A potenial to end those long stand-off games... (And just a good idea)

tallmidget22tallmidget22 Join Date: 2007-02-03 Member: 59859Members
edited October 2007 in Ideas and Suggestions
<div class="IPBDescription">No more plateaus..</div>I was playing a game on ns_hera last night as the com on the <BAD> Clan server. We [marines] were holding Vent Hive, Mainatience and Cargo and they had everything else, it was a Prototech (Heavy's, Jp's, Shotties, HMG's, GL's) VS. II Hive aliens struggle (Fade, ONOS, Lerk, the works). I had researched everything and was thinking, if both teams reach a flatline where they are completely teched and in a stand off, why not have a tech that can be researched infinately (so the team with the best res control can eventually get the upper hand), and for marines I was thinking mabie weapons and armor could keep being increased passed three, but keep uping the times and res by ten, so armor 4 would be 50 res, wep 5 would be 60 res etc etc, and for the alien side, allow for every 2 chambers over the first three, add a 10% bonus to the skills it grants. This if all else is dead even, map control will determine the winners. I think this is a great idea and could prevent stalemates and always make games dynamic! This would not affect quick games, but could give some great longterm planning for those stalemates and longer games. Of course the numbers could use refining!

Ideas for the Marines:

-Continue increasing Weapons
-Continue increasing Armour
-Add some plain old higher techs such as Weapon Smithing or Syntheics(Mabie make them like really expensive and have them auto syphon res over time, like 1 every four seconds, but make them make gear cost 1/2 as much?? (Makes the team alot stronger in the long run as long as they use their gear)

Ideas for the Aliens:

-Allow adding more chambers past three to give a small boost
-Allow things like hive sight and chamber range to increase over time, so aliens get stronger over time.
-Allow a aliens inate regen to improve over time as he stays alive past like 5 minutes or something, so those late game fades and onos can get stronger and keep in the battle more.

Comments

  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    The stalemates I have played have been by far the most fun games. Fighting inch for inch, advancing a litle on one side only to be pushed back at another. I think the longest game I ever played took over 5 hours, and is definetely the most memorable (although the 400-600 ping at the end was a bit much). Why would you want to "end" them? If anything, I would like to see changes that caused slower games.
  • tallmidget22tallmidget22 Join Date: 2007-02-03 Member: 59859Members
    <!--quoteo(post=1657773:date=Oct 25 2007, 06:09 PM:name=Stoneburg)--><div class='quotetop'>QUOTE(Stoneburg @ Oct 25 2007, 06:09 PM) <a href="index.php?act=findpost&pid=1657773"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The stalemates I have played have been by far the most fun games. Fighting inch for inch, advancing a litle on one side only to be pushed back at another. I think the longest game I ever played took over 5 hours, and is definetely the most memorable (although the 400-600 ping at the end was a bit much). Why would you want to "end" them? If anything, I would like to see changes that caused slower games.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I agree, I love long games, I just don't enjoy stalemates, If games were slowed down(Res came in half speed or something) you could enjoy those long games, and that feeling that you have to push the hardest to get ahead, without situations where you get 10 fade Vs 10 heavy and no one moves a inch.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    <!--quoteo(post=1657773:date=Oct 25 2007, 06:09 PM:name=Stoneburg)--><div class='quotetop'>QUOTE(Stoneburg @ Oct 25 2007, 06:09 PM) <a href="index.php?act=findpost&pid=1657773"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The stalemates I have played have been by far the most fun games. Fighting inch for inch, advancing a litle on one side only to be pushed back at another. I think the longest game I ever played took over 5 hours, and is definetely the most memorable (although the 400-600 ping at the end was a bit much). Why would you want to "end" them? If anything, I would like to see changes that caused slower games.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Unfortunately, marines win 99% of those games.
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    The res can easily be used for lifeforms or equipment. Just because you've researched everything, doesn't mean that your entire is equiped.

    And, if your entire team was equiped w/ heavies and jp's and couldn't move out, then that's just the most pathetic thing imaginable and perhaps they were out of ammo <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />.
  • wankalotwankalot Join Date: 2005-02-05 Member: 39872Members
    Long, epic games are why i loved ns so much. They INCREDIBLY rarely occur now and i think thats an awful tragedy.

