So What Would It Take To Make Marines Pack Animals

NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
<div class="IPBDescription">... and aleins solo killers. suggestions</div> Many have expressed the disire to give marines a reason to stay in groups. Maybe its not a benifit that we need to look for but a way to disadvantage marines who go out on their own. I was thining of somthing like a fear meter. Also theres an idea to make aleins want to stay away from eachother while hunting.

<b><u>Making marines act as a group</u></b>
1) It would be placed on the left hand side of a marines hud. When a marine went out on his own with noone by his side the fear meter would slowly begin to fill. When full the marine would begin breathing heavily (hearable to skulks) and wimper things like "idont want to die out here" or "somone help me" (hearable by skulks). Marines hiding from skulks is just seems wrong. Try hiding from a REAL dog and see how that works out for ya.

2) When the Fear meter is full the scared marine will show up on all aleins hive sight. So solo marines are quick, but not exactly easily dealt with.

<b><u>Making Aleins solo hunters</u></b>
1) When skulks or other aleins are near each other they wil begin barking and making growling sounds much like we have right now on spawn. This would discourage aleins from ambushing enmass or with partner, because they will be heard arguing with the other aleins who gets the drum sticks.


If you have any ideas then please post them here. Please discuss the topic and suggestions made by me and others only. Thank you.

Comments

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Fear is an interesting idea but I think you're looking at it the wrong way. Pub players being stupid and not listening isn't going to change with simple game mechanics. A change like this would discourage lone marines period, which includes intelligent uses of solo marines on a good team, which can be a very valid tactic. Something that is only meant to encourage good pub teamwork should not hinder a skilled team. If you think marines shouldn't be sneaking around on their own at all then by all means argue that instead.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    It should at least be viable for aliens to teamwork, they should just not get any special benefits from it, rather than get nerfed whenever they do use it... discouraging teamwork is bad.
  • SchmurfySchmurfy Join Date: 2003-05-14 Member: 16322Members, Constellation
    this will only result in limitation of the possible strategies useable in clan war, i am against anything that will have this result.
    We should enlarge possibilities not limit them.
    Pub games should never lead the way ns is going to...

    New players have to learn the game, its is not the game that should change to force them to learn.

    PS: solo marines are nearly always used in clan war.
  • inninn Join Date: 2002-12-26 Member: 11566Members
    I've always thought the marines should make some sort of audible idle noise much like the aliens do, but not just through being scared because of a "fear meter".

    Interesting idea, but it does hurt strategies for both sides in match and pub play. Lone marines sneaking into a hive area seting up a PG to phase/sg rush the hive down before aliens can respond will never happen through this system, nor will the effectiveness of a multiple ambush from the aliens on 2-3 marines with shotguns as they try to get that gorge they think is all alone.

    So I would have to go for a no on this one.
  • Special_KSpecial_K Join Date: 2003-04-19 Member: 15637Members, Constellation
    <!--QuoteBegin-NightCrawler.+Mar 5 2004, 03:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightCrawler. @ Mar 5 2004, 03:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When full the marine would begin breathing heavily (hearable to skulks) and wimper things like "idont want to die out here" or "somone help me" (hearable by skulks). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    lol
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    good, but I dont think its time to implement it. Not while the recommended game size is a measly 6v6 (youre going to have to separate those 5 marines to get stuff done).
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Schmurfy+Mar 5 2004, 06:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schmurfy @ Mar 5 2004, 06:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Pub games should never lead the way ns is going to...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I disagree 100%. That kind of thinking is short-sighted and just plain selfish.

    Public players make up 90% of the people who play NS, and public players are who the game should be balanced for. That doesn't mean we should ignore clan needs, but we shouldn't dismiss suggestions simply because clanner may not like them.

    Don't like this idea for clan games? Then let's have it so that it s disabled in tournament mode. If we balanced the game for clans the game would NEVER be playable on public servers because of baance issues.

    You don't have to shoot down potential suggestions siimply because they don't serve clan interests. The public plays this game too.

    Some people seem to keep forgetting that.

    Regards,

    Savant
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    I don't like the balance effects of this at all, but I have to admit it would be extremely cool and atmospheric (I say this after just spending 2 days being scared stiff by the extremely atmospheric Resident Evil).
  • SchmurfySchmurfy Join Date: 2003-05-14 Member: 16322Members, Constellation
    Savant, if something similar to this is added in the game i think it won't only hurt clan war but public play too, what i wanted to say is just that we should think of the results in clan wars before adding something in pub game.
    And i don't think making features only enabled when mp_tournament is 0 is a good thing, this will make tournament and pub two different games :\

    Pub games may be the more played but the better games i played were not played on pub... Both mode should be playable well without interfering each other, i disagree on adding a clan war only feature as much as i disagree on adding a pub game only feature and i think this one is a pub only feature.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    <!--QuoteBegin-Savant+Mar 5 2004, 08:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Mar 5 2004, 08:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Schmurfy+Mar 5 2004, 06:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schmurfy @ Mar 5 2004, 06:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Pub games should never lead the way ns is going to...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I disagree 100%. That kind of thinking is short-sighted and just plain selfish.

