It's like you just hit reply without reading a post. Oh wai <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> So what do you suggest changes in Territory? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Make it so the only way to get exp is from the nodes themselves. Makes it so spawn camping will only buy your team time, but not experience.
This also models regular NS as well. In regular NS you do not rely on the res you get from kills to win. You rely on the res from nodes in order to win.
In NS:T nodes should give out steady exp over time, and killing other people should give like 1/10th of the exp it currently does.
It's like you just hit reply without reading a post. Oh wai <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> So what do you suggest changes in Territory? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Make it so the only way to get exp is from the nodes themselves. Makes it so spawn camping will only buy your team time, but not experience.
This also models regular NS as well. In regular NS you do not rely on the res you get from kills to win. You rely on the res from nodes in order to win.
In NS:T nodes should give out steady exp over time, and killing other people should give like 1/10th of the exp it currently does. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You're forgetting though, this is a combat mod, not classic. Killing the enemy, be it via spawnkilling or anywhere else on the map, is going to get the players xp.
Your other option would be to install the spawninvul plugin...
It's like you just hit reply without reading a post. Oh wai <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> So what do you suggest changes in Territory? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm not suggesting a change, I love territory. I was simply explaining that in <i>any</i> game, if one team is spawncamped constantly, the other team has the run of the map.
<!--QuoteBegin-urinalcake+Jul 26 2005, 11:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (urinalcake @ Jul 26 2005, 11:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I agree though, exp needs to come straight from node control. :/ Bigger maps, again.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This wouldn't be condusive to combat gameplay though. And my experience is the smaller maps are more action packed e.g. I put 8 nodes on co_2front_b09 and it is an absolute riot to play (also impossible to spawncamp <b>UNLESS</b> the opponent has jetpack).
<i>For those that feel spawncamping is an issue with territory, it's no more of an issue than with ns or combat. Again, get the spawninvul plugin, and try hard to keep your posts territory-related.</i>
Those wishing to post suggestions or bugs please do so on <a href='http://www.cc-br.com/ter/forums/' target='_blank'>The NS: Territory Forums</a>. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-PseudoKnight+Jul 27 2005, 09:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Jul 27 2005, 09:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm not sure if this has been asked before, but can this mod work on the original maps? Is there any desire to make the work with this mod if not? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If you're referring to the default stock combat maps that ns comes with, yes it works.
<!--QuoteBegin-Depot+Jul 27 2005, 06:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 27 2005, 06:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-urinalcake+Jul 26 2005, 11:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (urinalcake @ Jul 26 2005, 11:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I agree though, exp needs to come straight from node control. :/ Bigger maps, again.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This wouldn't be condusive to combat gameplay though. And my experience is the smaller maps are more action packed e.g. I put 8 nodes on co_2front_b09 and it is an absolute riot to play (also impossible to spawncamp <b>UNLESS</b> the opponent has jetpack).
<i>For those that feel spawncamping is an issue with territory, it's no more of an issue than with ns or combat. Again, get the spawninvul plugin, and try hard to keep your posts territory-related.</i>
Those wishing to post suggestions or bugs please do so on <a href='http://www.cc-br.com/ter/forums/' target='_blank'>The NS: Territory Forums</a>. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Spawncamping isn't the issue.
My point is that NS:T isn't much different from regular NS since killing is still basically the primary objective and way to win. Kill to get more exp to get more kills to get more exp.
But if NS:T were to be a different gamemode, then you'd need to give exp strictly from nodes.
You already have 5 different gamemodes of NS:T. Why not try one more to see how it goes?
<!--QuoteBegin-NGE+Jul 27 2005, 11:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NGE @ Jul 27 2005, 11:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Depot+Jul 27 2005, 06:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 27 2005, 06:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-urinalcake+Jul 26 2005, 11:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (urinalcake @ Jul 26 2005, 11:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I agree though, exp needs to come straight from node control. :/ Bigger maps, again.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This wouldn't be condusive to combat gameplay though. And my experience is the smaller maps are more action packed e.g. I put 8 nodes on co_2front_b09 and it is an absolute riot to play (also impossible to spawncamp <b>UNLESS</b> the opponent has jetpack).
<i>For those that feel spawncamping is an issue with territory, it's no more of an issue than with ns or combat. Again, get the spawninvul plugin, and try hard to keep your posts territory-related.</i>
Those wishing to post suggestions or bugs please do so on <a href='http://www.cc-br.com/ter/forums/' target='_blank'>The NS: Territory Forums</a>. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Spawncamping isn't the issue.
My point is that NS:T isn't much different from regular NS since killing is still basically the primary objective and way to win. Kill to get more exp to get more kills to get more exp.
But if NS:T were to be a different gamemode, then you'd need to give exp strictly from nodes.
You already have 5 different gamemodes of NS:T. Why not try one more to see how it goes?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I would maintain playing NS:T is a helluva lot different than playing regular Combat (remember, this is a Combat mod, not classic). To give xp strictly from nodes would not be Combat. Although killing is an objective, there are other objectives as well, and each mode is unique in this respect.
