Escape: Alternate win condition for Marines

godriflegodrifle Join Date: 2006-12-01 Member: 58815Members
edited November 2012 in Ideas and Suggestions
<div class="IPBDescription">Solution to make End Game fun for Marines</div>Some marines, especially newbs really like the end game where marines are pushed back into a corner and fighting. Face it, a lot of pub players are really stubborn about games that they have already lost. My idea is to add an alternate win condition that not only speeds the end game process, but makes it exciting.

The commander would have the ability to evacuate his troops and equipment from the area. The marines need only hold out for 4 minutes after the evacuation command has been called. The commander is then ejected from the chair, the command station is locked from further use, and marine structures slowly recycle in a specific order from their usefulness. At first the proto labs and extractors are immediately recycled, and then the other buildings are sequentially recycled, until finally the infantry portals are recycled. After six minutes of the marines surviving, it counts as a TIE game for both teams.

The evacuation command should be of course, extremely difficult to pull off. An interesting problem to this is that it would be open to abuse, especially from Marine teams that are already winning or at stalemate. The command would be highly risky to use and always in favor of the aliens, to deter Marines that are already winning from using it.

TL;DR, Marine Commander orders evacuation. Essential structures recycled in ascending order of importance. If the marines hold out for four minutes, they tie the aliens.

Comments

  • AzaralAzaral Join Date: 2012-11-19 Member: 172408Members
    Just have it be a condition of 3 or 4 hives and 1 comm chair, or a vote of like 60-70% of the team
  • Porcep!cPorcep!c Join Date: 2012-11-27 Member: 173421Members
    Isn't the goal of Frontiersmen in NS to fight against an infestation of Kharaas ? Then if marines could evacuate, it's not a tie game but a complete failure.

    And btw, I disagree with everything made to "accelerate the end of the game". Because what I find so exciting in NS is that even when the situation seems to be completely hopeless… actually you can always have the opportunity to try to reverse the situation, well, until Kharaas break your main base power node of course. But then the end comes in less than 6 minutes.
  • sumguy720sumguy720 Join Date: 2011-02-09 Member: 81101Members
    I think each map has a place where a ship could land (some of them are hangars inside). It would be sweet if the team could vote to escape and all make a mad dash to the extraction point and then fly off to fight another day. It would be fun, and a good way to concede, rather than just having the commander recycle IPs without the team's consent or everyone going to the ready room.
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    Comm recycles IPs, and the marine team has to make a run accross the entire map to escape, Marines only win if more than half their team makes it.

    Could make for some epic gameplay imo.

    The only issue with this kind of mechanic are certain maps like docking, where the "escape point" would be next door to the start location and maps like summit where a static "escape point" could have the same problem.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    I made a thread about this in general a couple weeks ago: <a href="http://www.unknownworlds.com/forums/index.php?showtopic=124843" target="_blank">Is it over or not?, Games need to end when there is no hope of winning.</a>

    My idea in a nutshell is somewhat similar, although my solution provides for a winner and loser.

    One team is down to their last hive/tech point and less than 3 extractors
    *and* the game has been running for over 10 (15? 20?) minutes
    *and* the other team has 2 or more hives/tech points
    *and* the other team has 4 or more res nodes under control

    Should these conditions be met, the weaker team can invoke a 'doomsday' option. Timer starts and strong team gets (10?) minutes within which to end the game. If they do not they lose the game. For marines it could be they've got nukes in the hives (anyone from NS1 remember the nukes?) For aliens they could spawn massive infestation. The variables are open for debate, these are arbitrary numbers I picked out. It's the principle of it that I support.

    Either way, once this happens *everyone* will want to stay in the game since the losing team is suddenly right back in it. They have a chance to WIN. They will fight to the last man. No quitters. No team balance. No whining about playing a game that you've already lost. Now they have a chance, albeit a slim one.

