Ns Command Tutorial
C9Agent
Join Date: 2004-05-20 Member: 28796Members
<div class="IPBDescription">A guide for new players</div> Hi everyone. I'm fairly sure this is my first post on these forums under this name, but I've been around before. I am an experienced player, having been involved with NS since its inception all those many months ago. I am an administrator of six different Australian NS servers and consider myself an experienced player of the game.
For the last couple of months I've been working on a large scale project I have named the NS Command Tutorial. It was originally designed to teach absolute new players in the art of controlling the Command Interface effectively within the game. Since that time it has evolved into a full tutorial for nearly all aspects of the game, containing beginner and advanced strategies in the chair, complete how-to's and descriptions of structures, equipment and weapons.
There is a huge wealth of information contained in the tutorial, which is in simple web based HTML form. The information is primarily my own creation, but some has been contributed by members of my two clans ('Clan 9' and its daughter team, 'The Syndicate') as well as members of the greater NS Community and the NS developer team itself.
At this stage the guide is approximately 80% complete. There are still segments to write, graphics to complete and functionality to include. Just the same there is a huge wealth of information. Every item and upgrade in the game is fully explained (or scheduled to be explained - most of it is already there). There are strategies and tip, beginning and advanced advice for players of the associated skill and experience level.
This has been a major project and at this stage I am seeking quality reviews from members of the community. All <i>constructive</i> criticism welcome. Email me at sektor@optushome.com.au or visit me at #TheSyndicate on AustNet IRC.
You can find the Tutorial at the following address:
<a href='http://members.optushome.com.au/sektor/nscommand/index.htm' target='_blank'>http://members.optushome.com.au/sektor/nscommand/index.htm</a>
You will find it a good read, regardless of your skill level. Please comment.
For the last couple of months I've been working on a large scale project I have named the NS Command Tutorial. It was originally designed to teach absolute new players in the art of controlling the Command Interface effectively within the game. Since that time it has evolved into a full tutorial for nearly all aspects of the game, containing beginner and advanced strategies in the chair, complete how-to's and descriptions of structures, equipment and weapons.
There is a huge wealth of information contained in the tutorial, which is in simple web based HTML form. The information is primarily my own creation, but some has been contributed by members of my two clans ('Clan 9' and its daughter team, 'The Syndicate') as well as members of the greater NS Community and the NS developer team itself.
At this stage the guide is approximately 80% complete. There are still segments to write, graphics to complete and functionality to include. Just the same there is a huge wealth of information. Every item and upgrade in the game is fully explained (or scheduled to be explained - most of it is already there). There are strategies and tip, beginning and advanced advice for players of the associated skill and experience level.
This has been a major project and at this stage I am seeking quality reviews from members of the community. All <i>constructive</i> criticism welcome. Email me at sektor@optushome.com.au or visit me at #TheSyndicate on AustNet IRC.
You can find the Tutorial at the following address:
<a href='http://members.optushome.com.au/sektor/nscommand/index.htm' target='_blank'>http://members.optushome.com.au/sektor/nscommand/index.htm</a>
You will find it a good read, regardless of your skill level. Please comment.
Comments
However, there is some content that I feel questionable. Yes, you did include some possible tips and tactics, but you should avoid making too many statements like, I quote, "Don't put a Portal right next to an Armoury!". I know of commanders who deliberately place IPs near armories to ward off humpers, and I have to say, it works.
My point is, there are some statements in the tutorial which people <i>may</i> seek to question. New players could find them confusing.
Besides that, I think that the tutorial is still quite an impressive piece of work. Too bad it didn't come out sooner, I would have been a better comm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Just the same, your comment is valid. I appreciate your time!
If these outdated bits are part of the 20% you need to finish up then that's swell, but if it isn't then this is to let you know.
I believe mines are still stackable? I'm sure I did it just the other day. Resources per four seconds is correct - I'll update that.
Is anyone able to tell me if a weapons upgrade increases the charge in a mine? I always get killed as Lerk by a single mine. Perhaps that's due to a weapons upgrade?
I wonder... It would be something to include in the content.
Overall, an amazing guide. Really. A superb piece of work for both veteran and n00bie alike. I love the inteface. Most ingenious. When I was finished I even tried to press "logout". Hehe.
Points I lliked:
>The good use of language in the descriptions. Pretty awesome actually.
