How To Fix Respawning...

BreflBrefl Join Date: 2004-02-11 Member: 26383Members
edited February 2004 in NS General Discussion
<div class="IPBDescription">And why short combat games blow.</div> Combine Beta 1 and Beta 2.



First, all the low levels will spawn in just fine. This will be a minor speedbump for any higher level attacking aliens, but this will stop what's happening in Beta 3, where a decent rush kills the other team, then they get to spawn in one by one, ending the game in minutes, only for it to happen AGAIN.

Secondly, this will equate to the beta 3 spawning system for higher levels. They'll spawn in in their own 'waves', just less freqeuently. This will be good for the other team because killing an onos means you don't have to tolerate him again for a while. This fixes the flaw in beta 2 where instead of a battle of skill, it became a war of attrition, and ending the game was nigh impossible.

Third, this will again benefit lower level lifeforms over higher level, giving match newbies a chance instead of all the kills being stolen by the rampaging fades and onos.

Finally, short combat games are NOT MEANT TO BE. Was your goal five minutes? Ten minutes? Anything less then 20 minutes is too short. Why? Because most servers have 30 to 45 minute timelimits on their server. No one wants to play, and lose, in the same combat map twelve times in a row. I leave after the second match that was lightning fast (as seems to be norm) because there's no way I'm tolerating anymore of that crap. I want a new map. I want an NS map. I don't want to have to lose / win in the same way on the same map for the next 45 minutes, just to start over and get upgrades again. *snore*

Comments

  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    Actually the point of combat ws to have short games. The only problem is that now they are a little too short. I think the new respawning was a step in the right direction only just a bit too far.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Brefl+Feb 12 2004, 12:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brefl @ Feb 12 2004, 12:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Combine Beta 1 and Beta 2.



    First, all the low levels will spawn in just fine. This will be a minor speedbump for any higher level attacking aliens, but this will stop what's happening in Beta 3, where a decent rush kills the other team, then they get to spawn in one by one, ending the game in minutes, only for it to happen AGAIN.

    Secondly, this will equate to the beta 3 spawning system for higher levels. They'll spawn in in their own 'waves', just less freqeuently. This will be good for the other team because killing an onos means you don't have to tolerate him again for a while. This fixes the flaw in beta 2 where instead of a battle of skill, it became a war of attrition, and ending the game was nigh impossible.

    Third, this will again benefit lower level lifeforms over higher level, giving match newbies a chance instead of all the kills being stolen by the rampaging fades and onos.

    Finally, short combat games are NOT MEANT TO BE. Was your goal five minutes? Ten minutes? Anything less then 20 minutes is too short. Why? Because most servers have 30 to 45 minute timelimits on their server. No one wants to play, and lose, in the same combat map twelve times in a row. I leave after the second match that was lightning fast (as seems to be norm) because there's no way I'm tolerating anymore of that crap. I want a new map. I want an NS map. I don't want to have to lose / win in the same way on the same map for the next 45 minutes, just to start over and get upgrades again. *snore* <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    First, games of combat should end fast if one team completely outskills the other, the spawn system owns

    Finally, you are completely wrong, Flay's original vision for NS:C was 5 minutes, anything above 20 minutes is overkill for combat.

    45 minute timelimits? GREAT! Playing more rounds is always more fun, it allows people to switch teams or get a fresh start. Why do you think CS is successful? People play lots of little rounds with each one bringing new possibilites.
  • Wavie-DavieWavie-Davie Join Date: 2002-12-21 Member: 11274Members
    how excatly does cs give new possiblites each round you want to know why

    because they get more money each round

    for combat u die u lose game u start at lvl 1... get to lvl 3 end of game

    there is no point in a lvl 4+ anymore cause the games sux and end way to fast... the new spawn has ruined combat and everyone enjoyed beta 2 it was so much fun spawning into around 10 players at a time and shooting mad to try and save hive or comm chair... and it often worked it could go either way for both teams whether the spawn was camped or not... now if 3 marines or 3 aliens manage to get into either marine spawn or alien spawn thats the game over its so easy and has not been thought through.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    edited February 2004
    I say try upping the spawn ratio to 1/3, increase time between spawns by about 10-15%, and force it to round fractions up when calculating numbers to spawn.

    Then in a 4v4 2 spawn at once, in a 7v7 3 spawn at once, etc. Spawning 1 at a time in 3v3 is acceptable IMO.

    I would also like to see spawn time loosely dependent on the average level of the people in the wave, so a level 10 might take about 2x as long to spawn as a level 1, just to let the pace of games progress from frantic in the early game to more strategic and planned as time goes on (fewer confrontations between stronger players).
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    There is no fun in spawn-die, spawn-die, spawn-die Forlorn, even for the campers after a while.

    The point of Combat is the games are supposed to be dynamic, not one sided, once a small advantage has been pressed.

    Otherwise, just have it if all members of one side are dead, round is over... because that's what it is now, and it would avoid the annoying and boring respawn, get killed , rinse, repeat stuff that's happening now..

    Everyone has said this but the key is either remove the CC and add a time limit, or welding the comm chair does nothing, and hives can't be healed.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    the hive should have a limited healing ability, as it is weaker then the CC...

    either that or make the hive = CC in Hitpoints
  • UNKNOWN16UNKNOWN16 Join Date: 2003-04-21 Member: 15708Members
    I hate people that think they talk for every one, Don't remember you asking my if i liked NS:C in 3.0.2.

    Long games, whats the point in even having skill levels when every one just ends on the same skill. There is a period when the top players just rip the game apart befor every one catches up to level 10. Makes sure they have great fun between 3 - 10. Then every one gets higher levels and it takes more effort to kill them, causing the game to go longer, then there is no chance of a couple of skulks or marines doing any really damage at a lower level, hive heals cc welds. There isn't much point to the game, it's ment to be short and having things to extend the match time is just totaly pointless.

    Upgrade a few levels match is over, instead of battle that is a stupid back for match for 20 - 30mins while every one is running around at one level. (havn't had a 1 hour match yet).

    Try some thing different, make hive and cc easy to kill, people lose EXP and gain EXP for each death / kill, lose EXP for every x amount of time with out attacking the other team.

    anyways i will continue later, off to work.
  • BreflBrefl Join Date: 2004-02-11 Member: 26383Members
    edited February 2004
    Problem with the hive - CC is that two marines and two skulks attack each other's base, even with level 3 shotguns, the skulks will kill the CC first. The CC would need exponentially more hitpoints if welders were removed. That or when the CC takes certain amount of damage, it calls a distress beacon.

    I think the 'skulks kill faster then marines' was the original point of the welder.



    Hell, give us beta 1 combat, there was almost nothing wrong with it, every version gets worse.
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