    Public players make up 90% of the people who play NS, and public players are who the game should be balanced for. That doesn't mean we should ignore clan needs, but we shouldn't dismiss suggestions simply because clanner may not like them.

    Don't like this idea for clan games? Then let's have it so that it s disabled in tournament mode. If we balanced the game for clans the game would NEVER be playable on public servers because of baance issues.

    You don't have to shoot down potential suggestions siimply because they don't serve clan interests. The public plays this game too.

    Some people seem to keep forgetting that.

    Regards,

    Savant <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Still, you have to agree that any changes that force the game to be played in a certain fashion is a bad change, right? Implementing a "fear meter" would <b>seriously hamper</b> the enjoyment and playability of the game, because the number of different usable tactics would decrease a whole lot. The game would become NS:Combat-with-buildings if you force the same kind of confrontation over and over.

    Most of you experienced 1.04 when hive 1-aliens always met jp:ers, the same game over and over got a bit boring after a while.

    For the same reason I want the teleportation-effect of the observatory removed.
  • SchmurfySchmurfy Join Date: 2003-05-14 Member: 16322Members, Constellation
    I also don't like the teleportation ability of the new observatory, it makes defending the base a bit too easy, and lessen the need for phasegates in some cases, old recall that only revived dead marines was good in my opinion, phasegate and recall should not overlap.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    <!--QuoteBegin-tjosan+Mar 6 2004, 06:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tjosan @ Mar 6 2004, 06:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Still, you have to agree that any changes that force the game to be played in a certain fashion is a bad change, right? Implementing a "fear meter" would <b>seriously hamper</b> the enjoyment and playability of the game, because the number of different usable tactics would decrease a whole lot. The game would become NS:Combat-with-buildings if you force the same kind of confrontation over and over. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I don't think this would as bad a change as you think it would be. Try not to think so literally and explore the idea some more.

    In principle I have said that I do feel marines SHOULD be required to work together more. Flayra has said he feels that marines should need to work as a team and aliens should be able to work 'solo' and come together to assist one another on larger objectives.

    With that in mind I think ideas like this are welcome.

    What we could do to temper the impact of this kind of idea would be to tie it to score. Make those on the team with the most DEATHS (say the top 40% of those with deaths) would be succeptible to this 'fear meter'. We could also toss in a random variable to make it so it doesn't happen every time.

    However, I do agree with the principle that marines should be required to work together more often than they do now. NS is becoming more and more like CS because people have no incentive to work as teams. They just do their own thing and screw the team.

    I think that is 100 times worse than any impact to the game if we were to implement this suggestion.

    Regards,

    Savant
  • SchmurfySchmurfy Join Date: 2003-05-14 Member: 16322Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->However, I do agree with the principle that marines should be required to work together more often than they do now.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Why a lot of people consider that having a marine alone somewhere on the map is incompatible with having teamwork on marine side ?

    You can have a great teamwork with one or two marines alone.
  • MakaveliMakaveli Join Date: 2004-03-03 Member: 27099Members, Constellation
    don't play pub ... if you want them to work together..
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    Hmmm... i was just thinking of somthing. If you have ever played c&c generals you would know that the GLA have vehicles who can use spare parts to upgrade their weapons n such.... well what if skulks were the Aleins technicals?

    For ever set increment in kills that a skulk gets he gains some extra armor, speed, damage, or adreniline regeneration. This would alow poeple who are good with skulks to remain a viable offence and defenceive part of the alein team as the lowest lifeform. This would let poeple liek me stay a skulk the whole game and kick some booty, because i HATE the higher lifeforms.

    <b><u>Rampage:</u></b> allows a skulk who gets consecutive kills to become more powerfull. When killed the skulk loses all his rampage bonuses and reverts to default. Rampage bonuses do NOT carry over into higher lifeforms.

    1 kill - 5% leech life on organics only

    2 kills - 10 bonus armor

    3 kills - 2 hp regen per second

    4 kills - 10% more speed

    5 kills - bonus 10 damage on each attack

    6 kills - 20% incresed adrenile regeneration

    7 kills - 10 bonus health and 10 bonus armor

    8 kills - 5% more leech life on organics only

    You get the idea??? give poeple a reason to stay a skulk. I love the skulk very much and hate to see him at a point were he is no longer needed and/or versitle enough to handle marine threats.

    make the skulk feared.

    This would give marines incentives to stay in groups because if you keep feeding a skilled skulk 1 person at a time he will become a formitable monster. Make those marines fear going into that rampaging skulks territory. There will also be marines who live on the thrill of hunting down that rampaging skulk and putting its rain of terror to an end. Not only will it give marines an incentive to stay in packs but it will gives skulks are reason to stay away from one another so their kill arent stolen by retards.