    Personally i would want NOTHING implemented that aimed to reduce a game's length. stalemates end eventually, and actually ive played quite a few where aliens won the day. Whole team onos neone? <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i perosnally love stand offs, it beings a whole new out smart the enemy and coordinate a real attack with your team into play.

    the super long ones are pretty rare, and the only maps it really happened on only had 1 main entrance to a hive, so even 8 onos running down a corridor got shot before they could plow through 10 sets of comm chairs lol.

    easily fixed with limiting comm chairs to 2 at any time, and having multiple onos friendly entrances, so they don't get hit with concentrated hmg fire.

    rather than making fundemental changes to the game which could bring a host of other issues along, i say go for the easy option <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    I have always enjoyed long games. Those are the ones you have to really work to win and I always find a bigger ego boost from those then from some 10 minute easy lock down game. What I find is that in a long game like that i am always low on res as I am trying to fortify hard hit areas more and keep kicking out equipment and guns. I find I lose because of lack of teamwork more then anything else. When enough Kahraa, specifically onos and fades, rush one spot either your Marines work together to take them down one at a time or they get eaten and killed and you loss a lot of critical gear.

    All depends I find on teamwork and skill in a game like that. Good Jetpackers can be more useful then anything else. Useing them to hunt down and kill onos and fades and once you work down a lot of the high level life forms it's easier to push forward. Marines have it easiest because they can nade or siege any series OC opposition as they move ahead. Kahraa do have an advantage in moving around vents and hitting areas you thought were safe and taking out res that way.

    I would like to see longer games because those tend to be the most fun. Lots of OC's and chambers and turrents and mines and guns and high life forms keeping things intersting. Games that go back and forth and pushing in and advancing. I always look forward to a hard fought win as opposed to a walkover.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    Nothing wrong with long games, but turtling isn't nice. I feel that ns encourages passive endgame play by marines a little bit too much already. The best games I've played have been something around 30 mins of active battling over the hive positions, growing hives and res towers. Even 30 mins of nonstop comming is quite a task assuming that the games has no huge turretfarms or such involved.
  • tallmidget22tallmidget22 Join Date: 2007-02-03 Member: 59859Members
    I agree with everyone that long games that are really close are awesome fun, but I just would like to see a longer tech tree. Have a tech tree that could keep a team busy to 45 minutes or a hour instead of just 15 to 20 minutes like it is now. I think this would make teams make decisons about the present or the future more, and that is a good thing I think.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    <!--quoteo(post=1657771:date=Oct 25 2007, 05:06 PM:name=tallmidget22)--><div class='quotetop'>QUOTE(tallmidget22 @ Oct 25 2007, 05:06 PM) <a href="index.php?act=findpost&pid=1657771"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ideas for the Aliens:
    -Allow things like hive sight and chamber range to increase over time, so aliens get stronger over time.
    -Allow a aliens inate regen to improve over time as he stays alive past like 5 minutes or something, so those late game fades and onos can get stronger and keep in the battle more.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like the direction this is going, having certain inert abilities of lifeforms and structures increase over time. I think this reward would be a balance mechanic that trumps the current system.
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    <!--quoteo(post=1658161:date=Oct 28 2007, 12:45 AM:name=digz)--><div class='quotetop'>QUOTE(digz @ Oct 28 2007, 12:45 AM) <a href="index.php?act=findpost&pid=1658161"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the direction this is going, having certain inert abilities of lifeforms and structures increase over time. I think this reward would be a balance mechanic that trumps the current system.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The stronger get stronger and the weak remain just that. It would only increase the gap between better and new players, something that in my opinion, you shouldn't aim for. The difference is big already as-is.
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    i think there are better ways of altering epic games than adding extra stat based upgrades. The problem with stat based upgrades is that if things are in a real stalemate with even distribution of rts then surely both sides would just continue to upgrade at the same rate. Stalemates can also encourage a team to take risks. risks= interesting. Stat based upgrades r also pretty dull

    If you want a tech tree option i recon a server optional add on would be good. If a game runs over a set period of time a new set of armagedon techs could appear. If they are simply there to chop up a game thats run over say an hour to two hours they would'nt need to be terribly balanced. Armageadon weapons like a super siege turret that could target aliens, nukes, turbo skulks,laser assult guns. anything with awsome power thats difficult to use with out high risks involved. the problem is these new techs could be a bit silly, and if they were too good people would deliberatly make games uberlong just to play with them.

    Another alternative is to have timmered functions built in to maps kind of like siege map doors. e.g. after 1;30mins a new door opens on the map. or a generator starts to overload and lights die. or a door opens to the main reactor, which if recieves a certain amount of damage causes a thermo nuclear reaction and destroys everthing, making the map a draw.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    To be honest, I don't think that what you've suggested with increasing armor / abilities is the right path for a tech tree. That just leads to super-powered stalemates where the team that finally can crush the enemy defense can then win the game. You were definitely in the right direction, though, when you talked about research that might take a long time, but have just enough benefit to them that the tide could slowly turn in your favor.

    As for Armageddon stuff, suggested by the guy above me, just say no.
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