Rfk - Good Or Bad?

Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
<div class="IPBDescription">Is it harming NS?</div> I recently probed my own mind by trying to figure out what I least liked about the current build of NS. I kept trying to think of things that damaged my fun factor more, but in the end I decided on RFK. It turns relaxed pubbie play into something that I feel is too competitive. It used to be a good player would be able to kill off quite a few members of the opposing team, buying time.

Time is extremely important. More of it allows you to say, do more damage to a base or cover more distance over the map. Resource income (from nodes) is based on time. But now, with RFK, a good player gets the time bonus in addition to the ability to upgrade, allowing them to kill even better, causing an exponential growth in their output. Player kills with LMG, player gets Shotgun and kills twice as much. The average pubbie was there just for fun, not to win. And if they were there to win, they could have an impact on the game by playing their best. Now however, you either want to win or you don't play.

My suggestion is to remove RFK. Combat will fufil players' wants of earning for killing. Clans could play competitively without it before, but if they really do want it then mp_tournamentmode (or whatever it is) can control whether RFK is on or off.

Yes I realize winning can be fun, but so can just playing. For example, me and my buds recently grabbed some Airsofts. At first I wanted Paint BBs (500 for 7.99) instead of Plastic BBs (2000 for 5.99) so that when the round was over we could see who did the most damage. But then I realized, we would still have just as much fun without caring about winning, so I switched the order to Plastic BBs (we get x4 as many BBs for less!)

Synopsis:
>RFK causes exponential growth in a players output. They kill a few players with an LMG, earn a Shotgun, and kill twice as many players than with the LMG.
>Generally, most pubbies want to play for fun; RFK constricts this.
>Combat does what RFK does, so the concept won't be completely tossed out for players who like it.
>If people really want to keep it, it could be connected to some svar.
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Comments

  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    You are absolutely right.
    RFK is somehow disturbing. But what do you do, when someone destroys your last rt and you dont have the res to build another one? Nothing i suppose, but since i rarely encounter situations with 0 rt i dont care that much.

    I think the problem with rfk is the fact, that it encourages spawncamping and that many ppl do suicide rushes on groups of rines hoping to get 50 res fast so they can fade, though they usually die to the next rine they meet. Removing rfk simply forces a team to concentrate on ressources.
    Does anyone of you know an rts who has rfk <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> I am shure 90% of you cant think of one. So why do most rts have not such a think like rfk? Cause it allows some nasty allamo action. Move up that hill in starcraft deply your siege tanks and goliaths and wait for the enemy to come. with rfk you would not have to worry about res of any kind, since a zerg player would feed you quite well with it.

    To make it short: You are not alone George.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    I already said this in another thread, but I'll elaborate:

    Skulks are a curse for the kharaa. They aren't allowed to die, and they have virtually no chance of having a >1 k:d against competant marines. Engagement with skulks hurts the team, by giving the other team more rfk than you can hope to get. You're better off if the skulks stay out of the way, and go kill rts, while a fade or two does all the work. That's not the kind of teamwork I was hoping for.

    I miss the days when we had grand battles, with many marines vs many skulks, and losing 6 skulks to kill 2 marines would be fine. Just spawn back and keep going. Same goes for the marines: while punishing rambo behaviour could be useful, it also sucks that last-ditch base saving efforts (like when an onos is next to the phase gate) get punished so heavily.

    Also, there is virtually no incentive not to drop big guns. They pay for themselves directly, via skulk kills + turning fades/onos into skulks, after a very short time. There isn't much that can beat the cost efficiency of a shotgun (permanant upgrades). Compounded with the way you can pick up other marines' guns after their death, this has dramatically changed the field of combat (not the mode, fighting).

    If we don't get rid of rfk completely, we at least need to fix it. Random values for rfk suck. A skulk should definately not be worth as much (or sometimes more) than an onos kill.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    RFK is to allow for faster gameplay and comebacks, it also rewards a skilled player, RFK is good and it's here to stay. (almost undoubtably)
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    <!--QuoteBegin-Forlorn+Nov 6 2004, 11:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 6 2004, 11:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> RFK is to allow for faster gameplay and comebacks, it also rewards a skilled player, RFK is good and it's here to stay. (almost undoubtably) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I agree with Forlorn. And it does help the end game, for marines anyway. Aliens just need a good 3-hive boost to really take it home
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    edited November 2004
    <!--QuoteBegin-Forlorn+Nov 6 2004, 04:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 6 2004, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> RFK is to allow for faster gameplay and comebacks, it also rewards a skilled player, RFK is good and it's here to stay. (almost undoubtably) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Reward for skilled players was (and should be) bought time. It definately allows for faster games, but comebacks? If my team is getting its butt kicked, that just allows the enemy team to get even better weapons/life forms, making the butt kicking all the more brutal. I would also like to point out that you are a clanner, and of course you support RFK; it enhances competitive play. Which is exactly why I suggested that RFK be linked to mp_tournamentmode.