Not saying your idea would fall on deft ears, just saying it's not based on Combat. You'd have a much better chance with this by posting in the <a href='http://www.cc-br.com/ter/forums/viewforum.php?f=2&sid=9a1cfb961339a345d671c3488290c680' target='_blank'>NS: Territory Suggestions Forum</a>.
I suggested a replacement for tech war on the forums which would work like this :
Remove all upgrade chambers and marine structures from the mode, only use rts. Remove all xp from killing enemies. Increase xp gain from built res towers. Add xp bonuses for damaging/killing res towers. Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
<!--QuoteBegin-Depot+Jul 27 2005, 02:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 27 2005, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-PseudoKnight+Jul 27 2005, 09:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight @ Jul 27 2005, 09:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm not sure if this has been asked before, but can this mod work on the original maps? Is there any desire to make the work with this mod if not? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> If you're referring to the default stock combat maps that ns comes with, yes it works. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No, I'm talking about classic maps.
<!--QuoteBegin-Olmy+Jul 28 2005, 07:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Jul 28 2005, 07:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I suggested a replacement for tech war on the forums which would work like this :
Remove all upgrade chambers and marine structures from the mode, only use rts. Remove all xp from killing enemies. Increase xp gain from built res towers. Add xp bonuses for damaging/killing res towers. Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
I think NGE would prefer this.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I agree with Dark_Soul in regards to your proposal. <!--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-->I dont think we need to change radically everything you said...but...maybe i can fix little things on this mode<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteBegin-PseudoKnight Posted on Jul 28 2005+ 07:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight Posted on Jul 28 2005 @ 07:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> QUOTE (Depot @ Jul 27 2005, 02:55 PM) QUOTE (PseudoKnight @ Jul 27 2005, 09:38 AM) I'm not sure if this has been asked before, but can this mod work on the original maps? Is there any desire to make the work with this mod if not?
If you're referring to the default stock combat maps that ns comes with, yes it works.
No, I'm talking about classic maps. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It won't work on classic maps as is, and classic maps are to large for Territory as it's currently designed. To make it work you'd have to delete 2 hives and the spawnpoints at each of those hives.
I'm afraid i disagree completely with you about Tech War. I think it is fundamentally flawed.
Reasons i think this:
Tech war is frustrating, you get unexpected denial of upgrades because you don't have the right structure built.
It doesn't mirror NS at all, the upgrades for each structure have no relation to the upgrades they provide in Classic so it teaches nothing that can be taken away from Territory. I still can't remember the upgrades each chamber provides.
The win condition is absolutely confusing. Basically tech war is Capture All with extra complication.
You don't <b>need</b> to hold a structure for any real length of time, only for the time you want to buy one of its upgrades, or capture all nodes.
<!--QuoteBegin-Olmy+Jul 28 2005, 08:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Jul 28 2005, 08:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm afraid i disagree completely with you about Tech War. I think it is fundamentally flawed.
Reasons i think this:
Tech war is frustrating, you get unexpected denial of upgrades because you don't have the right structure built.
It doesn't mirror NS at all, the upgrades for each structure have no relation to the upgrades they provide in Classic so it teaches nothing that can be taken away from Territory. I still can't remember the upgrades each chamber provides.
The win condition is absolutely confusing. Basically tech war is Capture All with extra complication.
You don't <b>need</b> to hold a structure for any real length of time, only for the time you want to buy one of its upgrades, or capture all nodes. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I agree the upgrades do not match the building and I'm not sure why the devs did it that way. As to it being frustrating, the menu clearly shows which buildings are blocked. And you win the match when you've build all the upgrades PLUS a res tower. Pretty simple I think.
If anything needs to be changed , I'd recommend having it end like Sequence Capture does now, by having to destroy the hive/cc once all nodes are capped.
puzlThe Old FirmJoin Date: 2003-02-26Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
edited July 2005
Techwar has some major issues. There might only be a short window for a certain upgrade, and if your team get that upgrade you have little chance of them voting the required structure again, especially when your team is starved for nodes.
I spend a most of a game unable to get leap. It wasn't fun. It seems to amplify the slippery slope effect.
<!--QuoteBegin-puzl+Jul 28 2005, 09:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (puzl @ Jul 28 2005, 09:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Techwar has some major issues. There might only be a short window for a certain upgrade, and if your team get that upgrade you have little chance of them voting the required structure again, especially when your team is starved for nodes.
I spend a most of a game unable to get leap. It wasn't fun. It seems to amplify the slippery slope effect. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The best argument against Tech War to date. Hope you don't mind me posting this on their forums, quoting you of course.