    All that you have to do is give people something to play for and they will play instead of hitting F4.
  • godriflegodrifle Join Date: 2006-12-01 Member: 58815Members
    edited November 2012
    I disagree with the notion that your solution should provide a winner and loser. If the losing team chooses to "doomsday", then they should get a tie if they manage to survive. You shouldn't be able to win as a loser using either of our ideas. The only way you should be able to win, is through the main game: all CC's/Hives eliminated. I know it's not much of a difference, but consider tournaments. A win and a tie make a big difference in tourneys.

    Your idea also detracts from the main game. We want people to play NS2 as it is intended... but we want the end game to conclude better. What you propose changes how NS2 is played during the mid game, since the commander will likely recycle things and put stuff up such as armory walls, or by playing subpar to be able to achieve your prescribed requirements. Why would someone on a losing team want a 2nd cc when they could just give up instead?

    My proposition has almost no hidden gimmicks; just as if how the comm currently says "hmm, we're losing, let's recycle", instead he'll say "hmm, we're losing, let's evacuate". He calls the evacuation, and everything else is taken care of automatically. Since the game auto recycles after an evacuation order (remember in TSF lore, the Marines are poor people), there is no room for abuse, and the dynamics of the end game changes with the loss of critical structures.

    With my idea, the game is auto recycling so the end game can be even FASTER, down to 6 minutes at most. If we used your idea, it's likely that the meta of the game would change in that nobody ever presses F4 to start a new game. Games would on average tend to be longer. Your idea promotes the end game of last stand and encourages long monotonous firefights, and that's because it goes hand in hand with the 10 minutes you give for the winning team to eliminate the losing team. Any less time and it becomes unfair for the winning team.


    The real issue is that there aren't good mechanics in place that end the game naturally, ie powerful 3rd hive abilities. I am actually doubtful however, because getting the end game to go faster without a voting system would take a lot of rebalancing to the point that the early/mid game would be affected. You shouldn't auto win with 3 hives, but the game should end faster when aliens have more tech points... see how it's contradictory?
  • kespeckespec Join Date: 2012-11-18 Member: 172279Members
    interesting idea blends the current mode with last stand mode, needs serious thinking though
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    edited November 2012
    I've said this in countless threads about endgame turtling, it's on the alien team for allowing turtling to continue. I realize there is something appealing about herding and culling the marine force, but the fact remains when you have 3/4 or 4/5 tech points, there is no reason you should not organize a bile/onos rush on the power.

    Now here is the best part.

    You might die, OH NO MY ONOS??!! :(, but the aliens, if they aren't picking their noses, will win, because of two reasons: The arms lab is down and they no longer respawn.

    In certain situations/locations it might take 4-5 aliens working together, but that shouldn't be too terribly difficult in a team game, right?


    Ontopic: The Idea is neat enough I just personally don't feel it belongs. It's much easier just to announce GG and f4.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    <!--quoteo(post=2037777:date=Nov 30 2012, 04:48 AM:name=godrifle)--><div class='quotetop'>QUOTE (godrifle @ Nov 30 2012, 04:48 AM) <a href="index.php?act=findpost&pid=2037777"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I disagree with the notion that your solution should provide a winner and loser. If the losing team chooses to "doomsday", then they should get a tie if they manage to survive. You shouldn't be able to win as a loser using either of our ideas. The only way you should be able to win, is through the main game: all CC's/Hives eliminated.<!--QuoteEnd--></div><!--QuoteEEnd-->And if a nuke goes off under all of the hives, they *ARE* eliminated.

    Here's the deal, we HAD this in the game. We had nukes in NS1. It was a viable end-game option in the early days, but it was too hard to balance (IIRC) and it was removed.