    <!--QuoteBegin-Forlorn+Nov 6 2004, 04:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 6 2004, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If we don't get rid of rfk completely, we at least need to fix it. Random values for rfk suck. A skulk should definately not be worth as much (or sometimes more) than an onos kill. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That's a possibility.

    Skulk - 1
    Gorge/Marine/Lerk - 2
    Fade/JP/HA - 3
    Onos - 4

    This would also allow for the comebacks that Forlorn speaks of.
  • Heavy_DHeavy_D Join Date: 2002-12-14 Member: 10816Members
    One of the reasons you don't see RFK in starcraft is that ever unit you build has a resource cost already. I read at some point that the NS team tried having a res cost for spawning, from the team pool for marines and from the personal res store of the alien waiting to spawn. If the alien/marines had no res then they could not respawn. It was removed, presumably because it was kinda frustrating.

    RFK is actually quite a neat way of getting round this, by rewarding the side that killed something rather than penalising the side who died. To compare to starcraft again, if you keep throwing suicide units at a superior enemy force then you'll find yourself at a disadvantage in resources. Similarly if your marines keep going rambo or the skulks throw themselves blindly at marines in open groung you'll pay the price in resource terms. Of course, the analogy isn't perfect, in starcraft you might just find yourself with a smaller army...but ns has a fixed army size(the players per team) so superiority of force just manifests itself in the side with better weapons/lifeforms/upgrades. That, of course, is usually the result of having more resources.

    So basically, one take on RFK is that it's a way to attach a res cost to a basic marine/skulk without all the problems of setting up tollgates on the hives and infantry portals. As for the thing about onos and fades, because they do have a gestation cost, they don't need to give up rfk. When they die, it's the expended res on the lifeform that makes up the cost, as it's pretty large compared to the 1-3 rfk that they're worth. You might argue that gestation costs should be decreased by a propotion, and the value made up in rfk when the lifeform dies. But then you'd get much earlier and more frequent fades/onos coming out, and that would make a mess of the current balance.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    Very good points Heavy_D. However, I still feel that RFK should at least be set to one value, period. Randomization shouldn't be utilized unless neccessary, as it is extremely hard to balance it on. The fact that I can kill 3 out of 4 marines and get the exact same res as the 4th marine (who killed me) isn't exactly fair. Also, RFK would probably be better if it wasn't so extreme. *Me votes for 1 RFK every single kill, <b>POSSIBLY</b> 2 for marine kills*
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    A randomized RFK doesn't mean much, the average is 2 res
  • JikxJikx Join Date: 2002-11-01 Member: 3563Members
    RFK.. definitely one of the reasons why NS has been going downhill. Most people play for fun, winning is just a bonus. You should see the funmaps servers, nearly always full, yet about 50% of NS/CO servers are empty.. in australia anyway.
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    <!--QuoteBegin-Forlorn+Nov 6 2004, 04:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 6 2004, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> RFK is to allow for faster gameplay and comebacks, it also rewards a skilled player, RFK is good and it's here to stay. (almost undoubtably) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    In theory this is how it should work but when skulks suck so much late game because of how upgrades for aliens and marines work it is PRO marine.
  • Blue_MaryBlue_Mary Join Date: 2004-08-26 Member: 30921Members
    Skulkies were meant to die. They should be 0 res for kill.

    Everythign else should give rfk.

    Gorges - 1
    Lerk - 2
    Fade - 3
    Onos - 5

    Marine - 2
    HA/JP - 4

    Not like it makes it any easier for aliens to place RTs with paying 10 res first for gorge powers, then 15 for the first rt = 25 res for rt beginning of game, whereas it's 15 all the time for marines.
  • SlayerPLSlayerPL Join Date: 2004-07-01 Member: 29660Members
    i have an rts with rfk
    /me looks at warcraft 3 and its exp frozen throne
  • ThardinThardin Join Date: 2004-01-05 Member: 25081Members
    Buff skulks or make them completely cannon fodder, 0 RFK.

    Quite simple literally, you're giving them gold when your crappiest combat life form, (gorge is just below it due to spit) dies.

    It would be much better to know that I can swarm a siege area with a group of skulks and not repay them for the damage I caused. Mostly meds, sometimes mines.

    I support RFK, I don't support RFK from a skulk though as they aren't worthy of a reward as there so pathetically dispatched by a mildly, non-ambushed, marine. (Or even a good marine ambushed)

    Then again this goes to the old arguement of skulks not being cannon fodder and them being ambushers. . . . although having 3/6 of your team entirely incapable of helping in a siege tends to make the role of the skulk questionable.

