2 Seperate Marine Techs

male_fatalitiesmale_fatalities ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
I know most of the opinions in this section of the ns forums goes un-noticed.

You know how aliens when they get a chamber can't get another till hive goes up.

I was thinking that with marines, we could have 2 different techs, but in researching one of these techs disables the other. This could lead to more different strats from both sides; aliens and marines.

Comments

  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    edited August 2004
    would be interesting, but those 2 tech direction shouldn´t exclude each other.
    hey, but we already have those tech directions: JP, HA.

    Or do you mean something else which isn´t acutaly ingame, then you should write down all your sugestions in I&S forums with descriptions to discuss it.
  • male_fatalitiesmale_fatalities ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
    With jp and ha, u can have both researched at the same time. So 1 person could have jp, another could have ha. I am talking about having 1 single like of research tech. Could be like weapon and armour upgrades, opposed to catalyst and medpacks. Some **** like that, where each has there strenghts and weaknesses.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Being locked into a certain path of the tech-tree requires a big tech tree, which NS just doesn't have. As such, it would probably end up feeling limiting rather than interesting. For example, no-one in their right mind would choose a path where you couldn't upgrade armour. We'd end up with DMS syndrome on the marine side.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    "shottie + weapon 3" like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    Problem is the Half Life engine cant support the big teh tree your idea requires.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    The reason marines are so fun to play as is the versatility. Taking this away would dumb down marine play to alien level, making it more balanced (with proper tweaking), but less fun.

    This is why people are suggesting to unchain the chambers: it would bring alien versatility to on par with or above marine versatility, and it might bring balance with it.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    LOLd. Sure...if we choose Jp then we can't choose HA, then if aliens vote for "Fade" then they can't have a lerk on their team and vice versa.

    *shakes head at suggestion*
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Insomnia+Aug 21 2004, 04:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insomnia @ Aug 21 2004, 04:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Problem is the Half Life engine cant support the big teh tree your idea requires. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sure it can.

    I haven't seen a limit on something INVENTED for the HL engine. It just requires more coding.

    But frankly, this is a bad idea. Forcing someone to choose = less strategies = less options = worse gameplay.
  • TakelTakel Join Date: 2002-11-07 Member: 7496Members
    Perhaps, a nicer idea about this is not to completely exclude a branch fo a tech tree, but rather have it so there are multiple main branches. I'll be better if I attempted to use ascii charts:

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
                         |- JP
    Standard Path-|
                         |- HA

                                                    |--*
                                                 |-|
                           |- Branch One -| |--*
    Secondary Tree-|                     |----*
                           |                         |-*    |-*
                           |- Branch Two ----|    |-|
                                                     |---|  |-*
                                                     |--*

    I curse thee Variable Width Fonts!
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    There we have a primary tree, which is the standard core tree, which may or may not be the one we currently have
    We also have a secondary tree, which provides specialised upgrades which are geared for a particular strategy or tactic in mind and have their own strengths/weaknesses. Since the trees are high developed though, switching branches except for the early stages could become rather expensive and may infact cripple the team. The secondary tree SHOULD have some basic upgrades which are useful at the low end, but should really be the most effective at the high end, thus introducing a massive cost to tech up to that level.
    Perhaps having an initial building for that branch which acts as a sort of 'arms lab' could be used for that purpose of 'cost locking' in the branches. The upgrades disappear with the building in other words...

    Just my take on this idea.

    Of course, you'll need a MASSIVE tech tree to be able to even consider this proposition, and you'll also have to have the kharaa able to adapt to the possible new strats and have their own counters at the same time.
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