how changes
scott.exe
Join Date: 2010-07-15 Member: 72394Members
There are obviously a lot of changes in NS2, and your probably aware of all of them, but have you stopped to think how they would affect game play as a whole? Because I have, and it is going to be awesome.
The maps in NS2 are said to be smaller in general, and judging from the alpha, they are. this means less resource nodes, which means more valuable resource nodes.
Dynamic infestation and the nanogrid, not much known about what their game play mechanics, but they will obviously be a good thing to have, and will at least represent which team has control of a given area.
Builders have to set up all buildings, not players. More importantly, builders have to set up resource towers, making it easier to stop/delay a resource tower because you can kill the builder if you happen upon it. Or kill the builder before you get killed by its escort. In short, harder to set up resource towers, which will make teams want to set up stronger defenses in general.
All these changes point to one thing a stronger sense of map control, or at least is my theory.
how do you think these changes will affect NS2?
And do you think map control will be more important in NS2 then NS?
The maps in NS2 are said to be smaller in general, and judging from the alpha, they are. this means less resource nodes, which means more valuable resource nodes.
Dynamic infestation and the nanogrid, not much known about what their game play mechanics, but they will obviously be a good thing to have, and will at least represent which team has control of a given area.
Builders have to set up all buildings, not players. More importantly, builders have to set up resource towers, making it easier to stop/delay a resource tower because you can kill the builder if you happen upon it. Or kill the builder before you get killed by its escort. In short, harder to set up resource towers, which will make teams want to set up stronger defenses in general.
All these changes point to one thing a stronger sense of map control, or at least is my theory.
how do you think these changes will affect NS2?
And do you think map control will be more important in NS2 then NS?
Comments
All in all it is a UWE Ballgame but i will reframe from buying aditional copies of the title untill they provide a classic mode and since it gets flamed everytime the subject comes up we will be stuck with close quarters run and gun witch faded out with rainbow six back in the 90's.
In short to your post, yes the game will be awsome to new players and some old alike. But i run 3 ns1 servers (1 versus,1 alien only bot,1 marine only bot) and the talk i hear in game about ns2 is far worse than what i see here as many know if they post it will get flamed so why bother.
Untill i see original or at least something close to original gameplay tactics i will not endorse this game any longer.
All in all it is a UWE Ballgame but i will reframe from buying aditional copies of the title untill they provide a classic mode and since it gets flamed everytime the subject comes up we will be stuck with close quarters run and gun witch faded out with rainbow six back in the 90's.
In short to your post, yes the game will be awsome to new players and some old alike. But i run 3 ns1 servers (1 versus,1 alien only bot,1 marine only bot) and the talk i hear in game about ns2 is far worse than what i see here as many know if they post it will get flamed so why bother.
Untill i see original or at least something close to original gameplay tactics i will not endorse this game any longer.<!--QuoteEnd--></div><!--QuoteEEnd-->
You could have chosen to listen their original podcast files or watch their video casts to get a glimpse more on the gameplay changes that are in NS2 compared to NS1. Even a lot of their blogs, or just regular updates always talked about new gameplay. It's moreso your fault for not paying attention to details. No one is going to force you to buy more copies of NS2, but UWE now has your money from the copy you did purchase. You could always ask them for a refund if you're really not digging NS2 gameplay being different from NS1.
Keep in mind, there will most definately be a modding community, and you should definately expect someone to recreate NS1 classic gameplay on the Spark Engine. It's bound to happen. I think what you should do is wait until NS2 is actually out, and then see if you like it or not. Again, these are the guys who made NS1, a very successful mod. Expect them to make an amazing stand-alone game.
The maps in NS2 are said to be smaller in general, and judging from the alpha, they are. this means less resource nodes, which means more valuable resource nodes.
Dynamic infestation and the nanogrid, not much known about what their game play mechanics, but they will obviously be a good thing to have, and will at least represent which team has control of a given area.
Builders have to set up all buildings, not players. More importantly, builders have to set up resource towers, making it easier to stop/delay a resource tower because you can kill the builder if you happen upon it. Or kill the builder before you get killed by its escort. In short, harder to set up resource towers, which will make teams want to set up stronger defenses in general.
All these changes point to one thing a stronger sense of map control, or at least is my theory.
how do you think these changes will affect NS2?
And do you think map control will be more important in NS2 then NS?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm excited for all these posted changes a long with the new abilities for aliens (a bit worried about skulks starting with leap) along with GL ammo types, escorting sieges, dual welding/mini guns and especially the DI/nano-grid like you mentioned. I feel at this point they are doing a good job keeping the same basic feel and game play while adding to it, but again the only thing I disagree with is ONLY having the MAC"s build I believe both should but we already got what.. 4 topics on that.
While I like the sound and idea of smaller maps, since it will make for faster paced action, I am a bit wary because it might take away from some of the suspense, and dread of walking down long corridors, checking every corner for a skulk. But it's not a big deal I'm more then fine with smaller maps, because if it came down to it, I rather have smaller then bigger because nothing is more boring then roaming a massive map doing nothing.. but walking. I'll also be curious to see how it plays out strategy wise because before with so much room you had more options strategy wise. Now with the DI and grids it will change all that so smaller maps will probably work the best for this new style and I'm excited to see how it turns out.