    The issue I raise is that if your team has 3 hives (or 2+ command chairs) and control most of the res nodes, and the other team is down to their last hive/CC/res node, then there should be nothing stopping you from winning the game. If you can't win the game with three hives when you have 10 minutes on the clock, then your team deserves to lose. There is no way any team down to one hive/CC/res node should be able to last 10 minutes against another team with tertiary level tech.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I know it's not much of a difference, but consider tournaments. A win and a tie make a big difference in tourneys.<!--QuoteEnd--></div><!--QuoteEEnd-->Exactly why there should NEVER be a tie. You only make things unnecessarily complicated putting ties into the game.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Your idea also detracts from the main game. We want people to play NS2 as it is intended...<!--QuoteEnd--></div><!--QuoteEEnd-->My suggestion does no such thing. If anything I am keeping the principle of the main game alive. No one should 'win' by leaving. What kind of win is that? Wins should be fought for on the battlefield, not the fastest team to make for the exits....

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->the commander will likely recycle things and put stuff up such as armory walls, or by playing subpar to be able to achieve your prescribed requirements.<!--QuoteEnd--></div><!--QuoteEEnd-->It is painfully easy to put in conditions that prevent that. For example, no marine team would be able to trigger the countdown by recycling their own CC/extractors. Furthermore, if the marines are down to their last res node, then there isn't going to be armory walls since there is no res for it.


    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The real issue is that there aren't good mechanics in place that end the game naturally<!--QuoteEnd--></div><!--QuoteEEnd-->I'll agree with you here. Right now the issue is that you can reach a stage of the game where a win is an impossibility - yet players are supposed to keep playing. Bottom line...

    No one wants to play a game they know they are going to lose.
  • KajirouKajirou Join Date: 2012-11-28 Member: 173541Members
    I know a lot of players like to hang back and fight it out to the bitter end, and it usually ends in a lengthy stalemate (usually with aliens pinning the marines down, as marines kinda have to clean stuff up fast and hard if they want to win; not as easy to hold back either in that kind of situation). It usually is a problem with the winning team just kind of failing to finish it. Eventually it does happen, but once in a super unholy blue moon the losing team can turn it around and steal a win. I've seen it happen about 2 times now, and it kinda turns that whole match into something amazing.

    Anyways, I kind of like and kind of don't. It does a great job of forcing the aliens to get their stuff together and finish it, and it gives the marines some hope. But after they're losing that bad (and it's essentially over), it kinda feels like a cheap way out. A surrender vote might work just as well, since that way players won't feel like they're running away, abandoning the match and their team. F4ing is fine and all, but it really is just quitting. (although I suppose surrender is close to the same thing, it just has to do with perceptions)



    Overall I suppose I wouldn't mind something like this. It makes the aliens push hard instead of putzing around, and it can reward the marines for holding out over that period of time. Although to be fair, there would probably have to be a similar system for the aliens in the event that they are losing.
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    I miss the 'hide at the end of the game' scenario that existed in ns1.

    I wish there was just a server option or a mod that meant that the game didn't end once the last hive/command station went down. And maybe not have the health drain for the alien team, as you can no longer farm defence chambers (due to the fact it's the end of the game, and ns2 requires infestation for crags).

    I like the idea of the 'escape' idea, but don't think it should end in a tie. There are some seriously weird places you can hide. Like down in between the rocks in the pit that you can fall in by cavern on mineshaft. Or underneath crevice on summit. I wouldn't like the idea of a 'win' being robbed of my team just because we can't find a lone marine in some weird place.
  • SeahuntsSeahunts Join Date: 2012-05-13 Member: 151973Members
    If this wee to be implemented, you would want to severely limit the time from which the IP recycled and the game ended.
    Nothing more boring and lame than spectating knowing you can't spawn for ages. More than 30 seconds and I would leave the server.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    A small tidbit of an idea that I'd love to see implemented into any of these alternate-end-game ideas involved marines having side objectives to get around the map.

    For instance, imagine that there was a 10 minute doomsday button. But, once that's started, marines have six terminals light up throughout the map. If a marine makes it to one and 'downloads the data' or whatever (maybe even require a welder?), the timer drops by one minute, to a minimum of one minute. Aliens can't see where these terminals are, nor which ones have been downloaded. Maybe there's a ton of possible terminal locations, like 20, and it only picks 6 from those.

