Hindsight is 20/20

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Comments

  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    I don't like the idea of different nodes being anything but resource gatherers.

    However, I do think that being a gorge needs to be more interesting. More like being the engie in TFC, or a 1.x gorge.

    Less of the "I'll go gorge just long enough to drop a res tower and then back to the REAL game" mentality that is currently encouraged.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    ok so your saying keep droping rts and killing rts in the game but just make it more fun,

    would adding a mini tetris game to a rt instead of biteing it be what your after

    cos i find it hella exsilarating to rapidly scout a area to the best of my ability before chomping a rt looking and cheacking all angles and even randomly stoping occationaly to try and pick up that one rine foot step that could give me a hint i am in big trouble, which usaly ends in a adrenaline injection to my brain as i try and dodge his fire keeping a rt between me and him at all time and not take damage untill he ether A trys to close the gap and get close enough for me to make a break at him B i think i can dodge a clip or to and him giveing chase to get out of there, or C i can kill the Node and to top it off make a break at him and if i kill him it will be god like

    yes if a rine doesnt come it can be a little boring staying poised and ready for action and not getting your gear off so to speak

    droping a RT and or chamber or hive is the same thing one must stop for a mear momment be so loud they can be heard from seige range away, and put them selves in a vonrable state, i dont know about you but my sencors and precorsionay messures kick into over drive, and my vains become laced with endorphins

    building that OC and or mc just in the nick of time at 5 hp and useing the mc to get back to the safe hive as my energy runs out of its last heal spray rine swaps to pistal and i mc out to have him die by my OC is just a pure scary unbleavable exsperiance, and i would say it can be highly compared to pulling off a 5 rine kill in the time of a ono's stomp

    or a sulk takeing out a obs and rushing out of the newly beconed spawn evadeing sevral rines fire and chase down three plus coridors jp in toe to lose him in a vent some where

    i dont really think you can make rt chomping and or gorge rt capping any more of a fun thing, you can speed the process up but then you lose the danger element

    the distance at which said rine who desides or is ordered to stop you from takeing out that rt will always be changeing

    if you decrease how long it takes to take out a rt, then rine rushes or sulk rushes become to strong, also if your solo takeing out res you gorge any rine fairly close will catch you gorgeing and waste you, as the chances of a rine now being close enough to stop you before you take out res is slim

    if you up the time it takes to kill a rt, to increase the danger threat of a enamy sneaking up on you to stop you, then yes you may find that peoples sencors will dull and loose that alertness, they may find it more boring, they may not even bother about nodes, which is a trend i have been seeing lately rine teams survieing purely off RFK and rushing hive and the two closest res nodes

    so you want to keep every aspect and task or pace of the game as it is, but each peice noted just then you want to be fun?

    would a mini tetris game to kill a rine node be more fun that biteing it down?

    would a game of mine swear while egging to gorge and or droping and building rts be fun?

    would adding new sounds new flashie lights while doing these tasks make it any more fun, should there be a fun reward that benafits players to take time away from other fun tasks in ns

    eg you gorge you drop rt while rt builds you play a mine swear game you win mine sweeper game you get 2 extra res?

    and i would also not like to see takeing certain res nodes or map area's and gaining benfit from them... why it destorys the million possable random out comes at which a map tends to play out towards

    a prim exsample of this is double res, everyone wants to control double res, every one rushes there it forms priority list,
    once priority lists are formed you will find people usaly dont sway from them

    i would hate to load up nothing and have every single game rines relo to gen, cos they can weld a point and get a free pro lab, then there next stop is to boost into the red room cos theres a ammo and gun chach with free hmgs and gls already loaded up

    even if its not so game breaking something that rewards you for doing said boreing repetatie task eg first gorge to cap c 12 emergency nozzel gets a 25 instant res bonus back

    it will still form a priority list in ones head and others wil lgain said priority list or very very similar to it

    as it stands NS is exstreamly balanced not every relo is a sure thing, tho double res is nice its sualy a double edged blade, no res node is really any better than any other

    which means the posable varables of a tottaly random game being played out before you is increased

    like i said before rines are currently going for a hive rush, cap two closest nodes and spawn camp aproch

