Two Very Specific Suggestions
Lee_Harvey
Join Date: 2002-12-23 Member: 11448Members
<div class="IPBDescription">combat only</div> First, I would propose that Resupply have a short duration of being stationary in order to function. With Resupply, a talented JPer will not die to ANY alien without focus. Add a GL to the mix, and you have an unstoppable hive killing machine. Grenade the webs, lob a few at the hive, game over.
Second, I would propose that the spawning system be kept how it is with one notable exception. If it is 6 on 5, BOTH teams will get 2 players respawning at a time. With a difference of 1 player, one team gains a tremendous advantage. Just keep both teams respawning at an equal rate.
Second, I would propose that the spawning system be kept how it is with one notable exception. If it is 6 on 5, BOTH teams will get 2 players respawning at a time. With a difference of 1 player, one team gains a tremendous advantage. Just keep both teams respawning at an equal rate.
Comments
Making the spawn system % depend on total number of players would be the easy way to do it I suppose.
Second, I would propose that the spawning system be kept how it is with one notable exception. If it is 6 on 5, BOTH teams will get 2 players respawning at a time. With a difference of 1 player, one team gains a tremendous advantage. Just keep both teams respawning at an equal rate. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No to resupply.
Get a good lerk or fade and you can stop JP's dead in their tracks.
Next.
The simple solution to the spawn problems is this:
- Your team's spawn rate should be dictated by how many players the ENEMY team has.
So you are 5 v 6 the team with 5 spawns in 2 at a time and the team with 6 spawns in 1 at a time. A team with less players, the disadvantaged side, should not become even more disadvantaged.
Also, think of the practical implications this would have... say a team falls down to 5v8 due to stacking and aliens leaving because they get owned... now marines either would have to switch or suffer long long spawn rates.
- Your team's spawn rate should be dictated by how many players the ENEMY team has.
So you are 5 v 6 the team with 5 spawns in 2 at a time and the team with 6 spawns in 1 at a time. A team with less players, the disadvantaged side, should not become even more disadvantaged.
Also, think of the practical implications this would have... say a team falls down to 5v8 due to stacking and aliens leaving because they get owned... now marines either would have to switch or suffer long long spawn rates. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That is a much better solution. I like the way you think <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
1 JPer in hive (talking CO here mostly) takes 3 or 4 aliens to take down in almost every situation i've seen.
I am fine with that. What I am not fine with is the fact that this <i>absolutely necessitates</i> a talented Lerk with Focus to counter. The issue I raised was the way that this necessitates Focus, which is already a problem. It just compounds that problem by requiring focus more.
On the other spawn system: Very nice.
I was thinking merely evening it, but to actually give the smaller team a bit of a leg up would be quite good indeed.
Well come on, of course this makes sense...
Everything should be useful and have counters to it...