For the MAC it seems like we will have to see how it balances into the game as both sides of the argument right now have good points although I personally would like marines to at least be able to buy a welder or something to help build.
With the smaller maps and less ways to get around it feels like the game will be less tactical and more on killing as many of the enemy as you can as opposed to skirmishing and destroying resource towers. Another thing I'm fearful of is the power grid idea not being able to be used fully because the aliens aren't able to sneak past the main line because of the small maps.
Whilst you're right about it making it harder. There's surely better ways to do so than taking away key features some of us greatly appreciated in NS1.
I dislike the reduced build abilities of gorges and marines in particular because IMO it is unnecessary and detrimental.
New additions like dynamic infestation and power grids all sound great in theory but we're yet to experience their impact so I'll reserve judgment on them.
I hope that there will be some larger maps and long strategic matches, I also didn't find NS1 anywhere near as inaccessible as Flayra says it was. I tend to disapprove of 'dumbing down' any game for wider appeal. But then again I'm not trying to run a company and sustain my livelihood on it.
Should make for more concentrated and intense fights, and the emphasis on rooms rather than corridors should make said fights more interesting, corridors are OK for 2-3 player skirmishes but not for big fights.
The idea of making the basic marine and skulk useful all the way through the game also suggests that players will be able to be a bit more gung ho and expendable, so fighting can be more aggressive and less conservative.
In general, seems like it should be more action packed and coherent than NS1, both of which seem like good things.
Don't mistake the other 2 maps that shipped with Alpha to be actual full NS2 gameplay maps. They were created a long time ago as deathmatch sized maps just to allow us to do some quick testing. Then they were included in the engine test, then quickly retrofitted with some techpoints to release with Alpha, just for the sole purpose of filling out the map set a bit to keep everyone from getting too bored playing just one map. Those 2 small maps were not meant to work with the final implementation of NS2 gameplay, and most likely will not ship with the game on release.
--Cory
Personally I prefer the smaller maps because it tends to mean less downtime and more frenetic gameplay. This might be what someone refered to as "run and gun" earlier, but I like my action games to contain a bit more action. :)
Good to hear, thanks.
<!--quoteo(post=1790413:date=Aug 2 2010, 06:06 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Aug 2 2010, 06:06 AM) <a href="index.php?act=findpost&pid=1790413"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Those 2 small maps were not meant to work with the final implementation of NS2 gameplay, and most likely will not ship with the game on release.<!--QuoteEnd--></div><!--QuoteEEnd-->
They'd be alright for a combat/DM mode, if you guys decide to add different modes at some stage if not 3rd party modders.
[Serious face]
about the map size I was referring to NS_tram, not the engine test stuff.
Your not gunna change the Bot builder thing right? I know a lot of people are complaining about it, but I think it will be great and would like to see it in action.
As I would for all mechanics, for that matter.
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Good to hear. i think the best suggestion to appease the masses is to allow marines to build but at a slower rate (1/2, 1/3). Escorting a bot as it stands now should be important enough as he has to reach the destination to start constructing the building even if you allow marines to help build.
To be able to build the bot needs a marine to press "E" on him.
or
Marines can build stuff but the commander needs a bot to drop it for them.
What do you think. Would that be a good compromise?
To be able to build the bot needs a marine to press "E" on him.
or
Marines can build stuff but the commander needs a bot to drop it for them.
What do you think. Would that be a good compromise?<!--QuoteEnd--></div><!--QuoteEEnd-->
No, it would just make everything unnecessarily more complicated.Â
Why not wait till the alpha works hitbox-, lag- fps-wise, before bashing our virtual heads in  over pure thought-experiment-type arguments ?
serious, this thread should have ended a few pages ago.
now you may flame the voice of reason ;-)
this - for anyone who fears change
I for one embrace the new changes they are making - DI being the main attraction. I would most definitely play a original NS mod if one is available (which I have no doubt that it will be) but as someone already pointed out... if you are not happy with the changes being made... they were discussed long before any actual glimpse of the game was shown, so why are you still following it?
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I love the yellow guy. I am relieved.
Bots staying in is good in my opinion. I really like the new Bot building system you guys game up with. I want to see it play out in game and I hope you don't change it.
Why not wait till the alpha works hitbox-, lag- fps-wise, before bashing our virtual heads in  over pure thought-experiment-type arguments ?
serious, this thread should have ended a few pages ago.
now you may flame the voice of reason ;-)<!--QuoteEnd--></div><!--QuoteEEnd-->
Uhm... that's still on page 1...
Bots staying in is good in my opinion. I really like the new Bot building system you guys game up with. I want to see it play out in game and I hope you don't change it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I am super excited for the new possibilities coming from builders in terms of team dynamics. As a marine it will give me more of a feeling of the comm's actual presence (Ive always loved the idea of being a grunt in an RTS game, I really enjoyed battlezone). But even more so I am amping to be a comm and have a direct hand in how the battle plays out!
Yeah! High five!