    Mixing in this kind of idea gives the last-stand marines a 'hero' option. That's always cool.
  • godriflegodrifle Join Date: 2006-12-01 Member: 58815Members
    <!--quoteo(post=2039245:date=Dec 3 2012, 03:38 PM:name=StixNStonz)--><div class='quotetop'>QUOTE (StixNStonz @ Dec 3 2012, 03:38 PM) <a href="index.php?act=findpost&pid=2039245"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A small tidbit of an idea that I'd love to see implemented into any of these alternate-end-game ideas involved marines having side objectives to get around the map.

    For instance, imagine that there was a 10 minute doomsday button. But, once that's started, marines have six terminals light up throughout the map. If a marine makes it to one and 'downloads the data' or whatever (maybe even require a welder?), the timer drops by one minute, to a minimum of one minute. Aliens can't see where these terminals are, nor which ones have been downloaded. Maybe there's a ton of possible terminal locations, like 20, and it only picks 6 from those.

    Mixing in this kind of idea gives the last-stand marines a 'hero' option. That's always cool.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You could make it so that 75% of the power nodes have to be up in order to power the communications and send a faster than light distress call, and then after they've sent the uncancellable call, it only would take 3 minutes for the marines to evacuate.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    vote lastmanstanding.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    I'd rather just have an easter egg with the ship instead.

    If main base power is out, allow marines to escape with the ship. They still lose, but get to stay alive I guess. It'll be "get to the chopper" easter egg or something. Maybe show a quick cinematic of surviving marines mooning the aliens below as they zip off into space.
  • EiZONEiZON Join Date: 2008-12-07 Member: 65687Members
    AuroN2 wrote: »
    vote lastmanstanding.

    Massively agree with this.

    Concede is horrid for new players. They don't want the game to end suddenly, when they're either enjoying killing everyone or enjoying the hopeless defending.

    Ok, so that's tiresome for the majority of players, because they aren't new to the game. But concede should just be last-man-standing. It should kill the CC/hive and eggs/IPs but the game shouldn't end until the players are dead. Usually this is pretty much instantly anyway but at least it ends with a bang.
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    edited February 2013
    Porcep!c wrote: »
    Isn't the goal of Frontiersmen in NS to fight against an infestation of Kharaas ? Then if marines could evacuate, it's not a tie game but a complete failure.

    And btw, I disagree with everything made to "accelerate the end of the game". Because what I find so exciting in NS is that even when the situation seems to be completely hopeless… actually you can always have the opportunity to try to reverse the situation, well, until Kharaas break your main base power node of course. But then the end comes in less than 6 minutes.

    The only way you are breaking out of a one base turtle late game is if the other team quits or someone new and ridiculously good (or hacking) joins your team. The situation only comes up becuase the aliens can't coordinate well enough to get your power node, but it doesn't take any coordination to lock you inside a base, especially since the khamm can just drop whips everywhere you could try to sneak out. If any of your team had the skills to break out of the turtle they either never would have gotten to that point to begin with or the aliens would need to be skilled enough not to have a problem just ending it.

    Making a comeback is a lot of fun, but there are situations where it isn't possible but the game still drags on anyway.

    You are right though, the retreat option doesn't really make any sense in context. A better idea would be to replace it with a suicide nuke, basically the same thing happens but the ultimate result is that after the timer runs out EVERYTHING is destroyed and the game ends in a draw. Of course while the option looks interesting I don't really see any real benefit to implementing it.
  • CalegoCalego Join Date: 2013-01-24 Member: 181848Members, NS2 Map Tester
    There comes a point in military tactics where an objective is just flat out unachievable. Tactical retreat makes a lot more sense in context than sending endless waves of marines (given that the IP literally teleports a new marine in every time it fires up, not reconstruct the old marine) into a lost cause. Not to mention leaving a super valuable Military drop-ship for dead on an overrun station/outpost. I'd think that retreat is the only thing that makes sense in context of lore. Suicide nuke would be an extreme last resort, only after it is brutally obvious that the marine force has no chance of escaping would a suicide bomb become an option. It's just as easy to nuke something from orbit than from right there.