What was wrong with my arguments <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-Olmy+Jul 28 2005, 10:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Jul 28 2005, 10:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What was wrong with my arguments <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I respectfully disagree with the following that you like:<ul><li>Remove all upgrade chambers and marine structures from the mode, only use rts.</li><li>Remove all xp from killing enemies.</li><li>Increase xp gain from built res towers.</li><li>Add xp bonuses for damaging/killing res towers.</li><li>Remove invulnerability from the hive. <span style='color:yellow'>This I would like <b>AFTER</b> the team is tech'd up only, plus add destroying hive/cc to win.</span></li><li>I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in all modes.</li></ul>
<!--QuoteBegin-Olmy+Jul 28 2005, 06:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Jul 28 2005, 06:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I suggested a replacement for tech war on the forums which would work like this :
Remove all upgrade chambers and marine structures from the mode, only use rts. Remove all xp from killing enemies. Increase xp gain from built res towers. Add xp bonuses for damaging/killing res towers. Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
I think NGE would prefer this. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> This is a good idea.
<!--QuoteBegin-NGE+Jul 30 2005, 10:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NGE @ Jul 30 2005, 10:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Olmy+Jul 28 2005, 06:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Jul 28 2005, 06:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I suggested a replacement for tech war on the forums which would work like this :
Remove all upgrade chambers and marine structures from the mode, only use rts. Remove all xp from killing enemies. Increase xp gain from built res towers. Add xp bonuses for damaging/killing res towers. Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
I think NGE would prefer this. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This is a good idea. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> For reasons already stated, and additioal ones covered on the NS: Territory Forums, I'd have to say, don't get your hopes up. :>
I don't think any specific reasons were brought up against this. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-Olmy+Jul 28 2005, 07:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Jul 28 2005, 07:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I suggested a replacement for tech war on the forums which would work like this :
Remove all upgrade chambers and marine structures from the mode, only use rts. Remove all xp from killing enemies. Increase xp gain from built res towers. Add xp bonuses for damaging/killing res towers. Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
I think NGE would prefer this.<!--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-->Remove all upgrade chambers and marine structures from the mode, only use rts.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This would make tech war just like the other 4 nodes, not really a good idea. <!--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-->Remove all xp from killing enemies.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This would take the combat out of tech wars, not really a good idea. <!--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-->Increase xp gain from built res towers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Since there's only one res tower, not really a good idea. <!--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-->Add xp bonuses for damaging/killing res towers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Since there's only one res tower, not really a good idea. <!--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-->Remove invulnerability from the hive.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I support removing hive/cc invulnerability ONLY after all four upgrades plus one res tower are capped, and make it necessary to kill the hive/cc to win the match.
To quote the creators of this mod, and probably the best argument <!--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-->I don't think we need to radically change tech war<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Depot+Jul 30 2005, 10:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 30 2005, 10:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Olmy+Jul 28 2005, 07:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Jul 28 2005, 07:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I suggested a replacement for tech war on the forums which would work like this :
Remove all upgrade chambers and marine structures from the mode, only use rts. Remove all xp from killing enemies. Increase xp gain from built res towers. Add xp bonuses for damaging/killing res towers. Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
I think NGE would prefer this.<!--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-->Remove all upgrade chambers and marine structures from the mode, only use rts.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This would make tech war just like the other 4 nodes, not really a good idea. <!--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-->Remove all xp from killing enemies.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This would take the combat out of tech wars, not really a good idea. <!--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-->Increase xp gain from built res towers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Since there's only one res tower, not really a good idea. <!--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-->Add xp bonuses for damaging/killing res towers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Since there's only one res tower, not really a good idea. <!--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-->Remove invulnerability from the hive.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I support removing hive/cc invulnerability ONLY after all four upgrades plus one res tower are capped, and make it necessary to kill the hive/cc to win the match.
To quote the creators of this mod, and probably the best argument <!--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-->I don't think we need to radically change tech war<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Depot, you do not have an argument, just a series of one liners with no evidence of how the game actually plays.
<!--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-->This would make tech war just like the other 4 nodes, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Just because the models of the buildings are the same does not make it like the other modes. As you can see from the other rule changes listed, there are several changes which changes tech war for the better. Furthermore, it is hypocritical of you to state that this change would make tech war like the other modes, when the last line of your post reads:
<!--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-->I don't think we need to radically change tech war<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Which isn't an argument at all, but rather an oppinion based on... nothing.
<!--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-->This would take the combat out of tech wars, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No it would not, since killing the other team is the only way to ensure that you will hold nodes, hold a good exp flow, and ultimately kill their hive/cc.
Which, by the way, is the same model used in regular NS. And there is plenty of combat in regular NS.
<!--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-->Since there's only one res tower, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Last time I played NS:T, there was generally six nodes per NS:T map.
<!--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-->Since there's only one res tower, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Last time I played NS:T, there was generally six nodes per NS:T map.
<!--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-->I support removing hive/cc invulnerability ONLY after all four upgrades plus one res tower are capped, and make it necessary to kill the hive/cc to win the match.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I do not think you understood Olmy correctly. Let me rephrase him for you:
<b>New</b> Tech War:
- All buildings dropped are resource towers. - Resource towers, when built, give your team exp over time. - Damaging any structure gives you experience. - Hive/CC invul is removed.
