Even MORE CS style gameplay in NS2 than in Combat?

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Comments

  • DetheronDetheron Join Date: 2006-11-07 Member: 58469Members
    <!--quoteo(post=1619612:date=Apr 8 2007, 05:26 PM:name=bassport)--><div class='quotetop'>QUOTE(bassport @ Apr 8 2007, 05:26 PM) [snapback]1619612[/snapback]</div><div class='quotemain'><!--quotec-->
    You didn't really read this thread, did you?

    I'm not panic mongering... I just wrote what I thought.

    And to be honest, I'm more uncomfortable than ever about this. I really hoped it would be all about testing things and that they didn't even assess the possibility of including this in the game.

    I don't know about you, but giving out weapons and building structures are the only thing the commander really can do actively. <b>And hoping that the whole marine team will just act as a team and only buy guns if absolutely necessary is just purely naive</b>.
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    Because letting the commander handle weapon distribution automatically makes the team follow orders and work together. Oh wait...

    Most arguments against this change can also be used against the old system. The irony is delicious.

    People worry too much. It is a small change, and for the better. The commander mode isn't popular as it stands because it is too stressful. Half of the games I join we don't have a comm in the first 30 seconds because no one wants to. This change is a stress reliever.

    Just because he won't handle weapon distribution anymore, doesn't mean the job will be any less important. Most players who play both sides WILL adapt quickly, because the alien side taught them how to cooperate with each other, and thus, they will learn to buy weapons and support other marines who also bought them.
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    I think if you allow the commander to set the percentage of res going to his team, then this system could be really good. Perhaps the commander can set res distribution to 100% to himself and give out weapons manually if he wishs, or set 20% of gained res to be distributed evenly between the marines keeping 80% himself, etc etc. If he feels people are wasting too many weapons reduce it, if they need more increase it, with a nice option to donate a stack of res to everyone (e.g. for when that first fade or onos [or something bigger?!] appears) this allows the commander to keep some level of control whilst getting rid of the annoying micro-management of weapons. Which lets be honest is just horribly stressful, and distracts you from thinking about your overall situation.

    Plus I'd just really like to be able to buy myself a GL and clear out the gorge nests when I find them <3. (perhaps you could trade in your shotgun for a certain amount of req, haha).
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    On a team of 8 or so people, it is extremely rare for all of them to agree on the details of a plan, especially if they haven't had several minutes of planning time to discuss it. At current, the commander is in complete control of marine res flow, so rather than explaining to his team how he wants to spend each res point, he can just DO it. If you give every marine on the field the ability to tap into the team res pool, it becomes exponentially harder to coordinate the team res flow towards a specific goal.

    Stress and micromanagement are reduced <i>only</i> if the commander doesn't <i>care</i> how his res is spent. If he does care, he now has to spend extra time explaining to his team when and where to buy guns and when NOT to buy guns, and has to deal with the frustration of seeing res saved for a specific purpose suddenly disappear when the marine who wasnt listening buys himself a full kit before leaving base.

    Please let the commander keep control of marine resource flow!
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    edited May 2007
    Hate to post repeatedly, and a short second post butt, Cxwf, did you read my suggestion, it'd allow the commander to control the res flow whilst allowing the marines to choose their own weapons, if the commander chooses. I'm actually fairly confident after a relatively small amount of play most players would choose the best weapon for the job in hand.... (either because they'll know or lets face it if they don't know they'll buy a hmg or shotgun and those are always useful, <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />).
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    I did read your suggestion, and it would be acceptable to me <i>only</i> because of the option for the comm to set 100% towards himself and spend it all himself. A team where the comm spends all the res WILL be more efficient and more successful than a team where everyone has their own pool to spend, not least because of the situation where everyone has 8 or 9 res in their personal pool and no one can buy <i>anything</i>, leaving easily 50 res sitting useless. This is the same scenario that prevents aliens from buying Fades and Hives 30 seconds into the game...they start with anywhere from 150 to 400 res at the beginning of the game, but cant spend it because its so spread out.

    So in sum, your suggestion allows comms who feel overwhelmed to let his team handle the gun buying for him, at the cost of a small level of efficiency, while allowing more active comms to continue spending their own money, at the cost of more complaints by novice marines who want the comm to send them more res. Not a terrible deal, I guess.
  • RipurRipur Join Date: 2002-11-05 Member: 7193Members
    I would like to point out that many fps games alow for everyone to choose what weapons or class they want to play with. Very few of these games exhibit team work in anywhere but the most active of clans.
    The only time i really see plans being made and different classes/weps being used togather to form powerful attacks is on the Alien team in NS classic. this is in part do to some classes given a specific short comething that is overwhelming and a skill that benfits the team as much as themseleves (excepet fades).
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    edited June 2007
    This wouldn't be bad as long as the commander had control. Nublet Marine1 goes to buy shotgun, a little request icon appears, comm right clicks it to deny. Pro Marine1 goes to buy shotgun, little icon appears, comm left clicks it to approve. Something like that. Or just have a small approval dialog built into the Comm UI somewhere.

    Using the RFK as a Marine's personal res pool isn't a bad idea either.
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