Alien start + Commander hearing

DirrrtyDog[SA]DirrrtyDog[SA] Join Date: 2007-09-04 Member: 62162Members, Constellation
<div class="IPBDescription">Another idea</div>Greets.

I've read through the other Alien start topic about the Gorgonaut, and liking the overall idea, I still find that there is something missing.
IMO, aliens need a starting hive fully built, else this give the marines too big an advantage. Aliens wouldn't/couldn't have any type of chambers available, and would still have to wait for the first hive to be built before they get one. During that time, a commander could have dropped the Armory, and it could be well on the way to being upgraded.

Here's what I'm proposing:
Instead of the giant gorge, there is one hive location that is active already on a possibility of 5, say. Aliens spawn in at game start from any of the hive locations, being active or not. Should there be a skulk rush on MS, marines wouldn't know for sure which hive is active because aliens would be coming in from multiple directions. I love the sound of having more than 3 hive locations though. I think it would greatly add to the game.

Another thing I think would improve gameplay, is that the commander would not hear anything simply by going over an area. Logic implies that there is no 2way intercom systems that are active all the time. The suggestion I have to make to this would be to allow a commander to hear what is going on in a specific area, but only if a marine is at this location. Marines carry microphones. So if a commander is trying to pick up hive sound or skulks running around, well, too bad. If no marines are around this area, he can't hear any of it. Scans come in handy at this point.

It might not be all that clear, but I'm at work, and slightly in a rush...

Comments

  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    I don't understand what you are saying.... We already start with a hive.
  • DirrrtyDog[SA]DirrrtyDog[SA] Join Date: 2007-09-04 Member: 62162Members, Constellation
    <!--quoteo(post=1651044:date=Sep 21 2007, 01:23 PM:name=corpsman)--><div class='quotetop'>QUOTE(corpsman @ Sep 21 2007, 01:23 PM) <a href="index.php?act=findpost&pid=1651044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't understand what you are saying.... We already start with a hive.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Was cross referencing the other alien start thread's suggestion. Replying to the other thread probably woulda been better.
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    <!--quoteo(post=1651046:date=Sep 21 2007, 05:27 PM:name=DirrrtyDog[SA])--><div class='quotetop'>QUOTE(DirrrtyDog[SA] @ Sep 21 2007, 05:27 PM) <a href="index.php?act=findpost&pid=1651046"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
    Was cross referencing the other alien start thread's suggestion. Replying to the other thread probably woulda been better.<!--QuoteEnd--></div><!--QuoteEEnd-->

    agreed.

    but he does bring up another interesting point about marine michrophones and the commander's sound. the comm should only really be able to hear sounds if they are within a certain radius of a marine.
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    <!--quoteo(post=1651134:date=Sep 21 2007, 09:38 PM:name=Buzzou)--><div class='quotetop'>QUOTE(Buzzou @ Sep 21 2007, 09:38 PM) <a href="index.php?act=findpost&pid=1651134"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->agreed.

    but he does bring up another interesting point about marine michrophones and the commander's sound. the comm should only really be able to hear sounds if they are within a certain radius of a marine.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Agreed. I like the idea of marine searching for the hive rather than immediately knowing where the hive is. It's more atmospheric if I take a path outside Marine Start unsure of what's ahead rather than saying "oh, hive is there, I'm going the other way". This, combined with each alien starting at a random hive would add a nice fun factor to the opening minutes of the game. (Mind you I don't know how that idea would work, unless aliens started with all the hives, just in some form of an infant stage).
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    commander "stuff finding" is a bit of a skill in itself, which is somewhat cool
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1651151:date=Sep 21 2007, 10:54 PM:name=Chocolate)--><div class='quotetop'>QUOTE(Chocolate @ Sep 21 2007, 10:54 PM) <a href="index.php?act=findpost&pid=1651151"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the idea of marine searching for the hive rather than immediately knowing where the hive is.<!--QuoteEnd--></div><!--QuoteEEnd-->

    And I like the reverse for the Kharaa as well. The Marines need at the very least 2 (even more would be ideal) different starting points to "breach" the map to fight the Kharaa infection war machine.

