Evolve On Spawn

project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
<div class="IPBDescription">aliens evolve on spawn</div> this was really the change that made marines overpowered in co maps, every time an alien onos would die, he has to spent the 1rst 30 sec when he spawn to evolve... and not only that, what if ur hive is getting attacked by marines, u die as onos and u spawn as useless skulks against HMG and JP and HA WTH <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->?


to balanec this, they should do same thing for marines... when a marine jp dies, he would have to wait at least 20 sec to get his jp back... same thing for HA...
and may be 10 sec for his weapons....


if this stays like this, aliens are doomed...
«1

Comments

  • fader89fader89 Join Date: 2004-08-01 Member: 30297Members
    I, unlike most, hate co but I think you have a good point.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Perhaps the aliens could have the skulk added to the evolution menu. Should you be a gorge, lerk, fade or onos and you choose the skulk option, you devolve and you get your points back.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    Not sure if you've ever noticed, but the aliens allways won when the teams were
    equal in ns 3.0 beta 4a. I guess this is one of the things they're implementing to
    even things out, especially now that they added wavespawn as standard.
  • Al_KaholicAl_Kaholic Join Date: 2004-01-31 Member: 25821Members, Constellation
    edited September 2004
    Marines should have some sort of downtime or restriction to upgrading (some have suggested only upgrading near the CC), but am I the only one who thinks 20 seconds is rediculous, especially when the Marines are the one with the time limit?

    Not to say this is a bad idea, but the time suggested seems a bit long.

    Edit: I said 'downside' instead of 'dowtime' <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • NephyNephy Join Date: 2004-08-28 Member: 30982Members
    Good Idea, Bad Implementation.

    Having played a dozen or so CO games in Beta5, I have to say the having to re-evolve at spawn is almost ridiculous… all it takes is marines to get 1 decent sweep of your team, and then have 2 HA-HMGers who weld each other and they can own the alien team for days. Because you either get killed spawning, get killed as an egg, or get killed as a skulk trying to munch a HA…

    Seriously… no one wants to play Aliens in CO anymore, it is a big marine stack.

    Either make it fair, or take it out. There are a number of ways to do this.

    1) Make it so as suggested Marines have to rebuy their upgrades at respawn also… either near the CC or armoury… and it takes time to upgrade, this can easily be justified as the time it takes to strap-on your JP, or get inside your HA.
    2) Make Combat evolving almost instant (not my personal choice)

    3) [My idea and the one I think would work best] Make it so that you respawn as the same life form you died as, but you can devolve into any lower life form (without refund)… for example, you’re an onos, but you really need to become a gorge for a bit, then you devolve to a gorge (usual gorge gestation time)… you do not get a refund on levels, but when you die as that gorge, you respawn as an onos again. This allows some freedom with life forms, meaning no one has to perma-gorge ever again. But stops marines from been able to easily destroy a hive in late game because all they have to face is spawning skulks, and they have JP/HA and HMG/GL/SG…
  • Omega_DeathOmega_Death Sith apprentice to a box of Cereal Join Date: 2003-08-06 Member: 19042Members
    While it is true that you start as a skulk and that does suck when the hive is under attack, I actually rather perfer this method. You still get your points back that you spent on evolving not the ones on abilites. Say the situation you're in needs a Lerk to spam gas and you're currently a Fade. Once you die you can go back to being Lerk. Also say the Hive just got seriously damaged. Doesn't make sense to go back to Gorge and heal it?

    While yes it does hurt to have to re-evolve the gestation times are much faster than in regular NS and it offers you much more flexability.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Try lerks for defense, cheaper and faster.
    onos are only for offense against HA.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    The problem is that people aren't used to having to actually defend as aliens. Instead, they play aggressively like they could get away with in beta4a, and then end up dying more. Now that you have to evolve every time you die, it really hurts when everyone dies. If you play more defensively, then you will die less often, and your entire team will not be dead at one time, meaning that players will be able to safely evolve in the hive when they do die.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited September 2004
    This change was very needed to balance out higher lifeforms in Combat.

    An additional benefit to this change is that it better simulates classic NS. New players will learn to avoid death as a higher lifeform.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    <!--QuoteBegin-Omega Death+Sep 4 2004, 02:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Omega Death @ Sep 4 2004, 02:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> While it is true that you start as a skulk and that does suck when the hive is under attack, I actually rather perfer this method. You still get your points back that you spent on evolving not the ones on abilites. Say the situation you're in needs a Lerk to spam gas and you're currently a Fade. Once you die you can go back to being Lerk. Also say the Hive just got seriously damaged. Doesn't make sense to go back to Gorge and heal it?

    While yes it does hurt to have to re-evolve the gestation times are much faster than in regular NS and it offers you much more flexability. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This is its upside, however, the main problem is the ease of spawn camping marines. Aliens cannot let a single marine near their hive otherwise it's over, which kinda sucks <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • ThardinThardin Join Date: 2004-01-05 Member: 25081Members
    If your whole team dies and the marines came in, it should be their win.

    If only 1/3 of your team dies and a few assassins came in, then yell at the other 2/3.

    Now I ask you.