    I very much like the idea of an alternate ending, not so much a "victory" as a draw. Perhaps where the marines have to push to a certain point on the map and hold it to get the ship warmed up and then they take off. Landing Pad, Flight Control, Cargo, etc. Or, if this objective fails, then a last stand while a nuke counter counts down.

    So like first the marine team would have to overwhelmingly vote to trigger the escape/MAD sequence. First there would be a mission to escape, you then have a time limit to try that. If that fails, a MAD sequence starts. All this time the aliens' prime objective is still kill the Marine Base.
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    What would be the point in allowing there to be tie games?
  • WhiteWeaselWhiteWeasel Join Date: 2012-11-25 Member: 173197Members
    Get M.A.D! I don't want your d*mn lemons ties!

    Even for futuristic marines I doubt that they can make a weapon as crude as a nuke small enough to destroy just a hive without hitting their own base, or at least lot of collateral damage. Even then the TSF would rather blow it all to kingdom come than lose it to the kharaa.

    And perhaps all the aliens get a largely buffed form of xenocide.

  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    Calego wrote: »
    There comes a point in military tactics where an objective is just flat out unachievable. Tactical retreat makes a lot more sense in context than sending endless waves of marines (given that the IP literally teleports a new marine in every time it fires up, not reconstruct the old marine) into a lost cause. Not to mention leaving a super valuable Military drop-ship for dead on an overrun station/outpost. I'd think that retreat is the only thing that makes sense in context of lore. Suicide nuke would be an extreme last resort, only after it is brutally obvious that the marine force has no chance of escaping would a suicide bomb become an option. It's just as easy to nuke something from orbit than from right there.

    I very much like the idea of an alternate ending, not so much a "victory" as a draw. Perhaps where the marines have to push to a certain point on the map and hold it to get the ship warmed up and then they take off. Landing Pad, Flight Control, Cargo, etc. Or, if this objective fails, then a last stand while a nuke counter counts down.

    So like first the marine team would have to overwhelmingly vote to trigger the escape/MAD sequence. First there would be a mission to escape, you then have a time limit to try that. If that fails, a MAD sequence starts. All this time the aliens' prime objective is still kill the Marine Base.

    Actually I was under the impression that the IP does indeed reconstruct the dead marine (or at least a copy of him) with nanites. Can't find any of the lore information to confirm that though, all of the links seem to have died when the site was redone.
  • CalegoCalego Join Date: 2013-01-24 Member: 181848Members, NS2 Map Tester
    sotanaht wrote: »
    Actually I was under the impression that the IP does indeed reconstruct the dead marine (or at least a copy of him) with nanites. Can't find any of the lore information to confirm that though, all of the links seem to have died when the site was redone.

    Oh. Well either way really. I just went off the idea that it was an infantry "portal" and so I assumed that it "ported" infantry in from somewhere. But yeah, nanites works too. Lore's not really NS2's strong point.
    What would be the point in allowing there to be tie games?
    What is the point in not having them?

    For comp play, tie games would be stupid.

    For casual play, tie games add a whole new level to the gameplay. It remains to be seen whether this whole new level is fun or not. I'm a great fan of the all out assault on a hive, trying for a ninja gate, or just plain turtling rather than concede, especially on rookie servers. Something that allowed for a tie game, even if the requirements for it were borderline ridiculous, would make end game on the losing side of marines that much more fun for many people.
  • NammNamm Join Date: 2011-12-08 Member: 137116Members
    edited February 2013
    I remember from the old NS1 manual I think that the Infantry Portals did in fact teleport Marines from somewhere nearby, like a TSA starship. [One minute later:] Well, yes, I googled it:
    Infantry Portal
    Function: phases in reinforcements from the dropship. Without an infantry portal, the aliens' advantage will grow with every marine lost. Infantry portals are the most crucial structure to defend, second only to the command console.

