Random Start = Bad For Clan Matches?

reborebo Join Date: 2002-11-01 Member: 2734Members
On pubs a random start is fine as it adds some suspsense etc. However in clan matches I can only see this as a bad thing. Some hives are really advatageous for aliens to start in, and assuming a map is played each way it will significately affect the outcome of the match.

Can those who have played many clan matches comment please?

Comments

  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    I've played in at least 15 matches, and i totally disagree. No hive has more advantages then an other in terms of general gameplay and length. Sure, you would rather have some hives, etc, because they are farthur away, but its random, you play it how you go. It's not unbalanced, heh.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    edited December 2002
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    No hive has more advantages then an other in terms of general gameplay and length
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Are you sure? i think there are big differences for instance bettween fusion and sat comms on tanith. Or consider Bast where you can siege engine room from the start -- If i started there as aliens and my opponents started at feedwater or refinery id be very angry / annoyed.
  • greydmiyugreydmiyu Join Date: 2002-11-18 Member: 9234Members
    Feedwater on Bast or the Engine room on Bast are certainly at a disadvantage compared to the other hive. The former is so close to the marine spawn they can spit on it and the latter is controllable from the marine spawn.

    While some maps (Eclipse) lend themselves to a fairly equal footing regardless of the start hive this is not true of all current or future maps.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    Even on eclipse, starting in computer core is a major advantage. In that each hive is only a stones throw away. Whereas starting in maintainance, it takes an age to get to eclipse command.
  • Bob_the_AlienBob_the_Alien Join Date: 2002-01-30 Member: 135Members
    actually just about every hive in NS you can get to very fast if you know the vent system well..
  • HoMIciDaL_PuPPyHoMIciDaL_PuPPy Join Date: 2002-11-27 Member: 10091Members
    skulk rushes from sewer on caged or skulk rushes from engine room on bast are far more dangerous then the other spawns cuz there so close it takes half the time to get there (sometimes if yer quick u can get there before they finished the infantry portal yet)
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    edited December 2002
    In clan matches you (should) only have 1 gorge, therefore use of the vent system is a trivial point <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> For instance vs a decent clan, going gorge, getting res then de-evolving to skulk running to furthest hive via vents , evolving to gorge again will lose you the game.

    I think aliens should be able to choose what hive they start in, in tourney mode.

    HomicidaL:: On bast any competant group of marines will cover the vent and listen to the sound of the doors. negating that scout rush
  • Bob_the_AlienBob_the_Alien Join Date: 2002-01-30 Member: 135Members
    <!--QuoteBegin--HoMIciDaL_PuPPy+Dec 3 2002, 05:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HoMIciDaL_PuPPy @ Dec 3 2002, 05:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->skulk rushes from sewer on caged or skulk rushes from engine room on bast are far more dangerous then the other spawns cuz there so close it takes half the time to get there (sometimes if yer quick u can get there before they finished the infantry portal yet)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    actually the sewer is the most strait forward rush position but if you know your way around generator is better, and venthillation is only about 5 seconds longer, if not the same.
  • HoMIciDaL_PuPPyHoMIciDaL_PuPPy Join Date: 2002-11-27 Member: 10091Members
    yeh good point about the bast one but some good aliens can take out those marines or just use the vent system that comes with engine room and flank them

    and thats what i mean tho bob sewer shaves off seconds on yer rush time meaning u can get there before theve got the chance to finsih some structures
  • ShuflYShuflY Join Date: 2002-11-15 Member: 8760Members
    What greydmiyu said has alot to do with how I feel.

    Just like Counter-Strike, I don't think every map in NS is suitable for clan/professional play. Eclipse is a good map for clan play, as far as I am concerned, and I hope all future official NS maps offer similar balance.
  • RavlenRavlen Join Date: 2002-11-08 Member: 7713Members
    In whichever map has Cargo Bay, that's the best starting location by FAR. 2 resources within reach of the hive... easily defended, just hop through the vent to the next hive (and 2-3 more resources).

    Ravlen
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    Competitive matches depend on equal starting conditions.

    Isn't that a trivial truth?
  • ShuflYShuflY Join Date: 2002-11-15 Member: 8760Members
    Yeah, Twex.

    "Competition Mode", or whatever it is called, could/should just have a default spawn rather than a random spawn.

    But, in defence of using random alien spawns, it is to the advantage of the aliens having an unknown starting location to the opposite team. What about this, say in tournament play, there is a default hive, and since the marines KNOW for a fact where the aliens are, they can do certain rushes or tactics based on that, when the aliens are supposed to be the 'rushers', they die faster, but are better eqipped to slow down the progress of a challenger that is more dependant on staying in tight groups.

    It will just end up being like any other game though. The maps that have the most balanced starting locations will be the ones used in competitve play, and there will always be the couple of sore losers that choose to complain about a bad spawn.
  • PJJPJJ Join Date: 2002-11-21 Member: 9579Members
    On Hera and Bast there are two Hives that are best for rushing. On Bast its Engine Room, on Hera its Ventalation. If you don't spawn at those hives, rushing the Marine base _WITH SUCESS_ is very hard.
  • bitninebitnine Join Date: 2002-11-19 Member: 9283Members
    <!--QuoteBegin--ShuflY+Dec 4 2002, 06:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShuflY @ Dec 4 2002, 06:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It will just end up being like any other game though. The maps that have the most balanced starting locations will be the ones used in competitve play, and there will always be the couple of sore losers that choose to complain about a bad spawn.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah, I think this is probably the best solution. As has been mentioned, if clan matches use the same alien start for both sides, then it takes away the unknown element of the alien's start and can give certain play styles an undue advantage.

    As it is right now, you probably just shouldn't play bast in a serious competition.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    Problem with the 2nd leg starting in the same alien hive is, the hive is then known in the second leg. Wheras in the frist leg it is unknown, giving the aliens in the first leg the advantage.

    I suggest give the aliens the right to chose which hive to start in, in competitive play. This way its fair on both teams, but still has some unknown factor in for the marines.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    <!--QuoteBegin--Bob the Alien+Dec 3 2002, 08:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bob the Alien @ Dec 3 2002, 08:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--HoMIciDaL_PuPPy+Dec 3 2002, 05:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HoMIciDaL_PuPPy @ Dec 3 2002, 05:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->skulk rushes from sewer on caged or skulk rushes from engine room on bast are far more dangerous then the other spawns cuz there so close it takes half the time to get there (sometimes if yer quick u can get there before they finished the infantry portal yet)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    actually the sewer is the most strait forward rush position but if you know your way around generator is better, and venthillation is only about 5 seconds longer, if not the same.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    But the difference is that the sewer hive in caged is closest to the vent to the marine base, imo it's easier to attack from their than the front entrance (death)
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