get enough tech to take them out, whcih will then result in the hive being taken out.


    maybe if the onos/fade health and armour attributes were capped in relation to the number of hives?? this might make it easier to combat an onos with lvl1 lmg earlier in the game
  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    It is better to have a game that lasts 10 minutes, than one that lasts an hour where the game was decided in 5 minutes :/
  • Dunkin_DynamiteDunkin_Dynamite Join Date: 2003-02-08 Member: 13260Members
    <!--QuoteBegin--xioutlawix+Jun 17 2003, 03:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (xioutlawix @ Jun 17 2003, 03:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think in situations with these there's a lot of factors to consider, so many in fact that really any potential problems can only be ironed out through gameplay. It might be that with the cost for aliens to go onos at the 1 hive level, it might take them a great deal longer than the time it might take a 1.04 skulk to go onos. Its little things like that which you can't really put into a mathematical formula and just get a definite answer about.
    I'd be interested in seeing what the playtesters' feelings are about the situation with higher evolutions available at 1 hive. I haven't seen too many complaints in this respect from the official beta forum, so that might be a good sign in favor of continuing the all-evolutions-available change. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    actually, you can.

    It's just that no one has decided to come up with a mathematical model of Natural Selection.

    I'm sure that somewhere out there exists an appropriate mathematical framework to simulate in game events.
  • the_draftthe_draft Join Date: 2003-06-03 Member: 16977Members
    edited June 2003
    i dont think it'll be a big deal. the game is being rebalanced. currently, aliens need 3 hives to get onos. unfortunately, by the time aliens have 3 hives, the games pretty much over, so onos really dont get much use other than smashing well fortified marine spawns.

    in 1.1, the game flow will move away from hive ownership and more to resource collecting. an alien team with 1 hive and 4 rt's will be a lot better off than a team with 2 hives and 2 rt's. this will be good for two reasons:

    1. itll keep games fresh. currently, every game of NS boils down to battling over the hives. RT's pretty much get ingnored. a gorge or comm will drop the collector, then leave it alone in favor of fortifying the hives. with the new RT centric system, games'll be a much more "back and forth" affair, with teams controlling areas of the maps, rather than merely the hives.

    2. the high level alien evolutions, particularly the onos, will be more crucial. like i said earlier, onos usually dont appear unless theyre clearing out the last remnant of marine resistance. thats because, in the current resource model, onos cant appear until all 3 hives are under kharaa control, and by that point the games almost over.
    in the old model, the way to keep the aliens from having onos is to sit on a hive or two. this led to the omnipresent strategy in every NS game, capturing hives. now, in order to deny aliens onos, youll have to deny them resources. this should make more exciting games, since both sides will constantly be battling it out over the various resource nodes.


    i think the biggest change well see in 1.1 is greater teamwork on the alien side. barring an actual comm, the aliens will basically need to accept one person as the leader, who can organize strikes by the offensive aliens and strategically plan the building from the gorges. particularly, its going to be critical to have aliens evolving at the proper times. given the new resource model, youre likely to only see 1 onos relatively early in the game (say, the first 10 minutes) and youre not going to want to lose him. so youll have to organize careful assaults with cannon fodder skulks, a support fade and of course the onos smashing as much as he can get his horn on.

    its going to be a lot more important to create a "line" and hold it against the opposing forces advances.
  • FiendHZFiendHZ Join Date: 2003-04-04 Member: 15201Members
    <!--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-->Maybe I missed something....but Onos cost 80 resources. Can you comprehend how LONG it would take at a 1-hive rate to get 80 resources? it's hard enough getting 30 by the time the second hive is up! Getting 80 in 10 minutes is just plain insane. On the other hand, would you believe that Flayra would ALLOW an onos to dominate the game in 10 minutes?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Uhh... not really. In most 1.04 games, unless I go lerk or go gorge to cap an RT for the team, I'm usually up to 33 before the second hive is even placed, much less before it's actually up. And this is without res for kills. Plus, in 1.1, if your really lucky, you'll start with, I think 20 res (If your the only alien. I'm not sure on this number thouhg,but I know it's no higher than this). Most likely, you will start with closer to the 14 needed to go gorge at most. I usually start with 11 (if I am in the server and join before the game starts) or 0 (if I'm not). In 1.1, you start with 25, regardless.

