Pocket change for marines

ElectricFleasElectricFleas Join Date: 2007-01-14 Member: 59601Members
<div class="IPBDescription">Personal resource allocation</div>At times the commanders job can get pretty hectic. To make their job just that little bit easier, why not give the commander the ability to divert a percentage of resources to the soldiers, so that they can buy equipment from the appropriate structure, or get meds and ammo out in the field without needing to bother the commander.

In most cases the commander would still be handing out most of the equipment, but this could be a way to shut up those annoying players who continually request guns only to walk straight out the door and get killed, or to reduce the commanders workload once the round is a foregone conclusion.

To prevent noob commanders from just allocating all of the resources to the players from the word go, the following restrictions could apply.

1-2 res points = max of 0% to marines
3-4 res points = max of 30% to marines
5-6 res points = max of 50% to marines
7-8 res points = max of 70% to marines
9-10 res points = max of 90% to marines

The commander could use a slider bar that is initially set to 0% and they can move the bar higher to the maximum level as specified above (for clan games the maximum level could be removed).

Each marine would also have a maximum amount of res they can accumulate, and res accumulated over that goes back into the commanders res pool. The commander could set the maximum marine res to a certain amount, say 10, 25, 50, 100 etc. In the case of an emergency, the commander could also have a big red button they could press to reclaim all unspent res back into the commanders res pool.

You wouldn’t be taking any control away from the commander, but simply providing options to reduce their micromanagement and let them concentrate a little more on the bigger picture. The downside is that in public games, the marines could get annoyed at commanders who don’t give out their Christmas bonus <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />

Your thoughts?

Comments

  • CrazyFoolCrazyFool Join Date: 2004-03-06 Member: 27171Members
    that's a big negative mainly because some very exprienced comms have very different strategies. mainly a shotgun rush would not be possible with this, probably not even a relocation.
  • ElectricFleasElectricFleas Join Date: 2007-01-14 Member: 59601Members
    At the start of the round the soldiers don't get res, the comm does everything they normally would.

    Only once the team captured 3 or more res points does the comm have the OPTION of diverting some res for the marines to use. If the comm wishes to control 100% of the resources for the entire game, leave the slider at 0%.
  • ZerohourrctZerohourrct Join Date: 2007-01-18 Member: 59671Members
    As a commander, you are supposed to be experienced enough to handle and allocate all your team's resources. That is the whole point of Marines; they sacrifice a player to work out strategy and all their resources, allowing players to focus on shooting and combat, while Aliens have to sort of debate and discuss over chat to manage teamwork and strategy. Personal resources for Marines kills a core concept of NS.
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    Good effort trying to make the job of commander easier; with going through all the text people are typing (1/2 is usually not for the comm), handing out equipment, managing res, giving meds/ammo/completing order requests and keeping an eye on bases/res towers, me as a comm has almost no time to think about strategy and tactics.

    This idea specifically doesn't work, but idea's like this would be a great help for the comm side (the comm has so much work to do right now). Take the idea of armory giving health, without that, so many more med requests would be popping up.
  • ZerohourrctZerohourrct Join Date: 2007-01-18 Member: 59671Members
    The micro management of marines in big games can get very tedious; with 1 comm and 7-8 marines you can get you hands tied very quickly. What if the commander could build a "Command Assist Chair"? That way really big teams could sacrifice another player as assist commander. The assist commander could be allowed to drop packs, give warnings to the commander by clicking on an area of interest which puts a marker on the point to the commander, and to make suggestions about where to put stuff (which the commander can simply approve or disprove by clicking it). The real commander has to give the sub commander res, with sub commander having a pool of 10 res and gets a certain percentage of all the incoming res if his res pool is not full. If commanders didn't like assist commanders due to wasting resources or the fact that they can do it all themselves, they can just sell the assist chair or eject the assist comm.

    Plus, being sub commander would also allow you to get a hang of the overhead map and commander system, without having to mess up a game by being a new commander.
  • SheepeSheepe Join Date: 2003-12-22 Member: 24650Members
    Yeah, that would be interesting... as well as being able to see where your commander is looking if you are subcommander, and where your subcommander is looking if you are commander.

    Great idea for training newbies aswell

    -Sheepe
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    personal res is a more alien unique attribute. and to be honest i hate all these 'auto-comm' ideas for making commanding easier or whatnot - its not supposed to be a walk in the park, you need a little bit of ability. that being said i'm opinionated for competitive or clan games. dealing with 'negative' players however should be done without adapting any sort of large gameplay mechanics for them though.
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