    This idea makes me drool.

    skulk 4 evah!
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    Um, you shouldn't make it necessary for marines to stay together. Sending rambo marines is a marine tactic, so it shouldn't be completely prevented. Rather, it should be very risky, but not suicidal.

    Just improving the skulk would indirectly discourage rambos. There's no need to put in this overly complex and questionable (and sometimes ridiculous - marines whimpering just makes me cringe) system.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    this would make it risky.

    you could either succede and be in a very good position OR fail and end up improving yoru enemy.

    sounds fair to me, because when a marine goes and sneaks a phase gate into a hive it means game over. So, if it fails and those marines die shouldnt their be a payoff for the aliens other than not losing the game?

    Marines can go and try to set up phase gates time and time agian with little or no recoil for a failed operation. This would make towering in somones base a risky thing to do.

    It just seems like the marines have nothign to fear if anythign goes wrong.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    edited March 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) It would be placed on the left hand side of a marines hud. When a marine went out on his own with noone by his side the fear meter would slowly begin to fill. When full the marine would begin breathing heavily (hearable to skulks) and wimper things like "idont want to die out here" or "somone help me" (hearable by skulks). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Rofl!
    Comm: Yo, i need sum1 to sneak up a pg outside hive
    NSPlayer: Kk will do, on my way, no problem
    NSPlayer: ahh ****, my fear metre is going up, hope i dont ...
    NSPlayer: Well comm, im outside hive. quick b4 fear metre is full
    Comm: *Silently drops a pg
    NSPlayer: SOMEONE HELP ME!
    Skulk: aha!
    NSPlayer: FFS LAME **** FEAR METER
    Skulk: CHOMP CHOMP

    NSPlayer has dropped

    Im not saying the idea is bad, its just a bit .... flawed
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    Space Marines are badasses. They're not scared of anything. They don't breathe heavily, or wimper out nonsense. They don't know what fear is. Space Marines never get tired and never die, and have perfect aim.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    edited March 2004
    <!--QuoteBegin-NightCrawler.+Mar 6 2004, 04:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightCrawler. @ Mar 6 2004, 04:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> sounds fair to me, because when a marine goes and sneaks a phase gate into a hive it means game over. So, if it fails and those marines die shouldnt their be a payoff for the aliens other than not losing the game?

    Marines can go and try to set up phase gates time and time agian with little or no recoil for a failed operation. This would make towering in somones base a risky thing to do. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If they fail, it's a waste of res and time for marines.

    I think these strats should remain very viable. My only gripe with them is that they can be performed so quickly - even before aliens can come, even if it's not costly. If anything, I'd suggest increasing PG build time.

    Again, there's no need for such a fear meter.

    EDIT: oops I meant increasing PG build time, not decreasing
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--QuoteBegin-ThE HeRo+Mar 7 2004, 02:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Mar 7 2004, 02:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Space Marines are badasses. They're not scared of anything. They don't breathe heavily, or wimper out nonsense. They don't know what fear is. Space Marines never get tired and never die, and have perfect aim. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I heard there was this space marine who was eating at a diner. And when some dude dropped a spoon the space marine killed the whole town.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Zek+Mar 7 2004, 02:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Mar 7 2004, 02:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ThE HeRo+Mar 7 2004, 02:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Mar 7 2004, 02:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Space Marines are badasses.  They're not scared of anything.  They don't breathe heavily, or wimper out nonsense.  They don't know what fear is.  Space Marines never get tired and never die, and have perfect aim. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I heard there was this space marine who was eating at a diner. And when some dude dropped a spoon the space marine killed the whole town. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    word <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    I don't like the fear meter Idea, the possibility to go solo and accomplish something through stealth and knowledge when brute force fails is a favorite aspect of the game for me.


    I think slightly decrease marine walking speed and/or slightly increase skulk running speed would do alot to prevent lone marines from dominating the game.

    Also I think increased build times for phase gates would be good, and increase research time for siege.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Lone marines with good aim completly dominates unupgraded skulks. Cutting 10 armor from the skulks means rambo tactics are actually sound - even lone marines can expect to get a positive kill ratio early in the game.

    So why should a marine show fear just because he is alone?
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    <!--QuoteBegin-Savant+Mar 6 2004, 01:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Mar 6 2004, 01:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In principle I have said that I do feel marines SHOULD be required to work together more. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sending out marines to work alone might be part of a tactic. Just because certain people dont give a damn about the team, doesnt mean it should be harder/impossible to work a tactic that, for example, includes sending a single marine out capping res while the rest of the team is keeping pressure.

    There's a difference between encouraging team work, and forcing team work at the cost of restricting the number of viable tactics for a team that already is working together.
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