Request: Same Startinghive For Aliens

gophergopher 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

  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    This sounds very good.
  • SchmurfySchmurfy Join Date: 2003-05-14 Member: 16322Members, Constellation
    it depends on the commander ability to find the hive, if this was implemented the second team would know before the round start where the hive is, really bad idea...

    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.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Marine tactics would be easier for the team who went aliens first. You wouldn't have the "if this hive blah, if that hive blah, else blah". Though as you say it wouldn't make a vast difference, it's enough of a difference to be classed as unfair.
  • TassadarTassadar Join Date: 2003-04-26 Member: 15845Members
    Nice idea! Its just fair to geht the same chances.
  • KaliasKalias Superskulk Join Date: 2002-11-01 Member: 2560Members
    I still prefer the idea of being able to choose which hive to start at while a game is starting up. Sort of like a vote system... click the hive you'd like to start at, the one with the most clicks wins. That way you can use tactics depending on which hive you choose, instead of being limited to a specific tactic because the last team had a different hive.
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    <!--QuoteBegin-Schmurfy+Jul 24 2004, 11:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schmurfy @ Jul 24 2004, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it depends on the commander ability to find the hive, if this was implemented the second team would know before the round start where the hive is, really bad idea...

    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-->
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    edited July 2004
    <!--QuoteBegin-Kalias+Jul 24 2004, 01:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kalias @ Jul 24 2004, 01:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I still prefer the idea of being able to choose which hive to start at while a game is starting up. Sort of like a vote system... click the hive you'd like to start at, the one with the most clicks wins. That way you can use tactics depending on which hive you choose, instead of being limited to a specific tactic because the last team had a different hive. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    I love this idea!

    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.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    Some maps are just plain badly balanced. Get over it.
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    <!--QuoteBegin-fanatic+Jul 24 2004, 03:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (fanatic @ Jul 24 2004, 03:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Some maps are just plain badly balanced. Get over it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    So why should luck decide then?
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Don't play clan matches on poorly balanced maps.

    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.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Nodes should be silent, and teams should be able to choose a starting hive.

    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).
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    edited July 2004
    <!--QuoteBegin-Mintman+Jul 24 2004, 06:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Jul 24 2004, 06:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Don't play clan matches on poorly balanced maps.

    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.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I like Forlorn's idea best. However, would you still be able to hear aliens running around?

    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.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    <!--QuoteBegin-Forlorn+Jul 24 2004, 01:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 24 2004, 01:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nodes should be silent, and teams should be able to choose a starting hive.

    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.
  • KaliasKalias Superskulk Join Date: 2002-11-01 Member: 2560Members
    edited July 2004
    A possible workaround for both issues would be to make it so that the commander can only drop structures when a marine is nearby.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    very good idea, i like it
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    i am all for letting the alien team choose the starting hive, at least in tournamentmode.
  • CrSCrS Join Date: 2004-03-03 Member: 27096Members
    Or all the maps could be remade so that the Marinespawn would be in the center of the map, with the three hives divided around it, with a 33% of map that <i><b>are "belong" to </b></i>each hive. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->


    BTW only dropping of structures with a marine nearby isnt even rational...
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--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-->BTW only dropping of structures with a marine nearby isnt even rational...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Makes perfect sense if you read the backstory.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    <!--QuoteBegin-CrS+Jul 25 2004, 03:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CrS @ Jul 25 2004, 03:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Or all the maps could be remade so that the Marinespawn would be in the center of the map, with the three hives divided around it, with a 33% of map that.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    and people with suicidal tendencies post such suggestions in the mapping forum...
  • KaliasKalias Superskulk Join Date: 2002-11-01 Member: 2560Members
    <!--QuoteBegin-Align+Jul 25 2004, 03:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Jul 25 2004, 03:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--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-->BTW only dropping of structures with a marine nearby isnt even rational...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Makes perfect sense if you read the backstory.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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-->
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    <!--QuoteBegin-Eidolan+Jul 25 2004, 04:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eidolan @ Jul 25 2004, 04:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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-->
    ...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--> .
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    edited July 2004
    <!--QuoteBegin-Eidolan+Jul 25 2004, 04:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eidolan @ Jul 25 2004, 04:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Jul 24 2004, 01:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 24 2004, 01:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nodes should be silent, and teams should be able to choose a starting hive.

    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.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    <!--QuoteBegin-Forlorn+Jul 25 2004, 12:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 25 2004, 12:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Buildings sell back 80% of their total cost when unbuilt, and 40% when built
    <!--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.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    You get your res back in 24 seconds though.. not that big of a waste. I tend to just wait for a skulk to die and then listen for the spawning noise. Rather I will do that until I get better headphones <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> .

    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.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I imagine letting aliens choose their starting hive would be a bad thing. They would pick the same hive every time. The only advantage to picking a different hive would be to try to surprise the other team.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    thats exactly why its a good idea. it gives more options. right now the alien team has to adapt to the starting hive that is randomly picked, even if it's completely horrible. talk about pipeline, maintenance, power silo... and so what if the marines can presume that the starting hive is this or that? they would find it out anyways within 3 seconds.

    that is also the reason why alien rt's need to be made silent.
  • LumpLump Join Date: 2003-04-16 Member: 15558Members
    aliens chosing the start hive in tournamentmode i like the sound of. it makes sense.

    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.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    Yea, mappers need to run beta rounds before releasing to test all the hive areas to see if theres any HUGE disadvantage for aliens (cough biodome hive) or Advantage.
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