Let us relive 1.04 through source
zoanthrope
Join Date: 2007-07-23 Member: 61663Members
Ok. NS is a different game now. NS has changed for the better. If we were still at 1.04 NS would have been completely dead long ago. Now that thats out of the way lets look to the future.
1.04 was more fun. Whether this is due to actual game mechanics or nostalgia is up for debate, I tend to think its a bit of both because I remember the change from 1.04 to 2.0 clearly, and the game lost much of its pull overnight.
Bring back those same mechanics that have been discussed to death in these forums, not in NS1, or NS2, but in Source, which is meant to be a recreation of NS on the source engine.
-more atmospheric maps(remember the new mapping requirements in 2.0 to increase performance)
-old gorge system
-no rfk
-mythical onos
but at the same time fix some cruical flaws with 1.04 like two hive lockdown and jp rush(fps dependant haha remember staying up forever)
You all know the arguments. But I think the most important of all are the epic games we all remember. When it was team oriented and you felt like your contribution, however small, was making a difference in the struggle.
Put it all down to nostalgia, but one think is I due remember the switch between 1.04 and 2.0 and loosing the magic. I just want to find it again, and I think source, a faithful recreation of THE ns, is the place to do it.
1.04 was more fun. Whether this is due to actual game mechanics or nostalgia is up for debate, I tend to think its a bit of both because I remember the change from 1.04 to 2.0 clearly, and the game lost much of its pull overnight.
Bring back those same mechanics that have been discussed to death in these forums, not in NS1, or NS2, but in Source, which is meant to be a recreation of NS on the source engine.
-more atmospheric maps(remember the new mapping requirements in 2.0 to increase performance)
-old gorge system
-no rfk
-mythical onos
but at the same time fix some cruical flaws with 1.04 like two hive lockdown and jp rush(fps dependant haha remember staying up forever)
You all know the arguments. But I think the most important of all are the epic games we all remember. When it was team oriented and you felt like your contribution, however small, was making a difference in the struggle.
Put it all down to nostalgia, but one think is I due remember the switch between 1.04 and 2.0 and loosing the magic. I just want to find it again, and I think source, a faithful recreation of THE ns, is the place to do it.
Comments
alien tactics = 5 skulks with 1 gorge camping in the hive. the gorge can effectively go afk whilst he saves enough res for the hive. be more inflexible please, yawn.
"no rfk"
the 10 minute end-game in 3.2 is horrible as it is, no rfk would make it worse (not taking the pubnub effect into account where skulks get 0-10 scores rushing marine spawn on their own and giving marines enough res to turtle)
"mythical onos"
how can having a broken hitbox improve anything?
it's nostalgia ok. i had more fun playing c-s b5 than 1.6; but 1.6 is twice the game b5 was. same for ns.
Scripts
Pubs servers (vs clanners)
State of NS
Its actually getting more monotonous than reading about politics.
Welcome to the human race Emanon. This is the way of things, I suggest you stop punishing yourself and ignore the topics you are bored of.
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......puzl seems frustrated........and a bit edgy, I'll take this in stride.
There is a steam version of 1.04, perform forum search its hosted somewhere. (bry's 1.04)
The social aspect of NS 1.04 is what made it fun, and thats why I want 1.04 back. Simply just not having alot of info (mainly being no minimap so no info on who is where and what is happening) made you dependent on your team more, which leaded to more communication and ultimately strengthened the bonds between people. The glitches also made the game funner (when not abused too much) because it made way to humor (example: "Lol! the Onos slipped on the mine trap! Nice one team!").
As for the old res system, all of the OC's that were placed also leaded to more teamwork happening on the marine team. The marines needed everyone working together; some to use the GL's against the OC's, some to build the Sieges, others to cover against aliens, commander to drop the ammo and health, etc. Of course it sometimes became to a point where the gorges had too much res, so here is what I propose as a solution.
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<b>Perhaps something like this:</b>
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1/4 of all res income goes to a separate Gorge res pool. Multiple Gorges can tap into a certain percentage of this res, depending on the number of Gorges (so if there are 2 gorges each may tap into 60% of its total res, calculated by each Gorge being able to tap into <i>'x'</i> percent of res every <i>'y'</i> seconds). <b><i>This percentage isn't directly proportional to the number of Gorges</i></b>
Remaining income get split to up to all players Individual Res, including the Gorges Individual Res.
