The Combat Timer, And Winning By Default.

SupernornSupernorn 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?

Comments

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I think forcing aliens to camp was the whole idea. They're supposed to be the defending team.
  • DrakkenDrakken Join Date: 2003-11-12 Member: 22728Members
    But all that did was switch the role of the two teams. It is a lot easier to defend as an alien than it is to defend as a marine.
  • cabbitcabbit Join Date: 2004-02-28 Member: 26944Members
    I agree that default alien victory isn't that great - it doesn't always reflect which side had the upper hand. But the timer is a welcome addition to combat (unless I was the only one who got bored of 40 minute rounds with lvl10 aliens and lvl10 rines slugging it out). And in principle I like the idea of whoever did the most damage getting the victory.... but it's a lot easier for marines to score serious damage on the hive than it is for aliens to hit the cc (which is usually mined to hell and back after 2 minutes)

    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.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    <!--QuoteBegin-Zek+May 23 2004, 12:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ May 23 2004, 12:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think forcing aliens to camp was the whole idea. They're supposed to be the defending team. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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).
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    <!--QuoteBegin-Drakken+May 23 2004, 01:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drakken @ May 23 2004, 01:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But all that did was switch the role of the two teams. It is a lot easier to defend as an alien than it is to defend as a marine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    edited May 2004
    What about the team with the most XP as a whole would be the winning side? Sure it would probably be open to some abuse in some obscure way (not that I can think of one at the moment) but the team with the most XP surely worked the best during that time.

    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.
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    <!--QuoteBegin-Drakken+May 23 2004, 06:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drakken @ May 23 2004, 06:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But all that did was switch the role of the two teams. It is a lot easier to defend as an alien than it is to defend as a marine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Laffs
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    edited May 2004
    <!--QuoteBegin-Zek+May 23 2004, 01:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ May 23 2004, 01:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think forcing aliens to camp was the whole idea. They're supposed to be the defending team. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    I agree with the no CC thing. If marines are the attackers why do they often get pined down in ther spawn trying to keep the CC alive? In CO now marines have to meet two goals while aliens only need one, and have time on there side.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    The CC gives the marines and early escape route if they get owned hard. Can you imagine being spawn camped for 9 minutes until the timer ran out if you were owned in the first minute so you were spawning one at a time? The CC currently prevents this in most cases.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    <!--QuoteBegin-Mintman+May 23 2004, 04:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ May 23 2004, 04:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What about the team with the most XP as a whole would be the winning side? Sure it would probably be open to some abuse in some obscure way (not that I can think of one at the moment) but the team with the most XP surely worked the best during that time.

    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.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    IMO, alien victory by default is how it should be -both in NS and CO. (Or so I felt it to be in earlier versions.)
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Mintman+May 23 2004, 05:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ May 23 2004, 05:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The CC gives the marines and early escape route if they get owned hard. Can you imagine being spawn camped for 9 minutes until the timer ran out if you were owned in the first minute so you were spawning one at a time? The CC currently prevents this in most cases. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    While I think that would be interesting in normal Natural Selection, I think it would limit the play styles. If you only had a set amount of time to play, say 30 to 45 minutes, there would be less freedom to try strategies that might take longer to achieve victory. Also, what if your nearing the timelimit, the marines stage a comeback, take down 2 hives, moving on the 3rd, and the time expires? Pretty crappy if you ask me.

    I'd be willing to try it however.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    edited May 2004
    No, I mean that aliens should be the stronger faction at all times, thus making alien victory "default." That was what made players cheer good commander at the end of a very tought, and often very good game. Now, we have a lot of 5 to 10 minute long, very bland games, and that is not why I began to play NS. (Or used to play, anyway.)
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    So if I'm understanding you, you want the Kharaa team to be inheriantly overpowering, and win after a default amount of time? While I agree, in <b>organized</b> games with <b>skilled</b> marines, this would make for awsome games. However this would destroy an average pub game, you'd start seeing 90% Kharaa wins.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    I do not mean overpowering, but merely so that every player would know that aliens are the more powerful side. At the moment, they are (rather) balanced, so it does not matter which one to choose. Marines do not need to do much teamwork to win, they have equal power, if not better, in 1 v 1 situations, and when they play as a team, it's almost guaranteed victory -if aliens do not do likewise. I just think that aliens should be the winning team by "default" when 50% of the opposite team goes rambo or practises ninja-tactics. A bit hard on pubs, yea; but at least this would encourage teamworking players to choose rines, and ramboing people to choose aliens (instead of the mish-mash ATM).
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Ok, that makes more sense. Essentially, one Kharaa lifeform (except gorge) should be greater in offensive and defensive power than a single, vanillia, marine.

    I agree.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->tactical nukes<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Would make Spaz laugh very hard.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    <!--QuoteBegin-Mintman+May 23 2004, 05:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ May 23 2004, 05:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The CC gives the marines and early escape route if they get owned hard. Can you imagine being spawn camped for 9 minutes until the timer ran out if you were owned in the first minute so you were spawning one at a time? The CC currently prevents this in most cases. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
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