Remove Arms lab, Robotics factory, and Obs prereqs

ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
I think it would greatly diversify early game marine build order. Right now, you are basically forced to go IP/Armory before anything else which is a)boring and b) frustrating. Probably even worse than the TRes cost is the time its adds towards getting to your desired strat.

For example, potential initial build orders that I'd like to do in lieu of an armory might be
Early armor: Arms lab -> armor1
Early defenses: Robotics factory -> MAC -> Sentries
Early mobility: Obs -> Phasetech -> PG

That first 3-5 min (before aliens get up their 2nd hive) is so crucial that being forced to waste time and TRes on an armory each time is not always desirable.

Comments

  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    Why don't we just get rid of the armor/melee upgrades since they're essentially mandatory anyhow and put something more interesting in their place so it becomes a choice. For example, maybe it gives you an accessory slot for armor that can be used to deploy handy gadgets, IE a trip sensor that can be deployed and that beeps if an alien comes within 30 feet. Maybe you could have a load out of 3 gadgets at armor 3, or you could just go straight for deadlier firepower.

    I'm all about more options so long as the options are useful, unique, interesting, and balanced.

    There are a bunch of cool things you could add without the interminably boring armor and melee upgrades. It's like racing someone on a treadmill, if they're competent it will always be a dead heat and will always end up with the same result. It's just adding buttons and upgrades for the sake of adding them, they don't really do very much so long as your keeping up with the Jonses, which to me strikes me as a waste of opportunity and button space.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1866867:date=Aug 6 2011, 03:04 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 6 2011, 03:04 AM) <a href="index.php?act=findpost&pid=1866867"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it would greatly diversify early game marine build order. Right now, you are basically forced to go IP/Armory before anything else which is a)boring and b) frustrating. Probably even worse than the TRes cost is the time its adds towards getting to your desired strat.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wait, let me get this straight you want to build something other than an IP/armory with your begining res? so you don't want your teammates to be able to respawn, or be able to heal/resupply?
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1866898:date=Aug 6 2011, 03:18 AM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 03:18 AM) <a href="index.php?act=findpost&pid=1866898"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait, let me get this straight you want to build something other than an IP/armory with your begining res? so you don't want your teammates to be able to respawn, or be able to heal/resupply?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sometimes, yes. However, I'd usually build the IP anyways (though it would be nice if the map started with it or the first IP was free). The forced armory is what really bothers me. I can heal/resupply early marines with ammo/medpacks. Also, I find a lot of marines die before they run out of ammo/can get back to the armory anyways. Instead, sometimes I'd like to rush something else besides the armory with my initial TRes.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited August 2011
    We could see some interesting gameplay styles.

    But we'd probably mostly see turrets everywhere at the start of the game. Or the commander would build an observatory and beacon early in the game.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    I think it's a bad idea.
  • Dragon-GuardDragon-Guard Join Date: 2011-07-25 Member: 112159Members
    <!--quoteo(post=1866994:date=Aug 6 2011, 09:59 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 6 2011, 09:59 PM) <a href="index.php?act=findpost&pid=1866994"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it's a bad idea.<!--QuoteEnd--></div><!--QuoteEEnd-->

    you never stop to amaze me how well you explain your reasoning.
    Every post you make on some one else's idea is just 1 to 3 words saying how it sucks, without anything else, no reason why you think it sucks or anything else that can be considered constructive, or even useful in the slightest.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    lets see, not building an IP first means that as soon as you die, which you WILL because you'll only get a few marines in game before ip is needed you lose. gg, bad idea.
  • SyknikSyknik InversionNS2.com Join Date: 2002-11-01 Member: 2064Members, Constellation, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow
    Marines need to spawn and marines need health and ammo. It's the beginning thing that you need in all games, if you give marines a free IP might as well give the aliens an extra drifter. Armory and Infantry Portal have always been needed ever since NS1 was released. Having to drop these definitely aren't that big of a deal. The first few minutes of a game is where you can actually plan out what you want to do before midgame.

    Early game you need the following, always. IP, ammo, health, upgrades

    Anything after that is mid-game to late game crap which you have to play by ear. There's no point in starting the early game by dropping rushing ARCs if they won't be needed.