Extremely simple, intuitive, and yet complex as the strategy for holding nodes is there and the main point of the game. It also makes it nearly pointless for players to try and spawn camp each other, because it will not gain them any upgrades, and any skulk/marine who escapes the spawn camp to kill nodes and build new ones will make his team strong enough to eventually break any spawn camp put on their team, and take the game around.
Tech war right now is a broken concept. It definately needs a major overhaul, and Olmy proposed the best way to make it into something playable.
<!--QuoteBegin-Depot+Jul 25 2005, 09:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 25 2005, 09:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Although you may <i>rambo</i> about having random success spawnkilling or node capping, your team won't win the round that way. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The really good players don't have random success.
So in the end we are left with the same result as combat or classic:
A good player slaughtering/spawncamping while the rest of the team completes WHATEVER the objective is.
<!--QuoteBegin-NGE+Jul 30 2005, 12:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NGE @ Jul 30 2005, 12:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Depot+Jul 30 2005, 10:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 30 2005, 10:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Olmy+Jul 28 2005, 07:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Jul 28 2005, 07:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I suggested a replacement for tech war on the forums which would work like this :
Remove all upgrade chambers and marine structures from the mode, only use rts. Remove all xp from killing enemies. Increase xp gain from built res towers. Add xp bonuses for damaging/killing res towers. Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
I think NGE would prefer this.<!--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-->Remove all upgrade chambers and marine structures from the mode, only use rts.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This would make tech war just like the other 4 nodes, not really a good idea. <!--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-->Remove all xp from killing enemies.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This would take the combat out of tech wars, not really a good idea. <!--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-->Increase xp gain from built res towers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Since there's only one res tower, not really a good idea. <!--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-->Add xp bonuses for damaging/killing res towers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Since there's only one res tower, not really a good idea. <!--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-->Remove invulnerability from the hive.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I support removing hive/cc invulnerability ONLY after all four upgrades plus one res tower are capped, and make it necessary to kill the hive/cc to win the match.
To quote the creators of this mod, and probably the best argument <!--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-->I don't think we need to radically change tech war<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Depot, you do not have an argument, just a series of one liners with no evidence of how the game actually plays.
<!--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-->This would make tech war just like the other 4 nodes, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Just because the models of the buildings are the same does not make it like the other modes. As you can see from the other rule changes listed, there are several changes which changes tech war for the better. Furthermore, it is hypocritical of you to state that this change would make tech war like the other modes, when the last line of your post reads:
<!--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-->I don't think we need to radically change tech war<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Which isn't an argument at all, but rather an oppinion based on... nothing.
<!--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-->This would take the combat out of tech wars, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No it would not, since killing the other team is the only way to ensure that you will hold nodes, hold a good exp flow, and ultimately kill their hive/cc.
Which, by the way, is the same model used in regular NS. And there is plenty of combat in regular NS.
<!--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-->Since there's only one res tower, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Last time I played NS:T, there was generally six nodes per NS:T map.
<!--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-->Since there's only one res tower, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Last time I played NS:T, there was generally six nodes per NS:T map.
<!--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-->I support removing hive/cc invulnerability ONLY after all four upgrades plus one res tower are capped, and make it necessary to kill the hive/cc to win the match.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I do not think you understood Olmy correctly. Let me rephrase him for you:
<b>New</b> Tech War:
- All buildings dropped are resource towers. - Resource towers, when built, give your team exp over time. - Damaging any structure gives you experience. - Hive/CC invul is removed.
Extremely simple, intuitive, and yet complex as the strategy for holding nodes is there and the main point of the game. It also makes it nearly pointless for players to try and spawn camp each other, because it will not gain them any upgrades, and any skulk/marine who escapes the spawn camp to kill nodes and build new ones will make his team strong enough to eventually break any spawn camp put on their team, and take the game around.
Tech war right now is a broken concept. It definately needs a major overhaul, and Olmy proposed the best way to make it into something playable.<!--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-->Depot, you do not have an argument, just a series of one liners with no evidence of how the game actually plays.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> How the game actually plays? Everyone KNOWS how the game is played, and if they don't they need to visit the NS: Territory website to see. "I don't think we need to radically change tech war" came from the creators themselves. And it's THEIR opinion. And if you think it doesn't mean anything, it means EVERYthing, because your arguing changes here, that aren't going to happen, is falling on deft ears. I already suggested to you more than once to post on the NS: T forums, and since you've yet to do so, all you're really doing here is arguing for the sake of arguing.
<!--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--><!--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-->Since there's only one res tower, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Last time I played NS:T, there was generally six nodes per NS:T map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> In Tech Wars there's only ONE res tower, and it's built AFTER all the upgrades are. Look again.