    I'm not saying skulks are walking res, but, most of the time they are and it frustrates me to know that if I die I help the marines instead of harming them in what I did in-death unless I destroyed a structure.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--QuoteBegin-[HD]Slayer+Nov 7 2004, 02:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([HD]Slayer @ Nov 7 2004, 02:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i have an rts with rfk
    /me looks at warcraft 3 and its exp frozen throne <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    hmm to a certain extend you are right, but you only gain rfk for killing critters. Once all critters are dead there wont be any rfk for you anymore.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    Your heroes gain experience for every kill though, that is a kind of rfk.
  • hawthornehawthorne Join Date: 2003-10-05 Member: 21460Members
    marines need to gain way less rfk from kills. maybe rated by lifeform, but avg 2 res from a skulk is a ton of res in siege situations where skulks *have* to swarm.

    alien rfk is great as it is. it really rewards the aliens for getting those difficult kills, and it really penalizes marines for being dumb
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I still want RFK to be proportionate to unit cost.

    For example, skulks/marines with no HA/JP/special gun would always give 0 rfk. For everything else, the rfk should be half the unit cost. So, killing a JP/HMG would give the alien 15 res, and killing a Fade should give 25 res to the marines for example. This translates to no rfk for the marines for most of the game since good Fades and Oni rarely die. Aliens get the better end of the deal because it's a lot easier for 5 shotgunners to go down than for a Fade to go down for example.

    This rewards skill like beore, but the lesser units can now go swarm the enemy without worrying about giving res to the enemy.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    RFK for the aliens make some sense. But purely from a storyline persepctive, RFK for the marines does not. Yes yes "nanites" can deconstruct alien corpses down to the base materials but let's be serious here; the energy required to transform an oni's body into a turret factory just wouldn't be worth it.

    Plus, as has been mentioned, skulks are badly hurt by RFK, and big weapons pay for themselves very quickly. This should not be the case; higher end weaponry is already great without generating resources, and skulks should not fear death.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Emanon+Nov 6 2004, 07:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Nov 6 2004, 07:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Nov 6 2004, 04:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 6 2004, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> RFK is to allow for faster gameplay and comebacks, it also rewards a skilled player, RFK is good and it's here to stay. (almost undoubtably) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    In theory this is how it should work but when skulks suck so much late game because of how upgrades for aliens and marines work it is PRO marine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Not true at all, as a marine who gets a kill = 2 res into a global pool

    Alien gets a kill = 2 res into a SINGLE res pool


    Therefore aliens benifit much more from RFK
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    edited November 2004
    <!--QuoteBegin-Forlorn+Nov 7 2004, 11:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 7 2004, 11:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Emanon+Nov 6 2004, 07:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Nov 6 2004, 07:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Nov 6 2004, 04:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 6 2004, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> RFK is to allow for faster gameplay and comebacks, it also rewards a skilled player, RFK is good and it's here to stay. (almost undoubtably) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    In theory this is how it should work but when skulks suck so much late game because of how upgrades for aliens and marines work it is PRO marine. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Not true at all, as a marine who gets a kill = 2 res into a global pool

    Alien gets a kill = 2 res into a SINGLE res pool


    Therefore aliens benifit much more from RFK <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I think your statement is the exact opposite as the global pool is much more usefull than 2 res to a single skulk.

    Everyone knows that the res system for the marines is much better than the res system for the aliens.

    True it doesnt reward the single player but in the grand sceme of things the global pool is much greater.



    Even if I am totally wrong on my statement a marine late game is alot, alot more harder to kill than a skulk so the RFK would favor the marines.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Emanon+Nov 7 2004, 11:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Nov 7 2004, 11:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Nov 7 2004, 11:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 7 2004, 11:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Emanon+Nov 6 2004, 07:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emanon @ Nov 6 2004, 07:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Nov 6 2004, 04:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 6 2004, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> RFK is to allow for faster gameplay and comebacks, it also rewards a skilled player, RFK is good and it's here to stay. (almost undoubtably) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    In theory this is how it should work but when skulks suck so much late game because of how upgrades for aliens and marines work it is PRO marine. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Not true at all, as a marine who gets a kill = 2 res into a global pool

    Alien gets a kill = 2 res into a SINGLE res pool


    Therefore aliens benifit much more from RFK <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I think your statement is the exact opposite as the global pool is much more usefull than 2 res to a single skulk.

    Everyone knows that the res system for the marines is much better than the res system for the aliens.

    True it doesnt reward the single player but in the grand sceme of things the global pool is much greater.



    Even if I am totally wrong on my statement a marine late game is alot, alot more harder to kill than a skulk so the RFK would favor the marines. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No... because 2 res for marines in a global pool is nothing. It's a medpack. 2 res in a single alien pool is 2 more res to something like a fade.

