Longer Games = Better Games ! ?

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Comments

  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    Get rid of those early rushes. I cannot believe someone just said that they shouldnt have to wait to get seiges to take down a hive, with the inference that hive rooms are alien biased........wth do you expect?.... the aliens to roll over and die?
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    <!--QuoteBegin-kolokol+Sep 13 2004, 11:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kolokol @ Sep 13 2004, 11:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Get rid of those early rushes. I cannot believe someone just said that they shouldnt have to wait to get seiges to take down a hive, with the inference that hive rooms are alien biased........wth do you expect?.... the aliens to roll over and die? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    and to hand over their res at gunpoint, yes.
  • Rick_DeckardRick_Deckard Join Date: 2003-01-27 Member: 12855Members
    <!--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--> Personally, I think the long NS rounds where control constantly shifted back and forward were the best games as well.

    The reason why those games have all but dissapeared is IMO because NS got adapted to clan play. No clan in their right mind would like to play a match for a game where control keeps shifting. They want everything to be as concentrated on individual (individual in this case also means individual groups = clans) skill.

    So Flayra turned to the clan players to ask for tips on how to improve the game. Leading to more clan friendly game, but totally screwed for public games.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Well... finally someone who got a good point. When thinking about that i can only totally agree. Best would it be to implement a 'slower' public mode and the normal 'slippery slope' mode it already is.

    The slower public mode should be a really totally different and should require alot more efforts to win. DOes anyone know if there are any cvars to adjust, wich are not visual, to slow down the game playing? I played around with handycap but people are complaining because a lower handicap for both sides is shown in the hud.

    Any suggestions are welcome...

    Play well

    Rick
  • IBTIBT Join Date: 2003-10-22 Member: 21879Members
    <!--QuoteBegin-Rick_Deckard+Sep 13 2004, 08:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rick_Deckard @ Sep 13 2004, 08:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The slower public mode should be a really totally different and should require alot more efforts to win. DOes anyone know if there are any cvars to adjust, wich are not visual, to slow down the game playing? I played around with handycap but people are complaining because a lower handicap for both sides is shown in the hud. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    what server ip? i may want to play there if your handicap is effective at slowing the game.
  • Rick_DeckardRick_Deckard Join Date: 2003-01-27 Member: 12855Members
    edited September 2004
    As i said.. I had to deactivate it because it the handicap percentage is shown in the HUD and people were complaining about it. Additionally we tried a skill balancing AMX plugin (look here: <a href='http://www.modns.org/forums/index.php?showtopic=687&hl=handicap' target='_blank'>http://www.modns.org/forums/index.php?show...687&hl=handicap</a> )that adjusted the handicap according to total points but we got complaints too... the so called 'pro-gamers' didnt want to be handicapped.

    We gave up on it for now.

    I will still appreciate any hint to slow down the game.

    btw. <a href='http://www.modns.org/forums/index.php' target='_blank'>http://www.modns.org/forums/index.php</a> is a very nice source for good and not so good ideas already implemented in plugins.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    2.0 ns_hera, played about a 2 hour game, with marines continuously gaining more ground and then being pushed back. I liked it when aliens could win.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Perhaps this should be in I&S?

    I agree though, 1.04 games were the best. Sorry to say it NS Dev Team. Please take steps to increasing the game time in "Classic" mode. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    I once played a 3 hour game of NS 1.04 on Bast and it was the best time ever. I don't want games to be quite as long as THAT but 1 hour should be a decent game length IMHO. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    <--- Misses 1.04

    ~ DarkATi
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Yes, 1.04 games were great, especially when you didn't have to deal with a jp/hmg rush. For some reason, I never saw those on the server I played on (and I didn't see any server rules against it, either). In a game where the teams were even, it was common to see 2 hives and fades versus HA marines (since the 8 OC's in each hive made JP's less useful). That part of the game was fun, and games that didn't end quickly had a good chance of getting to this point. A simple solution to the jp/hmg rush of 1.04 would have been increasing the research time/cost.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    Hell yes! Longer games where power shifts dramatically are very fun indeed.