As to the tech wars concept being broken, I would hope to see upcoming patches include where the hive/cc need to be destroyed for the match to end (and them remaining invulnerable until then), and for the upgrades to more accurately reflect the structures built. :>
<span style='color:red'>*edit*</span> I would advise those wishing to suggest radical changes to any of the modes to adopt the same policy NS has: keep your suggestions simple and constructive, with no radical change in gameplay. It's also important to properly place your suggestions, and this thread is not the place to do that. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-Depot+Jul 30 2005, 12:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 30 2005, 12:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In Tech Wars there's only ONE res tower, and it's built AFTER all the upgrades are. Look again. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Is english your first language? At the first of the post he said he wanted that all build locations be used solely to build rts. Thus there would be 6 rts on the map. Thus you get upgrades from building rts and not from building obs/arms/etc to get upgrades that aren't neccesarily chained to that structure.
I think this is a much better idea as your upgrade paths aren't hindered by morons who want to rush shotguns and gls instead of getting armor and resupply.
<!--QuoteBegin-MrGunner+Jul 30 2005, 03:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ Jul 30 2005, 03:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Depot+Jul 30 2005, 12:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Depot @ Jul 30 2005, 12:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In Tech Wars there's only ONE res tower, and it's built AFTER all the upgrades are. Look again. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Is english your first language? At the first of the post he said he wanted that all build locations be used solely to build rts. Thus there would be 6 rts on the map. Thus you get upgrades from building rts and not from building obs/arms/etc to get upgrades that aren't neccesarily chained to that structure.
I think this is a much better idea as your upgrade paths aren't hindered by morons who want to rush shotguns and gls instead of getting armor and resupply. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It's already been established that we're not making any radical changes to Tech War. That being said, there is only going to be one res node.
<span style='font-size:14pt;line-height:100%'><span style='color:gray'>83.220.138.233:27015 [Kiez]Herbertstrasse|NS 3.05|FF on|Territory CO</span></span> is now an Classic / NS:T Server with some selected custommaps like shiva, source and prometheus
enjoy and try out that new gamemode! Server is located in Germany, 16 slots
Comments
It's like you just hit reply without reading a post. Oh wai <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So what do you suggest changes in Territory? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Make it so the only way to get exp is from the nodes themselves. Makes it so spawn camping will only buy your team time, but not experience.
This also models regular NS as well. In regular NS you do not rely on the res you get from kills to win. You rely on the res from nodes in order to win.
In NS:T nodes should give out steady exp over time, and killing other people should give like 1/10th of the exp it currently does.
It's like you just hit reply without reading a post. Oh wai <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So what do you suggest changes in Territory? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Make it so the only way to get exp is from the nodes themselves. Makes it so spawn camping will only buy your team time, but not experience.
This also models regular NS as well. In regular NS you do not rely on the res you get from kills to win. You rely on the res from nodes in order to win.
In NS:T nodes should give out steady exp over time, and killing other people should give like 1/10th of the exp it currently does. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You're forgetting though, this is a combat mod, not classic. Killing the enemy, be it via spawnkilling or anywhere else on the map, is going to get the players xp.
Your other option would be to install the spawninvul plugin...
Bigger maps, again.
It's like you just hit reply without reading a post. Oh wai <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So what do you suggest changes in Territory? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I'm not suggesting a change, I love territory. I was simply explaining that in <i>any</i> game, if one team is spawncamped constantly, the other team has the run of the map.
I need to try this out..
Bigger maps, again.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This wouldn't be condusive to combat gameplay though. And my experience is the smaller maps are more action packed e.g. I put 8 nodes on co_2front_b09 and it is an absolute riot to play (also impossible to spawncamp <b>UNLESS</b> the opponent has jetpack).
<i>For those that feel spawncamping is an issue with territory, it's no more of an issue than with ns or combat. Again, get the spawninvul plugin, and try hard to keep your posts territory-related.</i>
Those wishing to post suggestions or bugs please do so on <a href='http://www.cc-br.com/ter/forums/' target='_blank'>The NS: Territory Forums</a>. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
If you're referring to the default stock combat maps that ns comes with, yes it works.
Bigger maps, again.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This wouldn't be condusive to combat gameplay though. And my experience is the smaller maps are more action packed e.g. I put 8 nodes on co_2front_b09 and it is an absolute riot to play (also impossible to spawncamp <b>UNLESS</b> the opponent has jetpack).
<i>For those that feel spawncamping is an issue with territory, it's no more of an issue than with ns or combat. Again, get the spawninvul plugin, and try hard to keep your posts territory-related.</i>
Those wishing to post suggestions or bugs please do so on <a href='http://www.cc-br.com/ter/forums/' target='_blank'>The NS: Territory Forums</a>. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Spawncamping isn't the issue.
My point is that NS:T isn't much different from regular NS since killing is still basically the primary objective and way to win. Kill to get more exp to get more kills to get more exp.
But if NS:T were to be a different gamemode, then you'd need to give exp strictly from nodes.
You already have 5 different gamemodes of NS:T. Why not try one more to see how it goes?