    Now, don't get me wrong, getting Onos is not easy. In 1.1 it's 100, so it'll take even longer. if your rewally desperate to go onos, you can sit there and save for that long. That's why it's good for stopping lockdowns, in 10 minutes, a lockdown COULD happen (I doubt 2 hive, but a one hive one could), and/or the marines could get up enough tech that while an Onos would still be a problem, it's not a truely devestating one unless it's a pack of Onos or a really bad marine team. And if it's a pack of onos... well, Onos DO have a fairly long gestate time (or they did). So unless they are defended pretty well, assuming the marines are always attacking like they should be, two or three marines barging into the alien hive could possily take out all the defenseless eggs and cost the aliens all that pretty res. Now, some defenses could counter that, but 3 marines with shottys could ignore the OCs and wipe the floor with the eggs, assuming there's no skulks. Or if the marines went straight HMG/GL route, a few nades fired in there at the right time could really whip those eggs, and the marines wouldn't even be in trouble (or they could take down the OCs and then people could slaughter the eggs). And all it would take is a bit of minor scouting or a sensory sweep to find out this was happening and have a god chance of ending it.

    And what do you mean, allow the Onos to dominate in ten minutes? Assuming someone got one that fast (which isn't too illogical sounding), it wouldn't automatically be a dominator. Marines could still stop one, fairly easily. And obviously, it'd have to be tweaked and balanced so it wasn't so strong.

    Gettign back to the post topic, the major reason I'm against hive linked to evolutions is that it, once again, makes the Onos a pretty much worthless unit that's just not worth being there. It's like a reward for winning. "You Won! Now you get to go Onos and kill them without any worrys." It's just pointless, I barely, if ever, bother to go onos, it's just not as fun as some others and at that point, it's not like you have to to win, like you sometimes do with fades. Only time I have in recent history was when we were just dominating the marines team, they couldn't get out of their base, we had every RT but theirs, and they didn't know it when we got hives up. We just suddenly all vanished and all they had to fight against was OCs and DCs to get out. The entire team of 9 aliens got enough overflow to Onos, and we did, then rushed their base. They didn't even know we had the second two hives.

    Almost have the team accused us of hacking and left.
  • ShebaSheba Join Date: 2003-06-06 Member: 17046Members
    edited June 2003
    Well .. this action on res-nodes and holding lines ... sounds good. But ... the problem is, that in 1.04 in most cases aliens control more then 70 percent of the map. Why is it this way ... ?

    1. because Aliens can chamber spam ...
    2. because melee with only slightly upgraded marines is alien win.
    3. because 2 skulks take down res faster then they are build.
    4. because Skulk rushs are deadly.

    Marine strategy in the early game is hiding and beeing fast, taking strategic places on the map like a hive, double res or a good base relocation and secure them from skulk rushes. So Marines only own a few little fortifications. All the rest of the map belongs to aliens ... cause of the points mentioned above.

    All this ends up in that 1.04 Marines are not able to keep Aliens away from res at an early stage of the game. ( we always think of comparable skills ). Marines can not fight at 8 to 10 resnodes so early, ... while Alien can.

    If you want to give more strategic meaning, to res nodes ... and a lower meaning to hives ... it means, that marines will have to hold much more points on the map then they had to hold before. Marines have to be able to fight at more places at the same time and get more control of the map. Maybe faster buildtimes and electricity are the right way ... but 1 onos (just with 1 or 2 hive abilitys) ... will be a huge porblem ... cause marine forces are splittered all over the map, guarding restower ...

    I always felt rewarded to be able to become a fade ... after freeing a hive. It was a kind of subgoal.

    In 1.04 Aliens develop in stages ... while Marines develop permanent. To free Aliens from hive requirements would be a step to a marine like development. I always liked the difference between marine and alien growth ...

    PS: And I will miss the damn hard battles for the hive locations ^^
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    Also what's to stop a bunch of gorgs just toking on res nodes until they have enough to go onos?
  • 0blique0blique Join Date: 2003-05-18 Member: 16477Members
    The marines, of course. If you have a bunch of gorges that aren't building, then the marines can expand very easily, so its likely that your hive will go down before onos comes.
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