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Gorges may spend his individual res on structures or changing lifeforms at any time. The Gorge may spend any res from the Gorge Res Pool on structures. However he/she may not spend res from the Gorge Res Pool on changing lifeforms.
Any alien may donate a certain percentage of his individual res per certain time (so for example, 10% every 2 minutes) to either the Gorge Res Pool or other players Individual Res. If he chooses to donate to the other players Individual Res that res he donates may or may not be split evenly to all team members.
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Of the res given to all players Individual Res, res income to players with lifeforms is halved <u>after</u> reaching the res needed to revolve into that lifeform (so for example, res given to a Fade would be halved when the player has 50 res). This rule also applies for the Gorge. This doesn't apply to the skulk.
A res slider cap is allowed for each player, allowing the player to set the max amount of res he/she can have in his Individual Res at any given time (so for example I can set that slider to 50 res so when I reach 50 res any additional res I am supposed to get goes to the other players Individual Res). Default would be 75 res, the default changing to 100 when a Gorge. <u><b>Absolute 100 res cap remains unchanged.</b></u>
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Chamber costs <u>may</u> change to the following:<ul><li>Hive: From 40 to 65 -80</li><li>Resource Towers: From 15 to 25</li><li>DC's: From 10 to 18</li><li>MC's: From 10 to 18</li><li>SC's: From 10 to 18 - 20</li><li>OC's: From 10 to 15</li></ul>Note that the cost for each chamber probably would vary, these are just working numbers.<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
This would somewhat maximize the efficiency of the res system for the aliens, while also complicating it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />.
Sorry if I might have hijacked the thread, especially with the new res system idea. It all ties together in some way <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
Has anyone done any pattern recognition for the NS forums for threads, it seems like we discuss the same thing over and over in 2-3 month cycles....
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If you ever make such recognition system, call Nobel prize commitee right away. You will not be disappointed.
It would be nice to have a *real* reason to drop an oc in a hallway, or a remote mc on the floor during a rush.
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fact: ocs counter skill
Thanks.
1.03 >> 1.04
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Alpha versions >> NS2
Without RFK, many players forget that teamwork is the key to success....
Without RFK, many players forget that teamwork is the key to success....
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Without RFK perhaps they'll realize the importance of teamwork and holding strategic locations.
Without RFK perhaps they'll realize the importance of teamwork and holding strategic locations.
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Can't say so. And i have a NS 3.2 without RFK.
With that, I can say...
<i><b>Without RFK:</b> Tech = RT's + Important structures (mainly hives, but also AA, proto, chambers etc. not including RT's)
<b>With RFK:</b> Tech = RT's + Important structures + Skill</i>
Now, with RFK, player skill becomes more important, RT's become less important and important structures stay the same. Now, because important structures now take up even more importance in proportion, having RFK gives more importance to important structures like hives. This makes for those 2 or 3 minute intense hive struggles, and makes the loss of the AA a bigger deal than normal.
Without RFK, player skill is removed from the equation so RT's become more important. This reduces (proportionately) the importance of important structures, which makes the res battle more important than ever. This makes for the time between the crucial hive battles to be more important while making the actual battle less important (still very important tho).
Another simpler way at looking at this is that RFK provides a alternative for RT's. This makes for important structures to be more important because there is really no alternative to them. Without RFK there is no alternative to RT's, and since important structures are dependent on res, RT's become the name of the game.
In general, the changes that are gained or lost with or without RFK are not very great. What I mean by that is that without RFK the player skill is still very important because you still require skill to actually protect and take down RT's. The only thing RFK really does is put more importance on certain points in the game rather than the whole game, while putting a little more importance on skill and a little less on RT's.
I'm probably working off of strange logic but I'm pretty sure my points still hold true. There are probably many other variables I haven't taken into account for this situation. I'm not saying to remove RFK because it does have it's big advantages, but I'm just pointing out a flaw with RFK.
Without RFK bad players "get away" with throwing themselves uselessly against the enemy, thus reducing the teamwork aspect.
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And with RFK they are helping the opponent more because they're just giving them res.