    give it two weeks and the strat will be added to the many mllion strats so far
    e.g elec res strat, duel res relo, central hive relo, central map relo, weld and control, HA train, jet pack flees with SHOT GUNS <note my personal hate

    i would hate to see ns nothing roll around and every single game rines relo to gen... ok so they do enough now as it stands but its not the point

    ok so thats a static area bonus more than likely game breaking
    ok say control of gen offered a randomly picked bonus out of a possable 20 not so game breaking if each bonus is relatively fair, some bonuses will obiously be consitered better than others yes it will be a little bit more risky but i think you will find games will turn out to still be the exsackt same thing move to here control this go to there control that

    why cos a priority is formed

    at the momment my highest lowest priority node is rine start, but every now and again since it isnt to far out of my way since all nodes all area's hive's have a rough same priority for me as it is, ill dedicate my first few lifes to try and take down rine start res purely just the res

    if they relo awsome i may or may not oc spam their becon area

    yes your right a newbie may come to the game and say to hell with chomping rts, to hel with going gorge, yes it can cripple a pug, but most newb's are willing to learn even most newbs can see that 4 lurks on a 5 man team is a bad thing unless its planed cowardinated with a spersific strat in mind

    the newbies are good honoust players that jstu dont know any better and are usaly willing to learn

    its the NOOBS that look down on these other rolls and say skrew it i ma ###### till ono's, and in turn you will see communitys shun them and they usaly get bored really quikely

    you have pointed out things you dont like but not to many specific fixes or ideas you have heard of or like to fix these bad points, alot of yoru idea's have been very vage so far

    i under stand you wanna add some lemmon and sugar to the watter

    but the leamons going to float on top, and the sugars going to sink to the bottom, try adding something that mixes in exstreamly easyly and will leave a lasting impression on the carpet
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    ok just read the new posts
    yes two res pools will be nice but the ideas already out there now all we can do is wait on it, permer gorges spending mutate res to effect enamy building's ok nice now thats a idea

    a sulk bomb 30 seconds ok nice thats a idea, it whould still how ever require a few things, B sulk needs to stay in a certain range so he cant just nick off and spam down all res nodes, 2 rines need to beable to pyshicaly shoot the sulks little res node destroying counter part off the node to stop the ndoes distruction, and yes this little counter part needs to flag the node as under attack

    yes these are good idea's

    also you must consiter what you think is boring others may thororly enjoy, me i dont like fadeing, me i dont like conventional ono's
    *shrug
    i like sulking res and gorgeing
  • HarrowerHarrower Join Date: 2005-03-16 Member: 45478Members
    <!--quoteo(post=1589337:date=Dec 16 2006, 04:29 PM:name=Ahnteis)--><div class='quotetop'>QUOTE(Ahnteis @ Dec 16 2006, 04:29 PM) [snapback]1589337[/snapback]</div><div class='quotemain'><!--quotec-->However, I do think that being a gorge needs to be more interesting. More like being the engie in TFC, or a 1.x gorge.

    Less of the "I'll go gorge just long enough to drop a res tower and then back to the REAL game" mentality that is currently encouraged.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • JohnMinstrelFisherJohnMinstrelFisher Join Date: 2006-12-15 Member: 59064Banned
    edited December 2006
    <!--quoteo(post=1588406:date=Dec 14 2006, 03:22 PM:name=Harrower)--><div class='quotetop'>QUOTE(Harrower @ Dec 14 2006, 03:22 PM) [snapback]1588406[/snapback]</div><div class='quotemain'><!--quotec-->
    I don't like the idea of removing gorges. But giving them better abilities (I think I mentioned mutating a marine RT into a rapid-fire siegable gorge-mountable turret with 3000 hp and very slow res gathering somewhere else on these forums) is a great route to explore, in my opinion.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    ...

    Gorges have plenty to do. Smart gorges can win the game by assisting the combat classes with healing/spit support vastly increasing the amount of pressure aliens can put on marines. My sig.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    true dat, go go go combat wombat
  • GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
    After reading the first page of replies and the original topic, it gave me some ideas.