    I just bring it up because the reason we all want to have more hive spots than total numbers we can place of the hives and want The Commander to not immediately know the starting position, holds just as true for the Marines: It stagnates the game-play to a surreal limited number of strategic (and atmospheric) choices.

    I also like the idea of a Commander needing the Marine's hearing radius to detect sounds, especially in a place where the Dynamic Infestation potentially shuts down the grid in rooms, turning off lights, work stations (and their viewing monitors) and who knows what else.

    I think the spookiest thing the Kharaa could have is if anywhere there is Dynamic Infestation (DI), the mini map gets a bad case of "Fog Of War" and no longer sees the blueprints for that area - nothing more spooky than the unknown! I also would like the DI to accomplish other signature "moves" that demonstrate territory superiority but on the flip side, I also want Marine territory to be evident and advantageous for that side too.
  • ShadowedEclipseShadowedEclipse Join Date: 2007-08-15 Member: 61886Members
    edited September 2007
    I do agree with an alien dynamic start location. Perhaps the hive, (the first one too but I don't think the gorganaut is a good idea...but I also don't have an alternative) should be able to be placed anywhere where the bacterium is concentrated enough to provide a nourishing environment. Right now, maps are kinda divided where MS is roughly equidistant from the three hives. If instead of having three set points to drop the hive, you could instead drop any hive anywhere on that "side", giving mappers control of which area's are hive-able and which aren't. This would also create interesting strategy ideas. Should you drop all three hives in the same general area (obviously they are big and need to draw nutrients from their surrounding so it couldn't be too close) so you have to defend less territory? But then you control less area and are more vulnerable to sieges, since a good siege location could nail all three hives. Since I think hives are going to be a central point of DI growth, it would become important for aliens to drop hives in more places then just the most defensible location's on the map. Sometimes you might have to take the risk and drop it in a more vulnerable area because if you don't start expanding your DI the marines are gonna own you with map control.

    I disagree with the marines also having a dynamic start location. Two main reasons. First, everything we give to one, we shouldn't give to the other. NS rocks because the two sides are VERY different. The marines ALREADY have the ability to relocate to any place on the map at any time, they don't need their start location to be dynamic also (though I think beacon should center on the obs that did it, if that's possible). Two is more of a realism concern, the marines would know the best/only place to breach the ship before going in and would always choose that location, not randomly pick somewhere out of a hat. They could potentially have more then one place to breach of equal strategic value, but having more then 1-2 places would start to stretch realism, so I would rather they just stick with the one, and if you want to surprise the aliens with a different base location, relocate.
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    could this be the end of the marine shot gun rush

    NEVER!! this be mutiny
  • DirrrtyDog[SA]DirrrtyDog[SA] Join Date: 2007-09-04 Member: 62162Members, Constellation
    <!--quoteo(post=1651160:date=Sep 22 2007, 01:19 AM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Sep 22 2007, 01:19 AM) <a href="index.php?act=findpost&pid=1651160"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->commander "stuff finding" is a bit of a skill in itself, which is somewhat cool<!--QuoteEnd--></div><!--QuoteEEnd-->
    No offence N_3, but there is no skill in figuring out what the starting hive is... True you don't hear the hive itself in the first minute or so of the game, but you do hear skulks running out of it and/or around it. Plus, all a comm needs to do to be 100% sure of the starting hive is drop RTs in the locations. There's only 2 skills IMO that make a commander good or bad... the ability to make his troops work as a unit, and being able to think 4 moves ahead before he makes one.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    it's an easy skill, i'll give you that. but dropping RT's is not a top idea though and there is a better way to do it. furthermore, listening for res towers and gorges whilst simultaneously taking care of your marines and base etc needs a bit of micromanagement.
  • DirrrtyDog[SA]DirrrtyDog[SA] Join Date: 2007-09-04 Member: 62162Members, Constellation
    <!--quoteo(post=1651344:date=Sep 23 2007, 01:34 AM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Sep 23 2007, 01:34 AM) <a href="index.php?act=findpost&pid=1651344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->it's an easy skill, i'll give you that. but dropping RT's is not a top idea though and there is a better way to do it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree that there is an easier (and less costly) way of knowing what the staring hive is, I was simply giving a example of a way to find said hive.

