*first Rant*
ZinC
Join Date: 2004-03-30 Member: 27607Members
Im one of the (relatively) few NS players in South Africa and one of the fewer who's been playing scince version 1. Ive stuck with it for more than a year because of the great team and strategy dynamic it has - in other words it just rocks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I havnt really gone through this forum much so i dont know what the general feeling on the new combat gametype is, but here in SA we generally arent to thrilled by it, mostly because it has less to do with strategy and teamplay and more to do with mindless deathmatching.
Having a lot of time (and little imagination <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) I though of ways that combat could possibly be added to to increase the teamplay factor (and hopefully get all the new players who go from combat to normal ns to maybe listen to their teammates for once) and at the same time make it a more fun and rewarding experience. This idea seemed to stick with the other SA players:
Perhaps adding something akin to ut2k4's onslaught mode wherein you couldnt attack the comm/hive untill you had gained controll of a number of linear points, passing beyond one of your points into territory controlled by the other team resulting in death or some sort of attrition damage. For instance at a given point the aliens would have to use a gorge to "infest" the area meaning that some aliens would have to provide cover for the gorge to stop the marines from killing it before the infestation is complete while the marines would have to weld the point (or perhaps build something there and if necessary limiting the number of welders on a team or the number or the maximum speed at which the thing could be built) while the other marines likewise provide cover. I recon this would be a lot more fun that the, face it, deathmatch situation that combat is now: it would end the lone jetpacker from taking out the hive, the whole spawn raping issue would no longer be as big a problem and the tug of war game dynamic would be alot more teamplay oriented.
Replacing combat with this or adding it as another gametype would rock. What do you think?
bit of a mouthfull for a first post eh? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I havnt really gone through this forum much so i dont know what the general feeling on the new combat gametype is, but here in SA we generally arent to thrilled by it, mostly because it has less to do with strategy and teamplay and more to do with mindless deathmatching.
Having a lot of time (and little imagination <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) I though of ways that combat could possibly be added to to increase the teamplay factor (and hopefully get all the new players who go from combat to normal ns to maybe listen to their teammates for once) and at the same time make it a more fun and rewarding experience. This idea seemed to stick with the other SA players:
Perhaps adding something akin to ut2k4's onslaught mode wherein you couldnt attack the comm/hive untill you had gained controll of a number of linear points, passing beyond one of your points into territory controlled by the other team resulting in death or some sort of attrition damage. For instance at a given point the aliens would have to use a gorge to "infest" the area meaning that some aliens would have to provide cover for the gorge to stop the marines from killing it before the infestation is complete while the marines would have to weld the point (or perhaps build something there and if necessary limiting the number of welders on a team or the number or the maximum speed at which the thing could be built) while the other marines likewise provide cover. I recon this would be a lot more fun that the, face it, deathmatch situation that combat is now: it would end the lone jetpacker from taking out the hive, the whole spawn raping issue would no longer be as big a problem and the tug of war game dynamic would be alot more teamplay oriented.
Replacing combat with this or adding it as another gametype would rock. What do you think?
bit of a mouthfull for a first post eh? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Comments
I don't really understand why people have so much against Combat. If you think it is mindless action then don't play it, and play Classic instead. There is a handful of Combat and Classic servers out there; it's not like "every" server is running Combat.
I understand that alot of people do like combat so it isnt a good idea then to remove it completely (though some of us would love that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) but its so different from ns_ that its nearly another game completely. The above ide would be a nice bridge between the two.
I personally HATE combat. It is too easy and more mindless than anything besides CS.
My shotty skills in CS are godlike thanks to NS.
OMGZ WTHZ0RZ!!!!!H4X!!!!11111111111111one
But yes, we need to revamp combat to give more teamplay aspects. That way, the beginning 'noobs' will learn you need to work together to win, instead of catering down to the lowest CS denominator.
I understand that alot of people do like combat so it isnt a good idea then to remove it completely (though some of us would love that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) but its so different from ns_ that its nearly another game completely. The above ide would be a nice bridge between the two. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
if there are only 2 servers, one for co_ and one for ns_ but nobody likes co_ ...um, maybe get rid of the co_ server, or get it changed to play ns_ maps too?
unless of course deathmatch is what we are after
Regards
ZinC, I see the problem in your special situation, and actually, I suggested a system of 'checkpoints' based on the welder in the very beginning of the CO-tests. Flayra agreed that it could be interesting, but argued that Combat, which is focussed on team-based action (cue to yell 'CS!'), would just not be appropriate for the like.
<!--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-->I suggested a system of 'checkpoints' based on the welder in the very beginning of the CO-tests. Flayra agreed that it could be interesting, but argued that Combat, which is focussed on team-based action (cue to yell 'CS!'), would just not be appropriate for the like. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Right, and welders would definitely NOT help the teamplay aspect.