    These ideas are based off of the gameplay in NS 3.x

    Unique Res node bonus which are set per map. Res nodes primary job is to augment your resource income linearly. but certain nodes can have alternate bonuses too.
    One bonus could be to double your total resource income. The effectiveness of this node would be determined byhow many other nodes your team has. If you have 3 res nodes, and 1 of them is the doubler. you would effectively have the income of 6 nodes. These doubler nodes would be the most valuable and most fought over. An alternate type of doubler is one which doubles the res you earn from RFK. Doubler nodes themselves can cost more to build and be situated in hard to defend areas to ensure no one team can dominate control of it.
    Other types of node bonus would be more tacitcal. like providing faster speed, more attackpower, faster respawn rate on top of the res you gain from it. Choosing which nodes you want has more to do with augmenting your tactical strategy instead of just picking the easiest nodes to defend. The more valuable, exotic or powerful bonuses can be more expensive to build a resource tower on its node


    Another idea I had was group power. When 2 alien get the same upgrade and stand in proximity to each other, their effect increases.
    Say 2 skulks got regen. By itself, it would say, regenerate 1 HP/sec, but put 2 skulks(both with regen) together and each one would regen 2 HP/sec each!
    Same idea can be used with just about any upgrade I guess, carapace, celerity, focus, etc.

    Have a similar feature for the marine team group bonuses which should different somehow. A bonus the commander has to buy which gets more effective when his marines are close together.

    I think it would be cool is Gorges could burrow into the ground to make their own paths. big enough for marines to crawl into Little side tunnels in the bottom edges of walls that gorges have to dig out and skulks can use to sneak up behind marines. Truely tense gameplay since the marines will never know where the tunnels would be dug from. and no place is safe from a pouncing skulk.
    Give marines some counter measures, like sonic grenades to collapse a tunnel, or a flame thrower to clear it out so they can use it for their own purposes.

    Thats all I can remember for now. Have fun making NS2
  • Hologram0Hologram0 Join Date: 2002-11-19 Member: 9303Members, Constellation
    He brings up an interesting point... with regards to map objectives... It seems to me that adding extras hidden through out the map (possibly even randomly) could add another element of game play to it...

    Something like hidden armories that needed to be welded to get at, or emergency resources (not node, but some sort of weld) which gives the team a one time influx of resources (batteries or fuel tanks) for finding the point and controlling it long enough... It would help to make maps a tad more varied. Perhaps even a weapon storage locker? comes with ammo and maybe a couple of shotguns?

    Could also be points for aliens but they could require a gorge to harvest them or something.

    His UI criticism also has some truth to it. But I don't want NS to become a game where your abilities to hit key combinations is the determinate of which team wins. Maybe leap would be better if it was triggered by a jump and rapid tap of the forward key or something...
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    edited December 2006
    >>He brings up an interesting point... with regards to map objectives... It seems to me that adding extras hidden through out the map (possibly even randomly) could add another element of game play to it...

    Totally agree. Don't think that it should be res nodes serving dual-purpose though.

    >>His UI criticism also has some truth to it. But I don't want NS to become a game where your abilities to hit key combinations is the determinate of which team wins. Maybe leap would be better if it was triggered by a jump and rapid tap of the forward key or something...

    You say one thing and then immediately contradict yourself. Having the ability to bind a single key to the special movement ability of all alien lifeforms is a huge improvement on playability. It may not seem as "intuitive" as some combination of other keys, but it's MUCH more playable. If NS were a turn-based strategy game, it would make sense to make the leap UI equivalent to "forward+jump" but NS is not a slow game. Requiring multiple key presses for a super-common action is not good. For example, in a short 10 minute combat game, I lept as a skulk *181* times.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2006
    Hmm Company of Heroes has something interesting. Probably suggested 3 posts above mine here

    Some areas in Company of Heroes have a higher res flow. Capping and locking down these areas gives you more resrources.

    Another thing would be "the wall of lame" suggestion made in this thread. Give this a viable option once more. In the NS1/goldsrc engine a lot of buildings accross the map can make the engine lag. Thats why in 1.04 building restrictions per area were introduced. But HL2 should handle this much better.