    <!--quoteo(post=1651344:date=Sep 23 2007, 01:34 AM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Sep 23 2007, 01:34 AM) <a href="index.php?act=findpost&pid=1651344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->furthermore, listening for res towers and gorges whilst simultaneously taking care of your marines and base etc needs a bit of micromanagement.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes. But as I say to my wife all the time... if you can't stand the heat, get out the kitchen. As a commander, you will have to split your mind 3 ways and always keep an eye on what's going on in multiple places at once... Being a commander is not meant for everyone...
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1651437:date=Sep 23 2007, 01:13 PM:name=DirrrtyDog[SA])--><div class='quotetop'>QUOTE(DirrrtyDog[SA] @ Sep 23 2007, 01:13 PM) <a href="index.php?act=findpost&pid=1651437"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
    Being a commander is not meant for everyone...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Which is exactly why the game breaks when there is no Commander in NS1. No Commander = No marines = No opponents for the Kharaa = bad game.

    How a game starts off says alot about how it will finish and I really hope for good finishes in NS2.
  • XainXain Join Date: 2007-09-13 Member: 62281Members
    edited September 2007
    A random hive starting point. And elimination of finding a hive by listing (i dont care what anyone says, a 5 year old can find a hive and scan there area oh found the hive!)

    I love it =D

    just dont put HIVE IS HERE COME TAKE A LOOK on the mini map and we are good 2 go!
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    Personally I just go and build and obs and do a map scan so I can find the hive in the first 2 minutes. Just what I spend my res on since it helps me direct marines to where I want them to do. To combat that you could change it so that you can only map scan around a marine. Having a "fog of war" around the DI I think is a good idea and would certainly add a lot to any map I believe. However it would be easy then to get an idea of where a hive is so unless you limited what a commander could see at the opening of the game until a marine arrived and then he had the layout on his map until they hit the DI you could have something. Any other RTS you go into has that setup so you "discover" what is in the map and how it is laid out as you go. Alternately any good marine breaching team should already have some if not all of the layout and blue prints on hand before going in. You could right this off as a time issue so they just went right in. Either way I think there's a lot that could be done to add to the diffuculty and atmosphere of the game in this regard so I will be eager to see what is going to be in the release.

    I also agree that for the love of god please tie a beacon into the specific Obs used. Would add a lot to a game because instead of building a phase in a hive first I would build and obs and just beacon the team in. Would be a hell of a thing to suddenly have a team in like that instead of piece meal.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    why not have the maps sort of like a 9 main rooms kind of shape, and then have both teams start somewhere randomly. (but never next to each other)
  • VmanVman Join Date: 2007-09-11 Member: 62251Members
    <!--quoteo(post=1651167:date=Sep 22 2007, 06:46 AM:name=ShadowedEclipse)--><div class='quotetop'>QUOTE(ShadowedEclipse @ Sep 22 2007, 06:46 AM) <a href="index.php?act=findpost&pid=1651167"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I disagree with the marines also having a dynamic start location. Two main reasons. First, everything we give to one, we shouldn't give to the other. NS rocks because the two sides are VERY different. The marines ALREADY have the ability to relocate to any place on the map at any time, they don't need their start location to be dynamic also (though I think beacon should center on the obs that did it, if that's possible). Two is more of a realism concern, the marines would know the best/only place to breach the ship before going in and would always choose that location, not randomly pick somewhere out of a hat. They could potentially have more then one place to breach of equal strategic value, but having more then 1-2 places would start to stretch realism, so I would rather they just stick with the one, and if you want to surprise the aliens with a different base location, relocate.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sometimes people dont haave a choice on where they start, in a real battle thigns can happine at full random so. Maby a dynamic start location for the marines is good maby not my opinion on that is i agree, i want the marines to have a dynamic start location for purposes of that you dont always start in the expected location makeing it even more interesting. cause 1 you dont know where you are going to start and you dont know where the aliens are going to start.
  • DirrrtyDog[SA]DirrrtyDog[SA] Join Date: 2007-09-04 Member: 62162Members, Constellation
    I would also like to have Dynamic MS.

