Gameflow Change?
lazygamer
Join Date: 2002-01-28 Member: 126Members
<div class="IPBDescription">NOT a balance gripe</div> Ok do you think it would be a good idea to shift the gameflow? Imagine this as the power rating for that round:
ALIENS 1 2 3 4 5 6 7 MARINES
Normally the game shifts between 3 and 5, problem is if you go to 6(or 2), the game is usually over for the losing team. After a long drawn out fight(often but not always) the loser goes down to 1(or 7). Then they lose more and more of their dwindling power with each new wave of marines/aliens.
IMHO this has to be the biggest downfall of NS. It makes things boring and tedious sometimes, although more for the losing team. When your kicking **obscenity**, you just wanna end it. When your losing, you just wanna end it. If the game could get over with quicker when a team is losing badly, both sides would be happier. The losers can be fragged, and a new game can commence.
Ok but there is more. You see when you get to 2/6, it begins the eventual loss cycle. There needs to be signficantly better chances of making a comeback at 2/6, yet at the same time, when you get down to 1/7 the enemy should be able to clobber you alot quicker then he can now.
This type of balance would make games more exciting. If a team is losing big time and will lose eventually, they won't be stuck in a boring stand-off for too long. If a team starts on the road to loss, never fear, we still have a chance!
This rant comes does not from the desire to "win even if my team screwed up", it comes from from the desire to keep games fresh and exciting for both sides.
Im not sure how you'd achieve this though, but it can probably be done.
ALIENS 1 2 3 4 5 6 7 MARINES
Normally the game shifts between 3 and 5, problem is if you go to 6(or 2), the game is usually over for the losing team. After a long drawn out fight(often but not always) the loser goes down to 1(or 7). Then they lose more and more of their dwindling power with each new wave of marines/aliens.
IMHO this has to be the biggest downfall of NS. It makes things boring and tedious sometimes, although more for the losing team. When your kicking **obscenity**, you just wanna end it. When your losing, you just wanna end it. If the game could get over with quicker when a team is losing badly, both sides would be happier. The losers can be fragged, and a new game can commence.
Ok but there is more. You see when you get to 2/6, it begins the eventual loss cycle. There needs to be signficantly better chances of making a comeback at 2/6, yet at the same time, when you get down to 1/7 the enemy should be able to clobber you alot quicker then he can now.
This type of balance would make games more exciting. If a team is losing big time and will lose eventually, they won't be stuck in a boring stand-off for too long. If a team starts on the road to loss, never fear, we still have a chance!
This rant comes does not from the desire to "win even if my team screwed up", it comes from from the desire to keep games fresh and exciting for both sides.
Im not sure how you'd achieve this though, but it can probably be done.
Comments
All games live under the tension you describe. If the chance for a comeback is too small or non-existent, there is no point in continuing the game. The better the players are, the better they can realize when this "point of no return" has been reached. If NS was a 2 player game, it should have the option to resign when you feel that the game has been lost. But notice that this is difficult for team games like real-world sports, where it is also not practiced, as other (possibly better) team members might see a comeback chance you cannot see.
Therefore sportsmanship require team games to be played to the very end defined by the rules.
This is also the reason why server admins who ban hiveless alien players without giving them the comeback chance the rules allow them violate the spirit of the game.
As for the specifics of NS, the comeback chance is often greater than it seems.
If a team expands quickly, it will overextend their defenses. Aliens who go for hive booming often have to leave 1 hive with such weak defenses that a simple brave LMG marine can kill it. A single Skulk with enough persistence and time can kill any turret factory.
If, on the other hand, the comeback chance becomes *too* big, a game can fall into randomness. Achievements will not matter as they can be nullified by crazy comebacks, and the game becomes drawish.
Again, in my opinion NS does very well in this particular area.
It's not very funny that the outcome of a match can be guessed easily...
This while not exactly completly helpful at the begining would let you come from behind and prehaps retake a node or two if you spend the $ on them
Superweapons.
Personally, I always hated them in Red Alert (2) simply because they were too easy to build.
But it does end a game a lot quicker. What I would suggest is to have 1 spot in the map where
you can build a very expensive super weapon thing with A LOT of trouble so it's only possible
when a team is on the winning side so it can be ended quick.
This'll need to be worked out a lot better of course. And I don't feel like doing that because I'm
sure nobody will even notice this idea anywayz <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> But it would make it easier to end the game
once it's obvious who the winner is.
An example would be:
Quad siege gun which can reach the whole map, hehe
But when both sides are experienced then it still takes a long time ;-)
For humans when in complete control can afford siege and heavy Armour and hmg and grenade launcher move together wipe the floor with it simple
For hiding lone alien jet pack and scanners
For aliens three hives is makes it very easily to finish them of hell with two hives we did (4 fades rushing in with gorge behind healing taken us a while to get every one to group up <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> )
One game taken for ever they run in alone take people out then run away *sigh*
All was needed to get the whole team to attack the turret factory bar one distract marine by killing them when turrents down go for the spawns & marines
I found gorge with adrenal spiting blabbers around the corner cleans turrets up nice that is too close: D
It just goes by your team tactic on how long it takes to win
what is needed is a resgine option, basicaly if the ENTIRE team thinks it is over they can resign, game over
the current way of doing this is getting the entire team to go to the RR