Quick Vs. Long Endgames

MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
<div class="IPBDescription">poll</div> What would you prefer? Quick endgames or long endgames? Before answering, consider the following:

1) In order to have quick endgames, the game will likely end if one side has the advantage for just a couple minutes. That means that if the tide turns by some new tech, strat, or whatever, the winning team can finish the game up really fast. NS currently suffers from "slippery slope" - if you're losing even just by a bit, you're very likely to fall further and further behind. Even if NS has slippery slope, quick endgames can mask this issue, though such endings can be considered lame.

2) Right now, there are a few cases where quick endgames are possible. For marines, surprise attack on 2nd hive with shotguns, then quickly sweep up 1st hive. For aliens, onos destroys observatory and phase gate at main base while marines are attacking, then wrecks havoc and hope the comm doesn't get a successful/good relocate. Do you consider these strategies "good" or "lame"?

3) If NS were to have quicker endgames, it would need harder counters (JP counters onos better, sensories counter observatory better, etc.), or an alternate winning condition (like controlling all or one less than all RTs). Currently, some counters in NS are very hard, but some are also very soft. Some counters need to be fairly hard no matter what, especially seige weaponry and 3rd hive abilities.

4) Long endgames requires soft counters, which can be bad from the RTS perspective (too soft -> less strategy) but good from the FPS perspective (too hard -> less tactical and twitch skill). Soft counters could also partially help the slippery slope issue, since more advantages are required to assure victory.

5) One advantage of long endgames is that they can allow the possibility of epic comebacks, which were a highlight in early NS versions. However, the "slippery slope" issue has to be dealt with in this case. Besides soft counters, it should be very hard to achieve a "state of stability" - reach a point where you can easily counter any move the other team makes. An example would be the classic 2 hive lockdown and majority RT control with a complete phase gate network. There's really nothing an alien team can do at this point against a good marine team, yet the marines don't need to finish the game soon, leading to boring long endgames.

6) Shorter endgames could mean midgame no longer has to be rushed. This could lead to: tech and upgrades can take longer to research, reduce/remove RFK (which would also prevent really early fades/onos).

Comments

  • cortexcortex Join Date: 2003-11-28 Member: 23707Members
    erm, isnt there a topic like this in gen. discussion already?
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    I disagree with your definition of endgames.<!--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-->1) In order to have quick endgames, the game will likely end if one side has the advantage for just a couple minutes. That means that if the tide turns by some new tech, strat, or whatever, the winning team can finish the game up really fast. NS currently suffers from "slippery slope" - if you're losing even just by a bit, you're very likely to fall further and further behind. Even if NS has slippery slope, quick endgames can mask this issue, though such endings can be considered lame.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->If the game is still being decided, then it is in the middle game.

    Quick endgames mean that once the winner has been decided, the game will end quickly.

    Long endgames mean that once the winner has been decided, the game will take a long time to finish.

    The way it is now, is that the endgames are really long, and the midgames are usually short. I prefer it that the midgames are really long and the endgames are really short. Once one side is reduced to 1 rt and stuck in base, it should end really quickly. Marines can end it quickly with sieges, but aliens have to spend 10 minutes killing everything.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    <!--QuoteBegin-cortex+Oct 21 2004, 06:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cortex @ Oct 21 2004, 06:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> erm, isnt there a topic like this in gen. discussion already? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    There is? I didn't see it.

    theclam, I wasn't giving a definition for endgame. I was just saying that harder counters is a way to make endgames quicker. And yes, I agree that NS could have longer midgames if it didn't have such long endgames (point #6).
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    Imo the early game needs to be slowed significantly, the midgame needs to be slowed a little, and the end game needs to be quickened significantly. I'd say that it is very common for a good player to be able to know the winner of a match with high accuracy within the first five minutes and yet the game may continue for half an hour or even much more.
  • Ice9Ice9 Join Date: 2004-06-09 Member: 29208Members
    The best game I ever played was about an hour and a half long. It was just about the longest game I've ever played, and the most fun. About 10 minutes into the game, we had relocated twice, and we were losing badly. We kept grabbing nodes, and relocating to them, until we took down about 5 Hives. It was the sheer enjoyment of trying to push on and on, to see how long you can survive, not how quick we could win. Now, games rarely last over 20 minutes (<b>if that</b>), which angers me to a slight extent. Gone are the days of the epic battles. CO was the worst thing ever to happen to a HL mod IMO - it encouraged ramboing and whoring. Before CO, people were team players, and were usually had to dedicate themselves to the game to learn how to play. And if they did, the liked it.

    So, in my long explination, it comes down to this.

    <b>Long end-games are better.</b>
    You keep pushing if you at least <i>think</i> that you have a chance.
  • minimanminiman Join Date: 2004-01-14 Member: 25304Members
    I always enjoined 2.0 for the fact that the end-games were long and sometimes they pushed the game back to mid-game. Yet in 3.0b the endgames are becoming shorter and a comeback is nowhere near as hard to acheive, and therefore not as "epic". I have only played since 2.0 but the endgames where what kept me on NS and I learned to play in about 3 rounds, for the sole reason that the end games were tough on both sides. Personally I enjoyed when aliens were seriously over-powered then no were marines are barly overpowerd. Now things are quicker, some newbs are not learning and therefor leaving.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited November 2004
    The part thats interesting about games is obviously tension and uncertainty. <b>Shortening the game further with harder counters removes more tension and uncertainty, unless you allow for a wild flurry of counter counter countering.</b> And while a large depth and rapid change of strategys is desirable, within the current depth of the game we'll have to grow to like soft-counters. And as it is, the few endgame cementing hardcounters are what hurts otherwise enjoyable endgames for both sides - the winning side is just goofing off because its a formality, and the losing side is barely even trying for the same reason.

    The problem is, we can't even the hardcounter called 'ressources and territorial control' too much - or we'll end up making the game into a pointless TDM, instead of the highly objective driven mode we have now. However just a slight adjustment to the granularity of early and endgames would go a long way - it can't be performed though by people that think this is a matter of <b>balance</b>. Balance is per****tastitly fine, if not rather alienbiased. Its the slope of momentum that is sometimes angled too steeply, that instead of generating a strong interest in points of import it can produce a winner with little effort.

    The most prominent example is the marine RT health problem. Next we come to the 2 Hive issue, or the Skulk vs Lerk vs Fade thingamajig. Lerks cost the marines alot of Res, Fades challenge their mapcontrol heavily (as do Oni, but they appear too rarely to be of import) - but marines stay largely the same with a few late-game jumps in efficiency (MT, JP, HA, boatloads of res - in that order time-wise). Don't get me wrong - asymetry is good, but well-hidden and carefully thought out there needs to a gap not too small to matter, but not too big that nothing else matters between the two teams at all times.

    To say this is as simple a decision as "Do you like long games?" as the thread title suggests, is well... about as naive as posting a news announcement and expecting the positive feedback to be the loudest and most urgent.
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