    A kill speeds up the alien economy much more than it does the marine economy. Trust me, if you kill 3 marines in the begaining you fade like 1 minute earlier.

    As a fade we lost all our RT's then I got enough kills to fade again. I died and refaded. I killed enough marines the second time I faded to go ONOS.

    The rest of my team was barely getting any kills and they simply had enough to gorge and put up an RT or defense chamber.

    RFK is MUCH more powerful for aliens than marines.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited November 2004
    No because you see, 2 res is more useful to the marines than the aliens. Its closer to nothing for the aliens, in fact. 5*2=10, right? 10 marine res=shotgun, deadly weapon. 10 alien res=...gorge? Or an upgrade chamber if you already are a gorge. Though then you're not going to get any RFK...

    And while 10 res is 10 res closer to fade, well, 10 marine res is 10 res closer to a suit of heavy armor and a hmg. Nevermind that the latter comes sooner and costs 5 res less.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    The marine resource pool means that the best marine on the marine team will get upgraded equipment sooner than the best alien on the alien team will get a better lifeform.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Lemme explain. Lets say you're playing a 6v6. As an alien, you're going to get one res every 6 ticks with one res node. If, however, you get 3 res for killing someone, that's the equivalant of one player waiting 18 ticks. It speeds it up by a landslide for that one player, and immensly helps the alien economy. Rine RFK usually tends to pay off meds, and occasionally start the odd A2/ late MT 1 or 2 ticks earlier.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    RFK is bad, if you are trying to take down a siege base with skulks, you will lose a lot of skulks, and if the marines just put mines everywhere they can make a profit from the skulks being blown up, or at least break even. SKulks can't really do anything against mines so the sieges keep firing and its GG.

    You say"its only a medpack" but its not, its 1/5 of a shotgun rather than 1/25 of a fade, and the fade still has to get the other kills to go fade, but the marines can pool all their RFK and RT income together to get HA/Shotties etc. Which will then pwn the poor fade as soon as he appears.

    Also it means you have a fade all by himself, in 1/04 one of the most fun aspects was when the second hive went up all the aliens would fade at the same time, and then the marines would see 1 fade and go "Eeeek! FADESW RAE AIUSHBFIABFIO!!" Now its just "fade shotgun com" and then the marines gun it down.

    Electricity, lack of any alien ranged weapons, devour and RFK are the things which make NS frustrating to play.

    Marines should at LEAST be able to look at their +maps while being devoured, rather than looking at ******.
  • CartiCarti Join Date: 2003-07-12 Member: 18099Members, Constellation
    If skulk kills werent recorded, it would be cool.

    If you had a rambo spawncamping the hive, it would just be stupid. If it just gives you res for Gorge, Lerk, Fade and Onos, i thinks its a pretty damn good idea.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    <!--QuoteBegin-Align+Nov 7 2004, 12:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Nov 7 2004, 12:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No because you see, 2 res is more useful to the marines than the aliens. Its closer to nothing for the aliens, in fact. 5*2=10, right? 10 marine res=shotgun, deadly weapon. 10 alien res=...gorge? Or an upgrade chamber if you already are a gorge. Though then you're not going to get any RFK...

    And while 10 res is 10 res closer to fade, well, 10 marine res is 10 res closer to a suit of heavy armor and a hmg. Nevermind that the latter comes sooner and costs 5 res less. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If rfk was removed, aliens would be so super screwed that marines would win literally every match assuming the skill levels aren't super lobsided.

    Personal res-pool > global res pool.

    Think about it this way: IT takes a hell of a shorter amount of time for the comm to gain 50 res than for an alien to gain 50 res without rfk because the aliens have to split it like 6 ways while to comm gets it all. Without rfk, Fades probably won't show up until the 7 minute mark depending on how many RTs there are. RFK always, always give the aliens the better end of the deal. Just imagine how much worse it'd be if eveyr time an alien killed a marine, the 2 res he gets is put into the community res pool and then redistributed evenly between the alien team like how an RT gives out res.

    Anyways, I totally support removal of rfk assuming the res system is reworked so aliens so don't need them. We've managed in the past without rfk, so I think we can manage it again.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    How about it gets removed from the marines and cut down to 1-2 res for the aliens? IMO that would help the game considerably. A good player would still rack up enough res (although not as fast) to go fade early, but marines would not be able to survive for as long on 1 RT when facing aliens.
  • JikxJikx Join Date: 2002-11-01 Member: 3563Members
    omg.. you mean RT will actually be important? Unbelievable..
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I actually liked the res system of 1.04. Perma gorging was fun sometimes. rfk is a bad idea period, although the way the res system is right now it's essential for aliens to survive.

    I want to see it removed for both sides. If ther are no RTs, then there should be a small trickle of res.
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