4 Betas And...
EEK
Join Date: 2004-02-25 Member: 26898Banned
<div class="IPBDescription">Combat?</div> So far, I'm going to say that beta 1 combat was the best. The games weren't short, but the combat was furious, frenzied, and incredibly fun. Every beta it gets stupider and stupider. Drop this stupid idea that combat games are supposed to be short, it's not gonna happen if you keep fade and onos the same in both CO and NS.Combat games should be like they were in beta 1: No tactical worrying about resources, just massive bloodbath fun.
Every single beta ruins combat a little more, because Flayra has this entirely unrealistic idea that people are going to like playing 10 minute games. The only thing I can say is that beta 2 and beta 1 spawning systems SHOULD have been combined. There is absolutely no reason why this hasn't been tested yet.
Every single beta ruins combat a little more, because Flayra has this entirely unrealistic idea that people are going to like playing 10 minute games. The only thing I can say is that beta 2 and beta 1 spawning systems SHOULD have been combined. There is absolutely no reason why this hasn't been tested yet.
Comments
Having played short combat games, and having played long combat games.
Short games are ****. They're not fun. You'll be running around, having fun, and then just when it's getting exciting, you get to spend the rest of the game in the spawn queue because the other team is obliterating everyone. That's not fun. Short multiplayer games, in ANY computer game, are not fun. Counter-strike even has long matches. You finish one round, but you're still playing the same match, instead of starting over from scratch, and you benefit from it.
Even a simple game with simple gameplay, Tribes was most popular with hour-long matches because they'd get VERY frenzied, and VERY intense. No one really liked the servers with 20 minute game timers. You'll be getting pumped up, dodging spinfusor blasts, you jet over a swooping bomber, and plant and disk of your own on the nose, it'd smash into a hillside, then you'd pivot, bring the 'fusor to bear on the ene- ROUND OVER - DIAMOND SWORD WINS! PSht
The only possible way to make combat games short 10 minute games is to:
1) Makes jetpacks, fades, onos work differently in combat.
2) Make the game complete **** to play, and not fun.
And Flay doesn't want to do number 1.
Remove Gorges and stop welders from healing the CC. That way every attack actually has a lasting effect, and games will end much sooner without stalemates, without spawnkilling and without long queues.
If i wanted to watch other people play while i was dead i would play CS.
Combat was supposed to be fun but with the spawn rates now i will not play combat at all.
Take away being able to weld the CC and remove the hive self healing and give them both 20,000 HP and then bring back the spawn wave or a 5 second spawn.
Even now i still play TFC and the reason I still play is because it is a constant game....spawn, kill, die and respawn straight away, you don't have to sit there and wait.
makes the games more fun to play
Even a simple game with simple gameplay, Tribes was most popular with hour-long matches because they'd get VERY frenzied, and VERY intense. No one really liked the servers with 20 minute game timers. You'll be getting pumped up, dodging spinfusor blasts, you jet over a swooping bomber, and plant and disk of your own on the nose, it'd smash into a hillside, then you'd pivot, bring the 'fusor to bear on the ene- ROUND OVER - DIAMOND SWORD WINS! PSht <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
that brought a tear to my eye and reminded me of all the good times playing tribes and tribes 2 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
2 hour match = great times! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Anyways it seems that there is more to this fix-to-nothing beta than what an Average Joe can see... I wonder what's this hassle with Big Unannounced System anyway. I also wonder if the PT's actually play those pub combat games (not just private betas consisting of ppl who dont just try any cheap trick to get those frags <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
Also I'm amazed by this supposed need of teamplay for CO. Isn't CNS supposed to be the teamplay MOD where CO is just an addition with more individual oriented DM style play? It seems like the guy mentioning "identity crisis" was right.
Agreed. The spawn system and maps could be modified so that marines spawn simultaneously in an airlock or something, and have to move into the room with the comm chair. Maybe something similar could be done for aliens.
I can't think of any other solution, but watching teammates spawning in one at a time to get owned is pretty boring. On a server with 10 a side, it feels like CS all over again...
If I wanted to watch people play I would spectate.
I can't remeber the name of the CO map but when it came out in the beta testing before 3 was released...the spawn was in another room from the CC and guess what?
The spawn room was camped and spawn killed while a lone skulk chomped the chair....it became a choice...defend the spawners or defend the chair.
The map and spawn points were changed.
To prevent alien spawn camping several vent exits + a couple main exits for bigger lifeforms would work fairly well as long as the same protection is in place to prevent the rines from walking into the alien spawn. Then to prevent rines shooting in you could do another things such as walls, alien invulnerability while they are in the room or for a couple seconds to allow them to flee to a safer area, constant umbra (though wouldn't protect from nades), etc.
There are many ways to fix such a problem.
To say it flat out, getting killed every 20 seconds before you can swing your gun around just isn't fun anyway you cut it. People need to be able to move before they die.
To prevent alien spawn camping several vent exits + a couple main exits for bigger lifeforms would work fairly well as long as the same protection is in place to prevent the rines from walking into the alien spawn. Then to prevent rines shooting in you could do another things such as walls, alien invulnerability while they are in the room or for a couple seconds to allow them to flee to a safer area, constant umbra (though wouldn't protect from nades), etc.
There are many ways to fix such a problem. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Maybe a big "phase" effect in the marine spawn room, so if a PG would frag a alien so would a room full of it. I don't know it just seems like a fitting way to stuff it into the story.