Gameflow Change?

lazygamerlazygamer 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.

Comments

  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    edited November 2002
    Interesting issue, but in my opinion this is one of the things NS accomplishes well.

    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.
  • DemiurgeDemiurge Join Date: 2002-11-17 Member: 9025Members
    I agree with lazy on the problem.

    It's not very funny that the outcome of a match can be guessed easily...
  • Mr_BeanMr_Bean Join Date: 2002-11-09 Member: 7943Members
    Prehaps the increasing of Permate Upgrades as I suggested in umm Suggestions forum would help this

    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
  • RuriRuri Join Date: 2002-11-02 Member: 4709Members
    This is a nonissue. Everyone is so inexperienced right now that it's hard to finish off the other team. But when I'm playing with my good friends, it's game over pretty quick once we start winning. Sides that 15min of finishing them off is what u've been working up to, so enjoy it.
  • GlaciusGlacius Join Date: 2002-11-02 Member: 4514Members
    edited November 2002
    Ok, this may sound like a stupid idea, but it would be a solution if implemented right:
    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
  • GlaciusGlacius Join Date: 2002-11-02 Member: 4514Members
    <!--QuoteBegin--Ruri+Nov 17 2002, 12:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ruri @ Nov 17 2002, 12:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This is a nonissue. Everyone is so inexperienced right now that it's hard to finish off the other team. But when I'm playing with my good friends, it's game over pretty quick once we start winning. Sides that 15min of finishing them off is what u've been working up to, so enjoy it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    But when both sides are experienced then it still takes a long time ;-)
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    I agree, we dun have enough experience to finish em off, also, this bilebomb bug etc... the game is not complete, live through it, NS will be (and is according to me) one of the greatest mods in history.
  • creaping_deathcreaping_death Join Date: 2002-11-10 Member: 8008Members
    It can be finished fast
    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
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    look, a sad fact for whay alot of games last too long is b/c once the game is over (ie aliens have one hive and marines are top of the ctech tree and FIRMLY control the map or vica versa) the other team just toys with them, and I am serious about this, they just sit around and enjoy being able to thro death around like candy, so they keep it up

    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
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