Request: Same Startinghive For Aliens
gopher
Join Date: 2003-08-01 Member: 18657Members, Constellation
<div class="IPBDescription">with mp_tournamentmode enabled</div> Basically whatever hive the first team starts with, is the hive that the second team will also start with. It's just ridiculous that the startinghive can decide the outcome of the game (i.e. maint on eclipse) against a decent marine team. Plus the two alien teams should have the same condition. And no, the second team will not have an advantage, since the commander knows the main hive after 2 seconds anyways.
Comments
A good way to solve this would be to have all hive equals so it's more related to mapping..
And maybe make a real random choice on the hive would be cool since some hive are more chosen than the others.
A good way to solve this would be to have all hive equals so it's more related to mapping..
And maybe make a real random choice on the hive would be cool since some hive are more chosen than the others. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes, in a perfect world you would have maps with equal hives. But that won't happen, and is next to impossible to achieve, since the middle hives will always give the aliens a bigger advantage than lets say the top hive. And of course it depends on the commanders skills. But I was talking about a decent marine team. A team with a commander that can't find the mainhive out, will mostly likely not be that good, so the aliens will have an easy time anyways.
@ Mintman:
Not really. 2 seconds (and it's not more then that) won't make a n y difference. But maybe I'm just missing something <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
That of course would be an even better idea. But it involes more coding than simply saving the startinghive in some variable for the next round, so that might be easier to implent. Whatever they eventually choose to do though, the current system definitely needs changing.
For example we are playing a clan match, we are aliens first, we start in Powersilo, gg marines.
Then we are marines, they start in cargo, gg aliens.
So why should luck decide then?
Also, I wasn't referring to the time taken to decide tactics. It's just much easier to remember one course of action when you know what hive they will have than it is to remember up to 3 courses of action because you don't know what hive they will have until the round starts.
Making nodes silent keeps the comm from knowing exactly which hive aliens have, and choosing your hive is great since every map has at least 2 viable starting hives (and one crappy one).
Also, I wasn't referring to the time taken to decide tactics. It's just much easier to remember one course of action when you know what hive they will have than it is to remember up to 3 courses of action because you don't know what hive they will have until the round starts. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ok, no veil, eclipse, nothing then (Just to name few). Oh wait, everyone plays eclipse and veil. And if you can't remember 3 different tactics, tough luck.
Another idea that I thought of is having 6 rounds total, and each team plays a round starting at each hive. This was just a random idea, though, and I imagine it would take too much time, but it's an idea.
Making nodes silent keeps the comm from knowing exactly which hive aliens have, and choosing your hive is great since every map has at least 2 viable starting hives (and one crappy one). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This would't work. What i do to find a hive is drop a RT at all hive starting nodes. The one that wont drop is there hive. Now you asking "hey is't that a HUGE waste of res?" not with 100% sell back for unbuilt buildings it is't. Is also works wounders in small games. Drop all the nodes near the hive and sell them the second they come under attack and drop a new one when it gose "puff" you can keep a skulk busy for a LONG time that way.
BTW only dropping of structures with a marine nearby isnt even rational...
and people with suicidal tendencies post such suggestions in the mapping forum...
Specifically this page of the frontiersman manual: <a href='http://www.natural-selection.org/manual/front_nanogridlock.html' target='_blank'>http://www.natural-selection.org/manual/fr...nogridlock.html</a>
<!--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-->The commander cannot see the Kharaa, or their hives or chambers, unless marines are nearby. Every Frontiersman has a defensive nano-grid, originally used to protect them against enemy biological and nanotech attacks. These screens clear away some of the gridlock from the local command network<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--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-->Build limits
The bacterium interferes with construction, making it difficult to create structures, or drop weapons.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
...why? Its a waiste of time. Might as well just...go to every hive and listen over every res node...they do make noises you know <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> .
Making nodes silent keeps the comm from knowing exactly which hive aliens have, and choosing your hive is great since every map has at least 2 viable starting hives (and one crappy one). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This would't work. What i do to find a hive is drop a RT at all hive starting nodes. The one that wont drop is there hive. Now you asking "hey is't that a HUGE waste of res?" not with 100% sell back for unbuilt buildings it is't. Is also works wounders in small games. Drop all the nodes near the hive and sell them the second they come under attack and drop a new one when it gose "puff" you can keep a skulk busy for a LONG time that way. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually you are wrong.
Buildings sell back 80% of their total cost when unbuilt, and 40% when built.
<!--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--> A possible workaround for both issues would be to make it so that the commander can only drop structures when a marine is nearby.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That's a really good idea.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thats odd. Cause in one game we only had 15 res so i droped a node and it started being chewed on. So i sold it. Guess what 15 res back in the bank. It chould have been a fluke tho. I gota go test it now.
In reality this would work, of course both teams have to know what hive they have or not. Or maybe they can choose a random hive or actually choose the hive at the start of the game. Then tell everyone so everyone knows.
that is also the reason why alien rt's need to be made silent.
gopher when u said the 2nd team doesn't have an advantage you talking BS. normally one squad will have left the marine spawn before they figgure out which hive aliens start with. if they know b4 they can base their initial movements on this hive.