    What a lot of people don't understand is that you really need to play this game by ear, see what's happening and counter it.


    Right now, the game is like this: Aliens get a quick hive, and a whip or an RT. If this happens, marines really don't need to get phase gates, you walk to the hive, and you have your commander drop med packs and ammo. and you deal with it, you don't need to waste resources on a robotics factory and arcs.

    or they get a whip, melee 1, swarm 2 RTs, and if this happens, all you need to do as marines early game is get an arms lab and bump up your upgrades to armor 1. and get some shotguns.

    Early game is definitely just 'hey, drop this stuff, because later in the game, you'll have ###### that'll come up that you'll have more advanced things to do, so just get these basic things out, so you can figure out what you'll be doing'
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1867084:date=Aug 6 2011, 08:05 PM:name=Frhoe)--><div class='quotetop'>QUOTE (Frhoe @ Aug 6 2011, 08:05 PM) <a href="index.php?act=findpost&pid=1867084"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marines need to spawn and marines need health and ammo. It's the beginning thing that you need in all games, if you give marines a free IP might as well give the aliens an extra drifter. Armory and Infantry Portal have always been needed ever since NS1 was released. Having to drop these definitely aren't that big of a deal. The first few minutes of a game is where you can actually plan out what you want to do before midgame.

    Early game you need the following, always. IP, ammo, health, upgrades

    Anything after that is mid-game to late game crap which you have to play by ear. There's no point in starting the early game by dropping rushing ARCs if they won't be needed.

    What a lot of people don't understand is that you really need to play this game by ear, see what's happening and counter it.


    Right now, the game is like this: Aliens get a quick hive, and a whip or an RT. If this happens, marines really don't need to get phase gates, you walk to the hive, and you have your commander drop med packs and ammo. and you deal with it, you don't need to waste resources on a robotics factory and arcs.

    or they get a whip, melee 1, swarm 2 RTs, and if this happens, all you need to do as marines early game is get an arms lab and bump up your upgrades to armor 1. and get some shotguns.

    Early game is definitely just 'hey, drop this stuff, because later in the game, you'll have ###### that'll come up that you'll have more advanced things to do, so just get these basic things out, so you can figure out what you'll be doing'<!--QuoteEnd--></div><!--QuoteEEnd-->

    Very true, but I think it highlights my point exactly. NS2 early-game strat right now is limited, dull, and repetitive. Alien comm has about 2 (early hive or early melee1) and marines have about 4 (early armor 1, early shotguns/better weapons, early PG rush, early sentries/ARCs). Just because forgoing an armory for a PG rush is a stupid strategy in B183, doesn't mean that it has to or should be in future builds. I think eliminating some of these prereqs would add some flexiblity and diversity in future builds for unconventional strats.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1867229:date=Aug 7 2011, 03:46 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 7 2011, 03:46 PM) <a href="index.php?act=findpost&pid=1867229"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very true, but I think it highlights my point exactly. NS2 early-game strat right now is limited, dull, and repetitive. Alien comm has about 2 (early hive or early melee1) and marines have about 4 (early armor 1, early shotguns/better weapons, early PG rush, early sentries/ARCs). Just because forgoing an armory for a PG rush is a stupid strategy in B183, doesn't mean that it has to or should be in future builds. I think eliminating some of these prereqs would add some flexiblity and diversity in future builds for unconventional strats.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Once again no. EVERY GAME is limited and dull in early game, name me ONE GAME that is not very basic at the beginning,
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    edited August 2011
    NS1, you can go IP+Armory+whatnot, or you can relocate directly inside the alien hive.