    How did all your team die in the first place and none of the marines didn't?
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited September 2004
    The higher lifeforms have to actually avoid dying now. If you screw up and the marines overpower all the team's Fades/Onoses, then odds are they can kill the hive. Unless the marines have the power to end the game when they get the upper hand, aliens will have a big advantage with the 10 minute time limit. Aliens almost never lost in B4a if they managed to get a Fade or Onos.
  • NephyNephy Join Date: 2004-08-28 Member: 30982Members
    Thardin your missing the point, it does not only effect you if your getting your hive attacked.

    It also effects you when your trying to the rine CC...

    OK, so your a alien team and your on the verge of winning, your attacking marine spawn, and the CC... now... because rines spawn with FULL eq in this system (as always)... chances are they will focus fire on the oni, and then the fades... so the onos go down... now they take 30 seconds to re-evolve and get back up to push the attack...

    by the time that happens, the rines have killed the fades (sure some of them will die, but they respawn with full gear, and quite fast with wave spawning, so no biggie)... and the skulks/lerks, are welding the CC, while some JPers, stand waiting for the onos to come, because they are immune to stomp, they will kill it before it even gets close...

    The only real way to win as aliens is to some how survive for long enough to get an organised mass fade/onos rush.

    That all said, Redemption is a MUST for any alien higherlife now.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    The point is, aliens don't have to kill the CC to win. Since it will be next to impossible to do, the majority of servers will probably keep the 10 minute time limit. Aliens can protect the hive for that time, and then they will win. Killing the CC will be reserved for when your team has 2 fades with upgrades while the marines are stuck with just a shotgun and armor 1. The fades can then spawncamp while skulks kill the CC, but that should only happen in a really unbalanced game.
  • NephyNephy Join Date: 2004-08-28 Member: 30982Members
    That is part of my beef with CO anyway, that aliens are always on the defensive...
    Personally I think that it should change from map to map... so a marine stacked map will have aliens playing defensive, and they win if they survive.

    But on an alien stacked map, it changes so that Marines only have to survive the onslaught.

    But, yes I get what your saying, I just don’t like it… forcing the aliens to always play the defensive is annoying… in B4 it was fine, as even though aliens were defensive, they still had the ability to win (most of the time unless marines worked together and moved in squads). But I still don’t like the fact the only real chance aliens have in a game with a roughly even talent spread, is to all out defend, and wait for the time limit.
  • ThardinThardin Join Date: 2004-01-05 Member: 25081Members
    Hold on, why are the Khaara going to let fully upgraded marines to spawn around them? You always run out of the room before then, even the onos should be able to run out in time, specially with celerity or shockwave. (Necessary for onos)

    Skulks have leap to get out quickly, don't even tell me fades will have problems getting away, lerks are just easy to fly away, poor fatty will die though.

    The point is, Khaara were to overpowered because fades could take out 2-3 marines at a time before dieing, then respawned when 2 marines were still dead without Cheesy's.

    Now, the Khaara shouldn't stick around the CC besides for early game munch EXP, and, if they were doing so well that the marines were vastly under leveled, destory them.

    Combat is now what it exactly was meant to be, a modded Boot Camp that gives you soft pentalties for dieing compared to the real thing, it teachs players that killing 2 marines out of six marines <i>as a lone fade</i> is not how you're suppose to play, you're suppose to not die, ever, as a high level life form without butchering a lot of marines.

    Its not fun for the Khaara, but it was <i>very</i> hard for marines to win, you had to weld and get resupply to ever push to the hive after the 2 minute mark without focusers just utterly slaughtering you and spores stripping you of armor every 10 seconds, then add fade hit and runs for the average pub game for the lose.
  • DnomDnom Join Date: 2004-04-25 Member: 28173Members, Constellation
    Remember guys, B5 has only just been released, and I have seen one or two wins by aliens from my 5/6 games I have had on CO. We dont know that the egging thing aint working yet, but if it IS then we should complain.

    Remember, with the new spawning system it isnt 1 skulk vs 3HA's. Its alot more and 5 or so skulk can EASILY take on a HA <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    all of you guys have good ideas, so we all agree that this system has to be changed or modified, cause like this, it's not very playable for aliens... i mean come on, JP are immue to stomp?? how is that? what if they are on the ground<<<

    So aliens spawn as skulks... can any one here remind me that chances of a SKULK vs HA+HMG ? of course HA will win... he would even win more easily if he had shotgun...

    So a "Waiting-Tech" system should be made for marines 2 in order to keep the current alien system and balance the game out...

    in some maps, rines don't even have to enter to the hive room... they could shoot it easily from a tunnel or a vent... what chances skulks have against that...

    nyway... i'm sure they'll figure something out
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    Hold your horses people!

    Beta 5 hasn't been out even a day and you're already balancing it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> . Give it a week or two and come back.

    Afaik, the new alien evolution system has made Combat a lot more fun.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    In connection with several of the above statements:

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=79648' target='_blank'>An unofficial Public Service Announcement</a>.
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    <!--QuoteBegin-Retales+Sep 4 2004, 04:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Retales @ Sep 4 2004, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hold your horses people!