"The Squad is a group, a team, a cohesive force that accomplishes directives as a team in response to the orders given by their leader: The Commander."
>That deserves 2 points ^. Really superb use of vocabulary.
>Dropping your HMG before you get digested! Sweet idea
>Just about everything else. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Points for improvement:
>The obvious sections with only "Welcome" on them need finishing.
>The various buttons should not be greyed-out. Take screenshots in-game to make it look as if the buttons (obs, amroury, etc,) CAN be pressed.
>What's with "Commander Name"? That's the squad menu...
<!--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-->Why can't I evolve both the Carapace AND the Regeneration traits?
This would be cool. I know, I've wished for the same thing many times. Unfortunately, you can only evolve a maximum of three traits, and you can't have two from the same type of Chamber. Evolve something else instead.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Mention that this CAN be done in Combat maps.
>Lerks no longer have spikes. (http://members.optushome.com.au/sektor/nscommand/faq.htm)
Oh wait. You put an update there clarifying this. Why not just remove the referrence to spikes altogether?
>Marine rush? Hmm. Not really feasable imo. Hive hp is what, 7000? That's 700 lvl0 Lmg shots, or 14 clips. on a 6 man team that means every marine must unload 2 clips, with two men unloading a further two. Presuming you each use 50 lmg shots, (which is more than generous, 100 would be more realistic,) for gorge/skulk/oc encounters, you are left with 6 rounds of 50 spare. This is presuming no one dies, and no one misses. Not to mention that no alien respawns in the middle of you all and goes AFN at your ankles.
A more viable tactic to cover would be pg/sg rush. At least mention using SGs over LMGs.
Edit: Ah, you did mention this under "shotgun". A link between the two perhaps?
>I think you were a little hard on rambos. To start with, killing a single alien during a rambo rush covers spawn costs, possibly with a maximum of 2 extra res too. (1-3 res for killing any alien.) Also, as a commander I find that 1 rine leaving the main group and putting up a line of rts is rather useful. It also serves to distract the enemy force; if one rine is seen in the hive, a shout of "omg they're rushing our hive" could make the difference between life or death for your main force as the aliens rush to pointlessly defend their hive.
> You need to expand on the purpose of armour IMO. At least explain that you can still die with full armour, and that armour is not simply and addtion to your health. Off-hand I do not know the %age damage it abosorbs, but you should be able to look it up.
>LMG has long range, but the spray is huge. "Accuracy: High" is surely unjustified. It either has high accuracy at short ranges, (ie, 5 metres,) or low accuracy at long ranges. I don't think it can be said to have high accuracy at long ranges under any circumstances.
> Pistol is twice as powerful per bullet as LMG. Are you planning to put the exact damages there? Well it's worth a mention.
>Mines will not kill a gorge or a lerk with a single blast. Unles of course, they are on low hp. (By that logic, a mine can kill any alien.)
>Neither will nades. Only a skulk dies to a single nade. (lvl0 at least. Af lvl3 gorges and lerks die to a single nade.)
>Nades to self-damage.
>Knifes > Welders for all buildings. Including hives. Gone are the ns1 days when welders dealt both heat AND standard damage to the top AND the bottom of the hive. Pitty really. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
>Powersilo hive is on ns_nothing. Caged has Gen, Vent, and Sewer, and the pathetic marine start.
>Some of the things under "The Squad" are a bit questionable. I was expecting general advice, covering teammates, how to move through doors without exposing flanks, using your HUD to see squad mates, etc. Still, what you have there is sensible, it's pobably best under "Being the Rine" or similar.
>Loose the pistol script... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Possibly move to "New players only" It's useful for new players, but they should learn to use pistol normally. Rolling the mousewheel madly means you loose a degree of control, not to menion use of mouse2.
> The Obs "Bacon" function also moves *LIVE* marines to MS.
>The Catpack icon is missing from the Commander's HUD.
Commandername! Yes, that is the squad menu. How did I overlook that! I feel like a n00b <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Ok, that'll be fixed.
Now then, I've had some private messages regarding Combat. I'd like to address that now:
I don't want to mention anything about Combat at this stage - at least not within this area of the guide. I may make some additional navigational buttons on the front page with the existing six. I already have plans for a new segment entitled 'The Maps', in which every single map will be detailed and explained, with vital areas described and how to best defend them. Things like that. Another area may well be dedicated to Combat. However, I feel that Combat is an 'added extra' to classic NS, and not the other way around. Whilst Combat is a nice diversion, Classic NS is the mainstream game, the real deal. My guide is primarily meant to support that. You'll notice I've not made any reference to Combat anywhere in the guide - it's designed purely to instruct on Classic NS.