    In a military world, humans would study a structure to have the best strategical breach point advantage possible, I believe that TSA would follow that same logic. I don't say that there wouldn't be a fallback insertion point, but if a different location is needed, I think relocation still remains the best option.
  • XainXain Join Date: 2007-09-13 Member: 62281Members
  • DirrrtyDog[SA]DirrrtyDog[SA] Join Date: 2007-09-04 Member: 62162Members, Constellation
    edited September 2007
    Xain, stop stuttering <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Oh sure... now that I say that, he goes and deletes one of his duplicate posts...
    <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • XainXain Join Date: 2007-09-13 Member: 62281Members
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    <!--quoteo(post=1651588:date=Sep 23 2007, 11:53 PM:name=Mindmeldme)--><div class='quotetop'>QUOTE(Mindmeldme @ Sep 23 2007, 11:53 PM) <a href="index.php?act=findpost&pid=1651588"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I also agree that for the love of god please tie a beacon into the specific Obs used. Would add a lot to a game because instead of building a phase in a hive first I would build and obs and just beacon the team in. Would be a hell of a thing to suddenly have a team in like that instead of piece meal.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like but this would be cool but too powerful in the early game so it would have to be either a) expensive or b) a cool down time prior to use but I would prefer this:

    Two beacon buttons. Once standard MS and one that would have to be researched. Once the OBS is built you click on research alternate location and that OBS only would be upgraded. This would allow you to beacon marines to spots within its radius, possibly even at commander defined points, providing the space is not a pit or occupied by a structure. This would also allow silent beacons for that ONOs attacking the Advance armoury.

    To get around the RT drop to work out the hives the COM can only drop structures in the hive locations once a marine has entered the room for the first time.
  • XainXain Join Date: 2007-09-13 Member: 62281Members
    uhh I think im leaving this thread as two dynamic (no one knows where at, and the map does not indicate the enemys location with Hive: Stupid or Marine Start) random starts for both teams alien having a wider variety (each time a game starts it reandomly selects 3 of the 6 possible locations and "unlocks" them and than spawns a random hive and the start locations of the aliens at one of these 3 locations.) than the marines having only 2 areas to be randomly placed in. (can relocate as usual)
  • dragonsowldragonsowl Join Date: 2007-10-08 Member: 62578Members
    I really dislike the hives fixed locations, and if we had to have fixed locations, i would prefer to have a choice of 3/4 spots if not 3/8.

    personally i like the norusioment infestation hive location idea the best, it gives us the ability to choice on spot or 3. Another thing that could be added, would be instead of building 3 seperate hives, mabey upgrading a single hive. Such as if there is enough nourishment for one hive, we could simply advance the one we already have. Mabey increasing its hive sight radius, and if you get it up to a level 3 hive, make it able 2 attack, or imune to small arms fire. This would make it so the aliens would have the choice of a single last ditch effort to deffend, or to spread out, and make the battle last longer.

    Personally i would love to see it if other buildings could be upgraded as well, mabey making it so that if a movement chamber is built outside the infestation, and is then overrun, it can be teleported 2? or give it a cool down timer, and as it is used more, or upgraded, its cool down timer will decrease?

    Anouther thing i would like to see, to go along with building upgrades, would be an offensive tower upgrading itself, as it kills or injurse mariens, making it deal more damage. Or having things naturally upgrade themselves when there within the infestation (execpt for hive, where the aliens would choice between one upgraded hive, many or a combination, either way, a gorge or something <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> (read my nonlinear topic) would need to build it/ upgrade it)

    plz feel free to coment!
Sign In or Register to comment.