Two Very Specific Suggestions

Lee_HarveyLee_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.

Comments

  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Wouldn't you need a talented lerk to kill the talented JPer then?

    Making the spawn system % depend on total number of players would be the easy way to do it I suppose.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Lee Harvey+Mar 13 2004, 05:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lee Harvey @ Mar 13 2004, 05:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--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.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin-Forlorn+Mar 13 2004, 07:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 13 2004, 07:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--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-->
  • BridgerBridger Join Date: 2002-10-30 Member: 1761Members
    I agree with resupply, i don't understand how anybody could kill a JP+GL+Resupply marine. He flies around way too fast, stays up in the air 90% of the time. So fades can only hit him when he's on the ground, but it's almost imposible to determine exactly where he'll land, and even then he's only there for a second, then off again. Only spores is any good, and with resupply he can almost ignore it.

    1 JPer in hive (talking CO here mostly) takes 3 or 4 aliens to take down in almost every situation i've seen.
  • Lee_HarveyLee_Harvey Join Date: 2002-12-23 Member: 11448Members
    I was specifically referring to a quite talented JPer here. A lerk has a harder time reversing direction than a JP does. I am a quite talented lerk, and a JPer can generally get off a clip or so before I can get him.

    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.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Lee Harvey+Mar 15 2004, 04:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lee Harvey @ Mar 15 2004, 04:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well come on, of course this makes sense...


    Everything should be useful and have counters to it...
Sign In or Register to comment.