    So to get more of the RTS element back into the game. The RTS part is seriously lacking at the moment compared to other RTS games. Sure most of them lack the FPS part, but this being a FPS/RTS hybride, it should have some more RTS don't ya think:<ul><li>Make locking down areas with structures viable again, giving back more tactic to the commander and gorge, instead of just a support role too the FPS gamers ingame</li><li>Make it possible for the mapper to give some resnodes more importance (higher resflow) To create areas in the map which will be faught over, other then bottlenecks and siegepoints (in combination with a gorge respool for buildings and a seperate respool for alien classes/upgrades like suggested earlier)</li><li>As suggested above, hidden tresures across the map (upgrade artefacts, support buildings, resources)</li><li>The posibilty to enable and disable weldeble objects ingame (not the single use it has in NS1)</li><li> Some suggestion I also made in a suggestion thread:<ul><li>Weldable resnodes (initialy marine only)</li><li>Hive based resnode, bacterium lockdown (ability for the aliens to lock out marines from using them until they "fix" the nodes)</li><li>- Got them both working btw in NS1 <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /></li></ul></li></ul>

    [edit]
    More of suggestion post this. I just tried to sum up some of the ideas posted here about resnodes and added a few myself <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    good progress there san, and suggestions as well

    the few things i would like to see inreguards to bringing back more RTS

    is

    advanced res, basicly in the out door maps one hopes for have farms of nozzles and larger building like structures that can be droped and built

    as well as mini single res points like there is now

    obiously res farms will be key points / junctions in highway like large open area's, and small single points will be off the beaten track a little more short cuts, alternate infantry rougtes

    stationay defences require a huge revamp, right now i love takeing a silo in BF2124 and seting up a raod block of vehicals emp mine and so on jsut locking down a area and trying with my squad our damdestto stop all the walkers jeeps apc and tanks rushing us with attack jet hybrids and drop pods

    stationary defence i would love to see two maned types one for air one for ground, per side, and about 3 types of Ai controle stationary defences per side

    the one thing that gets me at the momment is seige guns, aliens have no eqvilant, they have no real defence for it, i mean bile bomb worknig thru walls even tho it was a bug and a exsploit at least evend the feild a little

    to bring back the RTS most cross sections T sections and or certain elbows in doors out out need points to fight over, these area's need to be controled to direct the flow of traffic, think alien 3 when they tryed directing the alien into the piston area to push it into the led works
    if maps get controled properly the best thing to do is leave the main rougte open and have hte ability to block every other route

    as it stands gorges cant get enough rfk or res to support there chamber habbits and at most one fairly key route can be blocked, this can be bad blocking a main route as it creates a damn like effect and if the rines want to get thru they will usaly spend no exspence with great haste to chew thru your damn liek blockage or your WOL

    usaly my team cant get there fast enough to salvage it or the wont stop it as it takes away forces form the main un guarded route

    the RTS factor i want ot see brough back, i dont want to see giant walls that your cant even get thru with 200 dragoons, i dont want to see 200 dragoons, but a breack up of stationary defences and giveing some kharaa some ranged, may make up for some lacking

    no stationary defence shouldnt take the roll of a human, but i stand there as a gorge and forces still take me out and skip past my WOL to ninja a hive before i can respawn, na thats just wrong

    a sulk cant ninja a hive lock down if there elec, yet a marine can ninja a hive even tho i spend 130 res to guard a area, and he just jumps past

    i would love to see this looked at before NS 2 if then do some testing and find it doesnt need to be changed fine, ill deal with it and find my own work arounds

    i am not saying more res and static defence is whats needed as such i am saying more map control and reasons to control area's is needed cos as it stands 130 res doesnt stop a rine with com support in fact is usaly ends up more than that cos you lose a 45 res hive and up to 5 chambers or any sort as well as a res node or two, and countless aliens porting back into a hail of gun fire, i also dont have a issue with dieing i just dont like dieing under unfair odds, fair enough you take a few areas hold them get res to get a upgrade to get a edge over me cool, but to blatanly skip content then rip a hole into the other side with out nothing holding you back, its just not cricket
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