    [EDIT]
    That's a ++ for ScardyBob's suggestion.
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    <!--quoteo(post=1867261:date=Aug 7 2011, 06:12 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Aug 7 2011, 06:12 PM) <a href="index.php?act=findpost&pid=1867261"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Once again no. EVERY GAME is limited and dull in early game, name me ONE GAME that is not very basic at the beginning,<!--QuoteEnd--></div><!--QuoteEEnd-->
    Just awful and incorrect assertion. All RTS's have different build orders. Why shouldn't NS2?
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    Right now NS2 has a very linear build order simply because there aren't really a ton of options. I mean look at say, SC.
    If you want to make anything you need a hive, got it. (IP)
    Want to make zerglings (shotguns) got to make a Spawning Pool(armory)
    Want to make hydralisks now(GL)? Get a hydralisk den. Uh ok, upgrade for the armory.
    Want to make mutalisks(FT), go ahead and get a lair and a spire!(Uh, armory, yet again)
    There's different build orders because there's plain old a lot of different buildings and all the technology is put into little locks. X unlocks Y, which unlocks Z. In NS2 its X unlocks A, B, C, D, E, F, G, Y unlocks H, I, J, K, L, M, N, O, P.

    You'd need way more viable beginning options and game paths to follow. Is it viable for marines to use LMG's the entire game, even with every upgrade? Nope. Is it viable to run with all ARC's? Nope. Is it viable to run with marine hordes in SC? Yes. Is it viable to siege tank rush in SC? Well somewhat.

    You'd need way more available options to players to have radically different build orders, right now things basically go down in order of necessity.
  • IactoIacto Join Date: 2010-11-23 Member: 75209Members
    <!--quoteo(post=1866882:date=Aug 6 2011, 09:43 AM:name=azimaith)--><div class='quotetop'>QUOTE (azimaith @ Aug 6 2011, 09:43 AM) <a href="index.php?act=findpost&pid=1866882"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why don't we just get rid of the armor/melee upgrades since they're essentially mandatory anyhow and put something more interesting in their place so it becomes a choice...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Basically because it would exacerbate the current situation with stalemates in the midgame. If you've been making a decision to spend the resources on upgrades, then you will have an advantage, if you haven't, but have instead been trying to defend marine start with turrets, then you will be at a disadvantage. Also; anything past Armour 1 isn't really necessary, as it doesn't change how fast a skulk kills you once you've got +1.
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    Shouldn't the option to go upgrade heavy or static defense heavy be viable? There should be more than one way to play the game based on how you play. If you're at a disadvantage for not going upgrade heavy immediately, again, why bother with upgrades at all. It's like giving someone a choice between two baskets, and one basket has a delicious pie and one is full of rabid, famished weasels, if your goal isn't to give someone a chance of being mauled by weasels for your own perverse enjoyment, why give them the option?

    If both were equally viable then you could have upgrades, but if not, then there's really no point. Make everyone start at upgrade level 3 and give them something more compelling to spend their Tres on.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    +1 to OP.

    Also, I made this a while back when trying to flesh out the Tree:
    <img src="http://img706.imageshack.us/img706/4295/marinetechtreev40nocost.gif" border="0" class="linked-image" />
    Some of the upgrades were only rumored, so they may not exist anymore.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1866882:date=Aug 6 2011, 10:43 AM:name=azimaith)--><div class='quotetop'>QUOTE (azimaith @ Aug 6 2011, 10:43 AM) <a href="index.php?act=findpost&pid=1866882"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why don't we just get rid of the armor/melee upgrades since they're essentially mandatory anyhow and put something more interesting in their place so it becomes a choice. For example, <b>maybe it gives you an accessory slot for armor that can be used to deploy handy gadgets, IE a trip sensor that can be deployed and that beeps if an alien comes within 30 feet.</b> Maybe you could have a load out of 3 gadgets at armor 3, or you could just go straight for deadlier firepower.

    I'm all about more options so long as the options are useful, unique, interesting, and balanced.

    There are a bunch of cool things you could add without the interminably boring armor and melee upgrades. It's like racing someone on a treadmill, if they're competent it will always be a dead heat and will always end up with the same result. It's just adding buttons and upgrades for the sake of adding them, they don't really do very much so long as your keeping up with the Jonses, which to me strikes me as a waste of opportunity and button space.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This idea is quite nice actually (and could act as counterweight to aliens evolvable upgrades), let marines equip grenades, trip sensors, medpacks or extra ammo.. And ofc the greater the upgrade the bigger the loadout.
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