    case in point (NS 2.01):

    map: ns_tanith
    problem: idiot commander tries to take double, fails then thinks he can take on chemical while MS is under attack, I am only guy (besides comm) not dead so I venture over waste hive location and build a base. (he at least dropped a comm chair and researched HA). I built a base ontop of that platform and luckly we had HA research done so I wsa able to equip a few of my best soldiers against the incomming lerk assault. We prevailed. I kept and ofensive defense with the LA's and ordered the HA to say ontop of the platform at all cost. It worked. We got HMG's and a GL to ZXNet when the fighting got to the point of onos and fades. Eventually we got enough res from kills that we began to expand out base to include the lower platform. Mines helped a lot. They actually put up a hive twice but we tore it down in under 2 seconds each time (that's a lot of damage). The teamwork was beautiful and we actually eventually expanded to include west and then grab double. From there we just assaulted both from MS to the webable "backdoor" into satelite and continued pressure on the tunnel between cargo and our base in waste. We shocked the hell out of them with our suprise assault on satelite communications hive (which was their DC hive) and then lead to a rapid victory. I had every marine thanking me that it was the best game they had ever played. I told them, "I just lead you. Your skill, teamwork, and communication was phenominal and because of it we couldn't loose. The victory is yours." I owe a lot to the brave LA who sacrificed them selves in the early growth of our base. They fought savagely and kept an offensive line the aliens had to work though first and when they did they had recived enough damage already that the HA tore them to shreds before they coudl escape. I also owe a lot to my buddy ZXNet and to the superior skills of the GL HA's. Such systemiatic alternation and teamwork form the three GL's made an impenetrable wall of fire. (one fires and when he is ablut done the next starts and then third guy and allow each other enough time to reload and ammo up)

    Zunni, if you could do one thing really great for NS, you could make it so that future versions will have longer games with more switching of territory control.
  • XenoXeno Join Date: 2002-11-01 Member: 2343Members
    I recently played on a 1.04 server. It was set up for the day. I swear to God, our first game lasted 3 hours. There was so much shifting between teams. Just when we thought we secured a hive, BAM!, another one was taken. We were all normal guys. We have played beta 3 and whatnot. But even with all our skill and knowledge of the game, the round still lasted for 3 hours. There was always such a shift in power. amazing game. these are the games you remember. you go to sleep thinking about it. what you could have done better. Now, i just play and forget what happened when im done. I just play because its a habit. The games would always last atleast an hour. Now 40 minutes is considered long for a game.

    Sad.........
  • Rick_DeckardRick_Deckard Join Date: 2003-01-27 Member: 12855Members
    edited September 2004
    <span style='font-size:14pt;line-height:100%'>Since polls are deactivated in this forum i would like to add everyone their vote to this thread:


    <b>
    1.) YES, make the games last longer with more chances to turnaround.

    or

    2.) NO, game time is cool as it is right now.</b></span>
  • Rick_DeckardRick_Deckard Join Date: 2003-01-27 Member: 12855Members
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited September 2004
    <!--QuoteBegin-Xeno+Sep 14 2004, 01:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xeno @ Sep 14 2004, 01:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you go to sleep thinking about it. what you could have done better. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yep. That happened a lot back when I played 2.01. Anyone know how I can run a server using that stuff in steam? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> Help techies! I don't know how but I think I can, at least that what I've heard. (like people playing CS 1.5 though Steam)

    VOTE ONE VOTE ONE !!!11!1 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> woot!

    ~edit~

    Anyone care to post a legendary story from NS 1.0x or 2.0x? I wanna hear more stories <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • BurncycleBurncycle Join Date: 2002-11-24 Member: 9759Members, NS1 Playtester
    <span style='color:red'>Refer to new thread</span>
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=80747' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=1&t=80747</a>
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