The Combat Timer, And Winning By Default.
Supernorn
Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
<div class="IPBDescription">another way? (not anti-timer thread :P )</div> The timer. A great idea!
It adds a frantic rush to the already fast paced action of Combat, and stops the marines from camping the Marine Start.
However, there is a problem.
Once the timer reaches its limit, aliens win by default. Uh-oh. You've fixed Marine Start camping, but just promoted Hive camping. All Aliens need to do is hold the marines out of the hive for the length of the timer, and they've won.
There is another way.
What if, when the timer reaches its end, the Team that did the most damage to the enemy structure wins?
This will stop both teams sitting in the Base, and will get them both back to offensive mode, which is what Combat should be about.
What do you think?
It adds a frantic rush to the already fast paced action of Combat, and stops the marines from camping the Marine Start.
However, there is a problem.
Once the timer reaches its limit, aliens win by default. Uh-oh. You've fixed Marine Start camping, but just promoted Hive camping. All Aliens need to do is hold the marines out of the hive for the length of the timer, and they've won.
There is another way.
What if, when the timer reaches its end, the Team that did the most damage to the enemy structure wins?
This will stop both teams sitting in the Base, and will get them both back to offensive mode, which is what Combat should be about.
What do you think?
Comments
You know what I mean.... jp with shotty flying around the hive emptying clip after clip into the hive before a lerk or fade manage to snag him out of the air or a skulk chews his ankles off when he lands. Plus the damage dealt is, of course, increased with weapon upgrades whereas (short of getting focus and incurring the rof penalty) alien damage per bite/swipe/whatever is fixed. And the alien has to stand at the cc munching away, an easy target for every single marine in spawn.
To make this balanced in practice, there would need to be a bias towards aliens: make the damage requirement for a marine victory to be x% greater or something.
What he said. It's supposed to be attack/defense. I think the bigger problem is that the aliens still have incentives to attack (spawn camping, CC death).
Hahahaha. You do know how a gun works right? Point it at the Skulk and pull the trigger. Rines on defense are 100% unbeatable in co - because you won't get any exp as a Skulk, and hence no lifeforms.
Edit: The only problem I can see with this is that it wouldn't encourage the marine team to attack which they currently are. The encouragement for the marine team to attack is what made combat fun again in my opinion.
Laffs
While this is good, a decent teched to fully teched Kharaa team can easily hold off a full teched team of marines. Take an 8vs8 game:
1 Onos
2 Fades
2 Lerks
2 Gorges
3 Skulks
If each of those players has even a half decent idea of how to play their role, GG marines, no matter how long the timer is. With both those gorges healing/webbing, the Lerks flying around with spore/umbra and dogfighting Jetpackers, with the Onos/Fades intercepting ground forces, that hive room is pretty much inpregnable. Those 3 skulks should be harrasing the comm chair as well, forcing the marines to defend their chair, or lose even faster. This further reduces their offesive capablity.
Note that I'm only talking about top tech games, where both sides have achived a high level. If one side or another manages to gain an appreciable experience advantage, they usualy win through spawn campage.
I think that the time limit is one of the best things to happen to combat, well ever. However some of the other gameplay mechanics need to be tweaked.
Tweak One: Lose the Comm Chair. Turn Combat into a truly Attack/Defend style of play. To discourage spawn camping on the marine side, make the marine spawn a no go zone for Kharra (damage over time, static turrets, tactical nukes, etc...)
Tweak Two: One gorge can easily keep a hive alive under full assault, provided the rest of the team is helping as well. While it wouldn't be practical to limit the number of gorges in play (due to evolution order) would it be possible to limit the amount of heals that can effect a hive? AKA only one gorge could effectivly heal the hive at a time. I don't belive this would effect Classic at all, generally when I hive is assaulted in Classic, it's either dead or alive, and no amount of healing ever matters. Healing occurs after a failed assault, and usualy only by one gorge anyway.
Edit: The only problem I can see with this is that it wouldn't encourage the marine team to attack which they currently are. The encouragement for the marine team to attack is what made combat fun again in my opinion. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Uh, yeah. Thats just switching the goal back to "camping as a marine at the end of a hallway" - after all, thats upgrade denial of the best type, meaning no alien exp. It even outright discourages attacking, because you'd be more likely to just feed them exp and have them win at 10 minutes.
Hence making the marine spawn a mandatory death zone for the Kharaa team. Either AutoTurrets like TFC, or just massive health hits if a Kharaa player enters the marine spawn.
I'd be willing to try it however.
I agree.
Would make Spaz laugh very hard.
You have't seen games where the aliens SK the marines for the 9min even with the CC? There are some sick people out there trust me. Thats why the f4 butten is there. Most of the time if you got aliens SKing you over and over without even breathing on the CC marines f4, same gose when marines SK the aliens (its rare since most marines seem to care about the win more then aliens do). But i like the idea of the insta death MS or prebuilt senterys better. And since people use the "aliens win at timer because its how the story was made" well then the marines do not need the CC they just spawn in from the drop ship. Don't start that "they need the IP stuff since CO never had IPs.