    Beta 5 hasn't been out even a day and you're already balancing it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> . Give it a week or two and come back.

    Afaik, the new alien evolution system has made Combat a lot more fun. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    eh, well, 1 thing, MAJOR ISSUES could be detected from your 1rst game...

    now of course marines won't win in all servers... why?
    CAUSE ns is getting better and better as we go, so more ppl are starting to play it, therefore , there are lots of nubz in the servers...


    the key to a better version is having bad things in older versions.... and untill ns is perfect, they will keep changing and trying to balance it...

    There is no way to balance a game.you'd probably say" why? how? WTH u talking about?"

    Consider this, if everybody had same skillz, same thinking, same preferances, THEN, yes you can balance a game. But the fact is we are all different, and that's what's so special about us humans (doing some philosophy here lol )...

    So what we could still do or at least try to do, is TRY TO MAKE THE GAME CLOSEST POSSIBLE TO "BALANCE"


    i am ready to go further with this...
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    <!--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-->eh, well, 1 thing, MAJOR ISSUES could be detected from your 1rst game...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Not these kind of issues. It only takes a simple, individual strategy change to neutralize much of the disadvantage that the evolve-on-respawn system gives the aliens. Once more players test out this strategy, we can see if this is a major gameplay issue.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin-project_demon+Sep 4 2004, 05:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (project_demon @ Sep 4 2004, 05:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So aliens spawn as skulks... can any one here remind me that chances of a SKULK vs HA+HMG ? of course HA will win... he would even win more easily if he had shotgun...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    People just need to play more cautiously now. Of course a Skulk doesn't have much of a chance against high-level marines; that's why you avoid dying as a higher lifeform. If every higher lifeform dies late in the game, the aliens deserve to lose.
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    hmmmmm, yes i'm starting to get this, we could play with this system but there's 1 thing , once all your teams is dead and marines are in your base, IT VERY HARD TO KNOCK THEM BACK... otherthen this it's okay...


    but this devolve thing seems good 2
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    <!--QuoteBegin-project_demon+Sep 5 2004, 12:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (project_demon @ Sep 5 2004, 12:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmmmmm, yes i'm starting to get this, we could play with this system but there's 1 thing , once all your teams is dead and marines are in your base, IT VERY HARD TO KNOCK THEM BACK... otherthen this it's okay...
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    At this stage, it should be impossible to knock them back.. if this occurs, you lost!
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    edited September 2004
    ya but don't forget the 30sec evolve time u waist.... 30sec is worth a lot in combat... it could save ur hive or destroys ur CC

    [Edit] why don't they just put a devolve ability (only for alien classes... doesn't work for upgrades) [Edit]
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--QuoteBegin-project_demon+Sep 4 2004, 07:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (project_demon @ Sep 4 2004, 07:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ya but don't forget the 30sec evolve time u waist.... 30sec is worth a lot in combat... it could save ur hive or destroys ur CC <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's the idea. Don't get killed as a higher life form, or your team might lose.

    <!--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-->[Edit] why don't they just put a devolve ability (only for alien classes... doesn't work for upgrades) [Edit]<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Because you're missing the point. It wasn't implemented to let aliens switch species whenever they want, the entire purpose behind this change was to delay the respawning of higher life forms.
  • gazOzzgazOzz Work&#39;s a ... Join Date: 2003-12-25 Member: 24747Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    <!--QuoteBegin-a civilian+Sep 4 2004, 09:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Sep 4 2004, 09:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This change was very needed to balance out higher lifeforms in Combat.

    An additional benefit to this change is that it better simulates classic NS. New players will learn to avoid death as a higher lifeform. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    So true... I just played a few co rounds and I liked it... It gives flexibilty while not overpowering aliens after a while... It is possible to knock back SK's, If the hive room gives you enough cover for escaping to a vent or a safe place... If not... Im sure it is better to change hive rooms of co maps than deintegrating spawning as a skulk...
  • deliriousdelirious Join Date: 2004-08-10 Member: 30511Members
    From what I see, either the spawn system needs fixing or the evolve system needs fixing. Independent from one another, it's okay, but when they're together, aliens are at a huge disadvantage, esp in late game.
    I know you guys have been saying that higher lifeforms should be more careful, and even all the skulks should play defensive. It's like that in theory but in pubs, esp 20 people big ones, there's a problem. In most pubs there will be noobs rushing the marines and basically committing suicide. When the whole alien team dies, it takes like 30 secs to respawn and when you do, you respawn as a skulk?! By that time your hive would either be dead or the whole rine team would be in your hive.

    ps. I also find it a lot harder to fade or onos without dying because of the new shottie. I have to constantly hit and run to survive. While it should be that way in NS, it really doesn't help to hit and run when 4 rines are rushing to your hive. Before, I could just take out like 2 rines and have the 3rd badly injured and sacrifice myeslf...

    So IMO, to balance it, the respawn system should be timed something like instead of default '5', do like .75*(number of players on team). So on 20 people pubs, 7 people can spawn at once.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    If the whole alien team is so stupid, they should lose. The only way they'll learn not to do that is if they're punished for it, which is exactly what this system does.
Sign In or Register to comment.