At this stage, anyway. As I say, I am considering adding new segments.
For that matter, I think I will need some help. The Maps segment, as I have it planned, is going to be huge. I think I will recruit assistance for that, and I may enlist someone to create the Combat segment of the guide.
That's a matter for the future, though; for those who have asked if they can assist with further content for the guide, I appreciate your offers. I'll keep you in mind when the time comes. For the time being, however, I want to wrap up the features you can already see. I'll write up a post when it's time to call extra hands for new segments.
Now, to the matter of The Squad: You'll note that the area actually entitled The Squad is rather small (less than half a page). There is some very brief descriptive text there and then the guide moves right along to General Rules of Engagement. I intend to place additional text in there, above General Rules, that cover the art of acting as a squad as opposed to a single marine. Stand by, it's coming <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The pistol script is there, along with other questionable 'tactics', solely because I find a lot of new guys asking how it's done, or unable to comprehend how certain things are possible. The guide is as much an explanatory effort as it is an instructional one. Players are not necessarily expected to use the less acceptable techniques listed (which are clearly marked as less than encouragable), rather to understand that they exist and how it's done. They're going to find out how these 'bad things' are done one way or another - I find it best that they learn these things in an environment that discourages their actual use. It's a curiosity well - stops new guys from flooding servers asking the question.
The guide is growing with each minor update I make, as I update all new content and all alterations as I make them. I'm going over existing content with a fine tooth comb - I've read every word on the site four or five times today, proofreading and updating outdated information, removing errors. It takes a few passes to get them all!
I think I have most anomolies cleared up, but I still need people to check and review! Please keep the feedback coming!
Thanks again. More updates to come!
<b>EDIT:</b> Ah, you've editted and updated your post while I've been writing mine - lots of new suggestions! Most of them are quite valid. I'll update tomorrow, it's 6am here and I've been up all night working on this thing! Time to catch some winks.
ZZZzzzZZZzzz....
nah just kiddin.
ill help with the maps bit <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Sorry mate, did about 30 edits. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Ty for avatar. I only editted it; the majority of it is taken from WarCraft's site.
I <3 your ideals of NS:
"I feel that Combat is an 'added extra' to classic NS, and not the other way around."
Sooooo true. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Behind you all the way. Besides, does CO really NEED a guide? I suppose most people have at least SEEN cs before playing NS, if even played CS before. (Personally, I played NS before CS.)
Maps segment! omg.
Woa.
I have a compilation of map overviews from various people. Not sure if they're any use. Still, map by map tactics... woa.
Woa.
There is an existing topic in TSA strat (oooo, about 6 months old now?) on ns_veil which covered *everything* on that map. It's a bit outdated now the double siege spots have been messed with, but still useable.
I think you should be able to get a large amount of data simply by lifting it from TSA strat. Do ask the author's permission first though. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I am sure they would be honoured to appear in such a guide.
Yes, the double hump doesn't work anymore. Overlooked that! I'll remove it.
Oh! The old GL icon! Yes, well I took the shots long before the new icon came out. If I get around to it I'll fix that up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I also need to update the shot of the ArmsLab command menu, it's missing the catpack control.
Any other images out of whack?
Oh, and can someone get me a decent screenshot of a lerk in-flight? All the shots I try to take don't look cool. I'm not quick enough on the screenshot key! I'd like to get a teeth-first wingspread shot so he looks as menacing as possible. If you're so inclined, crop the image so only he is in it.
This feedback is helpful - More comments! Ta.
Just took time to read the entire thing, very good job <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
By telling even MORE people how to do them, we'll end up with even MORE exploiters than we have right now, and we're trying to keep that number down. They might know its "wrong" but do it anyways... just like <b>all current exploiters.</b>
Please remove them.
You are right, of course, although I maintain they will still learn how its done elsewhere, in an environment that won't discourage their use.
Hmm. I will have to consider that.
I think more people should read this. If he get's his act together finishing it I think it deserves a sticky / added to official manual. (Or a "side" manual, in addtion to the official one.)
People have even asked for it:
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=77835' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=77835</a>
now all it needs is some approiatly themed music <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->