Bigger maps, again.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This wouldn't be condusive to combat gameplay though. And my experience is the smaller maps are more action packed e.g. I put 8 nodes on co_2front_b09 and it is an absolute riot to play (also impossible to spawncamp <b>UNLESS</b> the opponent has jetpack).
<i>For those that feel spawncamping is an issue with territory, it's no more of an issue than with ns or combat. Again, get the spawninvul plugin, and try hard to keep your posts territory-related.</i>
Those wishing to post suggestions or bugs please do so on <a href='http://www.cc-br.com/ter/forums/' target='_blank'>The NS: Territory Forums</a>. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Spawncamping isn't the issue.
My point is that NS:T isn't much different from regular NS since killing is still basically the primary objective and way to win. Kill to get more exp to get more kills to get more exp.
But if NS:T were to be a different gamemode, then you'd need to give exp strictly from nodes.
You already have 5 different gamemodes of NS:T. Why not try one more to see how it goes?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I would maintain playing NS:T is a helluva lot different than playing regular Combat (remember, this is a Combat mod, not classic). To give xp strictly from nodes would not be Combat. Although killing is an objective, there are other objectives as well, and each mode is unique in this respect.
Not saying your idea would fall on deft ears, just saying it's not based on Combat. You'd have a much better chance with this by posting in the <a href='http://www.cc-br.com/ter/forums/viewforum.php?f=2&sid=9a1cfb961339a345d671c3488290c680' target='_blank'>NS: Territory Suggestions Forum</a>.
Remove all upgrade chambers and marine structures from the mode, only use rts.
Remove all xp from killing enemies.
Increase xp gain from built res towers.
Add xp bonuses for damaging/killing res towers.
Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
I think NGE would prefer this.
If you're referring to the default stock combat maps that ns comes with, yes it works. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No, I'm talking about classic maps.
Remove all upgrade chambers and marine structures from the mode, only use rts.
Remove all xp from killing enemies.
Increase xp gain from built res towers.
Add xp bonuses for damaging/killing res towers.
Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
I think NGE would prefer this.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I agree with Dark_Soul in regards to your proposal.
<!--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-->I dont think we need to change radically everything you said...but...maybe i can fix little things on this mode<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-PseudoKnight Posted on Jul 28 2005+ 07:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PseudoKnight Posted on Jul 28 2005 @ 07:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
QUOTE (Depot @ Jul 27 2005, 02:55 PM)
QUOTE (PseudoKnight @ Jul 27 2005, 09:38 AM)
I'm not sure if this has been asked before, but can this mod work on the original maps? Is there any desire to make the work with this mod if not?
If you're referring to the default stock combat maps that ns comes with, yes it works.
No, I'm talking about classic maps. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It won't work on classic maps as is, and classic maps are to large for Territory as it's currently designed. To make it work you'd have to delete 2 hives and the spawnpoints at each of those hives.
Reasons i think this:
Tech war is frustrating, you get unexpected denial of upgrades because you don't have the right structure built.
It doesn't mirror NS at all, the upgrades for each structure have no relation to the upgrades they provide in Classic so it teaches nothing that can be taken away from Territory. I still can't remember the upgrades each chamber provides.
The win condition is absolutely confusing. Basically tech war is Capture All with extra complication.
You don't <b>need</b> to hold a structure for any real length of time, only for the time you want to buy one of its upgrades, or capture all nodes.
Reasons i think this:
Tech war is frustrating, you get unexpected denial of upgrades because you don't have the right structure built.
It doesn't mirror NS at all, the upgrades for each structure have no relation to the upgrades they provide in Classic so it teaches nothing that can be taken away from Territory. I still can't remember the upgrades each chamber provides.
The win condition is absolutely confusing. Basically tech war is Capture All with extra complication.
You don't <b>need</b> to hold a structure for any real length of time, only for the time you want to buy one of its upgrades, or capture all nodes. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I agree the upgrades do not match the building and I'm not sure why the devs did it that way. As to it being frustrating, the menu clearly shows which buildings are blocked. And you win the match when you've build all the upgrades PLUS a res tower. Pretty simple I think.
If anything needs to be changed , I'd recommend having it end like Sequence Capture does now, by having to destroy the hive/cc once all nodes are capped.
I spend a most of a game unable to get leap. It wasn't fun. It seems to amplify the slippery slope effect.
I spend a most of a game unable to get leap. It wasn't fun. It seems to amplify the slippery slope effect. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The best argument against Tech War to date. Hope you don't mind me posting this on their forums, quoting you of course.
I respectfully disagree with the following that you like:<ul><li>Remove all upgrade chambers and marine structures from the mode, only use rts.</li><li>Remove all xp from killing enemies.</li><li>Increase xp gain from built res towers.</li><li>Add xp bonuses for damaging/killing res towers.</li><li>Remove invulnerability from the hive. <span style='color:yellow'>This I would like <b>AFTER</b> the team is tech'd up only, plus add destroying hive/cc to win.</span></li><li>I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in all modes.</li></ul>
Remove all upgrade chambers and marine structures from the mode, only use rts.