    10_data.gif: dropships do not remain docked with the battlefield, for fear of contamination. The phase gate on a dropship is large enough to rapidly send multiple marines across a modest distance, as long as there are infantry portals at the other end. The more portals, the faster reinforcements arrive. See phase technology for more info.
    I agree to the idea that the Marines should be able to retreat, possibly activating a self-destruct timer or depreussurizing the base (Sigourney Weaver does this all the time, so it's perfectly legitimate). Anyway, gameplay wise both for public and competitive play, I don't see why a "draw objective" for the Marines wouldn't work. Let the Marines be able to retreat to those ships and/or to escape pods through numerous routes after a given amount of time. The Kharaa will have to stop them if they want to get a win. A fun, intense challenge for both teams that ends an otherwise drawn-out game, instead of stale, boring, repetitive gameplay in the Marine spawn...
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Namm wrote: »
    I remember from the old NS1 manual I think that the Infantry Portals did in fact teleport Marines from somewhere nearby, like a TSA starship. [One minute later:] Well, yes, I googled it:
    Infantry Portal
    Function: phases in reinforcements from the dropship. Without an infantry portal, the aliens' advantage will grow with every marine lost. Infantry portals are the most crucial structure to defend, second only to the command console.

    10_data.gif: dropships do not remain docked with the battlefield, for fear of contamination. The phase gate on a dropship is large enough to rapidly send multiple marines across a modest distance, as long as there are infantry portals at the other end. The more portals, the faster reinforcements arrive. See phase technology for more info.
    I agree to the idea that the Marines should be able to retreat, possibly activating a self-destruct timer or depreussurizing the base (Sigourney Weaver does this all the time, so it's perfectly legitimate). Anyway, gameplay wise both for public and competitive play, I don't see why a "draw objective" for the Marines wouldn't work. Let the Marines be able to retreat to those ships and/or to escape pods through numerous routes after a given amount of time. The Kharaa will have to stop them if they want to get a win. A fun, intense challenge for both teams that ends an otherwise drawn-out game, instead of stale, boring, repetitive gameplay in the Marine spawn...



    Conflicting lore!
    That was NS1.
    I also read somewhere that in NS2 it recreates the marine from a blob something. Think it was the wiki, but its link didnt work for me atm.
  • SixtyWattManSixtyWattMan Join Date: 2004-09-05 Member: 31404Members
    Calego wrote: »
    sotanaht wrote: »
    Actually I was under the impression that the IP does indeed reconstruct the dead marine (or at least a copy of him) with nanites. Can't find any of the lore information to confirm that though, all of the links seem to have died when the site was redone.

    Oh. Well either way really. I just went off the idea that it was an infantry "portal" and so I assumed that it "ported" infantry in from somewhere. But yeah, nanites works too. Lore's not really NS2's strong point.
    What would be the point in allowing there to be tie games?
    What is the point in not having them?

    For comp play, tie games would be stupid.

    For casual play, tie games add a whole new level to the gameplay. It remains to be seen whether this whole new level is fun or not. I'm a great fan of the all out assault on a hive, trying for a ninja gate, or just plain turtling rather than concede, especially on rookie servers. Something that allowed for a tie game, even if the requirements for it were borderline ridiculous, would make end game on the losing side of marines that much more fun for many people.
    That's what I wanna do. Play a game for 20-30 minutes and have no one win or lose. TIE GAME GUYS LOL GG. Since it's a tie game, the two teams can start french kissing eachother afterward since everybody wins.
  • soccerguy243soccerguy243 Join Date: 2012-12-22 Member: 175920Members, WC 2013 - Supporter
    this same idea was mentioned on the general discussion board under one of the big threads.

    Its a way of making turtling have a defined period of time - instead of an uncertain length of stalemate.

    I liked the idea. I think it was posted by Savant? It had good elements and def worth implementing.
Sign In or Register to comment.