Remove all xp from killing enemies.
Increase xp gain from built res towers.
Add xp bonuses for damaging/killing res towers.
Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
I think NGE would prefer this. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This is a good idea.
Remove all upgrade chambers and marine structures from the mode, only use rts.
Remove all xp from killing enemies.
Increase xp gain from built res towers.
Add xp bonuses for damaging/killing res towers.
Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
I think NGE would prefer this. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This is a good idea. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
For reasons already stated, and additioal ones covered on the NS: Territory Forums, I'd have to say, don't get your hopes up. :>
Remove all upgrade chambers and marine structures from the mode, only use rts.
Remove all xp from killing enemies.
Increase xp gain from built res towers.
Add xp bonuses for damaging/killing res towers.
Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
I think NGE would prefer this.<!--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-->Remove all upgrade chambers and marine structures from the mode, only use rts.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This would make tech war just like the other 4 nodes, not really a good idea.
<!--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-->Remove all xp from killing enemies.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This would take the combat out of tech wars, not really a good idea.
<!--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-->Increase xp gain from built res towers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Since there's only one res tower, not really a good idea.
<!--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-->Add xp bonuses for damaging/killing res towers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Since there's only one res tower, not really a good idea.
<!--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-->Remove invulnerability from the hive.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I support removing hive/cc invulnerability ONLY after all four upgrades plus one res tower are capped, and make it necessary to kill the hive/cc to win the match.
To quote the creators of this mod, and probably the best argument
<!--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-->I don't think we need to radically change tech war<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Remove all upgrade chambers and marine structures from the mode, only use rts.
Remove all xp from killing enemies.
Increase xp gain from built res towers.
Add xp bonuses for damaging/killing res towers.
Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
I think NGE would prefer this.<!--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-->Remove all upgrade chambers and marine structures from the mode, only use rts.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This would make tech war just like the other 4 nodes, not really a good idea.
<!--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-->Remove all xp from killing enemies.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This would take the combat out of tech wars, not really a good idea.
<!--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-->Increase xp gain from built res towers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Since there's only one res tower, not really a good idea.
<!--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-->Add xp bonuses for damaging/killing res towers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Since there's only one res tower, not really a good idea.
<!--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-->Remove invulnerability from the hive.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I support removing hive/cc invulnerability ONLY after all four upgrades plus one res tower are capped, and make it necessary to kill the hive/cc to win the match.
To quote the creators of this mod, and probably the best argument
<!--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-->I don't think we need to radically change tech war<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Depot, you do not have an argument, just a series of one liners with no evidence of how the game actually plays.
<!--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-->This would make tech war just like the other 4 nodes, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Just because the models of the buildings are the same does not make it like the other modes. As you can see from the other rule changes listed, there are several changes which changes tech war for the better. Furthermore, it is hypocritical of you to state that this change would make tech war like the other modes, when the last line of your post reads:
<!--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-->I don't think we need to radically change tech war<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Which isn't an argument at all, but rather an oppinion based on... nothing.
<!--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-->This would take the combat out of tech wars, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No it would not, since killing the other team is the only way to ensure that you will hold nodes, hold a good exp flow, and ultimately kill their hive/cc.
Which, by the way, is the same model used in regular NS. And there is plenty of combat in regular NS.
<!--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-->Since there's only one res tower, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Last time I played NS:T, there was generally six nodes per NS:T map.
<!--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-->Since there's only one res tower, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Last time I played NS:T, there was generally six nodes per NS:T map.
<!--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-->I support removing hive/cc invulnerability ONLY after all four upgrades plus one res tower are capped, and make it necessary to kill the hive/cc to win the match.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I do not think you understood Olmy correctly. Let me rephrase him for you:
<b>New</b> Tech War:
- All buildings dropped are resource towers.
- Resource towers, when built, give your team exp over time.
- Damaging any structure gives you experience.
- Hive/CC invul is removed.
Extremely simple, intuitive, and yet complex as the strategy for holding nodes is there and the main point of the game. It also makes it nearly pointless for players to try and spawn camp each other, because it will not gain them any upgrades, and any skulk/marine who escapes the spawn camp to kill nodes and build new ones will make his team strong enough to eventually break any spawn camp put on their team, and take the game around.
Tech war right now is a broken concept. It definately needs a major overhaul, and Olmy proposed the best way to make it into something playable.
The really good players don't have random success.
So in the end we are left with the same result as combat or classic:
A good player slaughtering/spawncamping while the rest of the team completes WHATEVER the objective is.
Remove all upgrade chambers and marine structures from the mode, only use rts.
Remove all xp from killing enemies.
Increase xp gain from built res towers.
Add xp bonuses for damaging/killing res towers.
Remove invulnerability from the hive.
This way nodes are the only way to gain upgrades which you will need to destroy the enemy hive/cc.
I would also then remove all xp gains from killing enemies, and add xp bonuses for damaging/kliing res towers in <b>all modes</b>.
I think NGE would prefer this.<!--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-->Remove all upgrade chambers and marine structures from the mode, only use rts.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This would make tech war just like the other 4 nodes, not really a good idea.
<!--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-->Remove all xp from killing enemies.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This would take the combat out of tech wars, not really a good idea.
<!--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-->Increase xp gain from built res towers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Since there's only one res tower, not really a good idea.
<!--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-->Add xp bonuses for damaging/killing res towers.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Since there's only one res tower, not really a good idea.
<!--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-->Remove invulnerability from the hive.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I support removing hive/cc invulnerability ONLY after all four upgrades plus one res tower are capped, and make it necessary to kill the hive/cc to win the match.
To quote the creators of this mod, and probably the best argument
<!--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-->I don't think we need to radically change tech war<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Depot, you do not have an argument, just a series of one liners with no evidence of how the game actually plays.
<!--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-->This would make tech war just like the other 4 nodes, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Just because the models of the buildings are the same does not make it like the other modes. As you can see from the other rule changes listed, there are several changes which changes tech war for the better. Furthermore, it is hypocritical of you to state that this change would make tech war like the other modes, when the last line of your post reads:
<!--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-->I don't think we need to radically change tech war<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Which isn't an argument at all, but rather an oppinion based on... nothing.
<!--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-->This would take the combat out of tech wars, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No it would not, since killing the other team is the only way to ensure that you will hold nodes, hold a good exp flow, and ultimately kill their hive/cc.
Which, by the way, is the same model used in regular NS. And there is plenty of combat in regular NS.
<!--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-->Since there's only one res tower, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Last time I played NS:T, there was generally six nodes per NS:T map.
<!--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-->Since there's only one res tower, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Last time I played NS:T, there was generally six nodes per NS:T map.
<!--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-->I support removing hive/cc invulnerability ONLY after all four upgrades plus one res tower are capped, and make it necessary to kill the hive/cc to win the match.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I do not think you understood Olmy correctly. Let me rephrase him for you:
<b>New</b> Tech War:
- All buildings dropped are resource towers.
- Resource towers, when built, give your team exp over time.
- Damaging any structure gives you experience.
- Hive/CC invul is removed.
Extremely simple, intuitive, and yet complex as the strategy for holding nodes is there and the main point of the game. It also makes it nearly pointless for players to try and spawn camp each other, because it will not gain them any upgrades, and any skulk/marine who escapes the spawn camp to kill nodes and build new ones will make his team strong enough to eventually break any spawn camp put on their team, and take the game around.
Tech war right now is a broken concept. It definately needs a major overhaul, and Olmy proposed the best way to make it into something playable.<!--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-->Depot, you do not have an argument, just a series of one liners with no evidence of how the game actually plays.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
How the game actually plays? Everyone KNOWS how the game is played, and if they don't they need to visit the NS: Territory website to see. "I don't think we need to radically change tech war" came from the creators themselves. And it's THEIR opinion. And if you think it doesn't mean anything, it means EVERYthing, because your arguing changes here, that aren't going to happen, is falling on deft ears. I already suggested to you more than once to post on the NS: T forums, and since you've yet to do so, all you're really doing here is arguing for the sake of arguing.
<!--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--><!--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-->Since there's only one res tower, not really a good idea.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Last time I played NS:T, there was generally six nodes per NS:T map.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
In Tech Wars there's only ONE res tower, and it's built AFTER all the upgrades are. Look again.
As to the tech wars concept being broken, I would hope to see upcoming patches include where the hive/cc need to be destroyed for the match to end (and them remaining invulnerable until then), and for the upgrades to more accurately reflect the structures built. :>
<span style='color:red'>*edit*</span> I would advise those wishing to suggest radical changes to any of the modes to adopt the same policy NS has: keep your suggestions simple and constructive, with no radical change in gameplay. It's also important to properly place your suggestions, and this thread is not the place to do that. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Is english your first language? At the first of the post he said he wanted that all build locations be used solely to build rts. Thus there would be 6 rts on the map. Thus you get upgrades from building rts and not from building obs/arms/etc to get upgrades that aren't neccesarily chained to that structure.
I think this is a much better idea as your upgrade paths aren't hindered by morons who want to rush shotguns and gls instead of getting armor and resupply.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Is english your first language? At the first of the post he said he wanted that all build locations be used solely to build rts. Thus there would be 6 rts on the map. Thus you get upgrades from building rts and not from building obs/arms/etc to get upgrades that aren't neccesarily chained to that structure.
I think this is a much better idea as your upgrade paths aren't hindered by morons who want to rush shotguns and gls instead of getting armor and resupply. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's already been established that we're not making any radical changes to Tech War. That being said, there is only going to be one res node.
is now an Classic / NS:T Server with some selected custommaps like shiva, source and prometheus
enjoy and try out that new gamemode!
Server is located in Germany, 16 slots