Marking Hive Siege Spots On Overview Maps
StormLiong
Join Date: 2002-12-27 Member: 11569Members
<div class="IPBDescription">Can someone do it?</div> I think it would be useful if by using the printable overview NS maps that are available, to mark out the areas that are within maximum (furthest..soz dunno if it was maximum/minimum) siege range of a hive.
I myself would find it useful since I always have a hard time trying to figure out whether area X is within reach of the siege range of hive, so i usually go as close as possible to be on teh safe side. I would rather go as far as possible frm the hive but still within siege range so that
1. takes (mayb slightly) longer for the kharaa to come in
2. might be an area that easier to defend
I would do it myself and spread it to the community but i really don;t have the time and nor do i have tht prog thingy that is apparently used to plan out strats.
I posted this also on teh marine start forum cos i was really not sure which forum this shoudl go into.
I myself would find it useful since I always have a hard time trying to figure out whether area X is within reach of the siege range of hive, so i usually go as close as possible to be on teh safe side. I would rather go as far as possible frm the hive but still within siege range so that
1. takes (mayb slightly) longer for the kharaa to come in
2. might be an area that easier to defend
I would do it myself and spread it to the community but i really don;t have the time and nor do i have tht prog thingy that is apparently used to plan out strats.
I posted this also on teh marine start forum cos i was really not sure which forum this shoudl go into.
Comments
Personally i wouldnt like this, because
1) Clutters interface slightly
2) Finding new siege spots, and a siege being out of range, adds to the excitement of the game.
Well for no2 maybe its just me being wierd.
Anyway, siege spots can be learnt over time, and learning, to me, was part of the fun of NS.
Good idea...tho if if a lot of ppl use such a map feature I forsee games becoming nothing but boring siege fests. That prolly wont happen tho as most ppl that play NS dont dl the overviews or even visit these forums.
If I do add siege range circles, I'll have to update the maps if any patches change the range, which could be a pain, but maybe worth it.
You say that learning how best to siege a given map isn't part of learning the map, but I don't see from where you draw the distinction, or even why. It's all learning. My maps (and everyone else's overhead maps) are a tool to help in that learning.
Seriously though, where do you draw the line? If I stop short of adding siege ranges to the maps, why should I even go that far? Why shouldn't I remove the vent locations, hive locations, room names, and node locations? I'll just make it a big empty white box with some text that says "You are here. Somewhere." <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Just remember, you don't have to use the maps.
Besides, Bytor is right, why should it be ok to have overheads to make some areas of gameplay easier, but not others?
Lazy. LAZY Marine.
What about looking up the tech tree on a website, no EFFORT there. Heaven forbid people would read about other peoples strats without expending the EFFORT to LEARN them themselves.
Your argument is flawed, it's an all or nothing situation as far as I see it.
What about looking up the tech tree on a website, no EFFORT there. Heaven forbid people would read about other peoples strats without expending the EFFORT to LEARN them themselves.
Your argument is flawed, it's an all or nothing situation as far as I see it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Ooh. Sorry, I didn't realize that it was a black-or-white issue.
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I'm with Bytor. NS is played also by the less enthusiastic people who would just like their siege to work without them learning the right places by fooling around in a lan game by themselves. It helps marines and aliens both as everyone has the same knowledge. If maps are built correctly, there are no exploit spots to siege from. With clear overhead maps, marines know the possible places to siege and aliens know the places to guard for sieging. No more, "OMG! Can you siege Hive X from the place Y?!" A game shouldn't leave the player in the dark. "This is a siege cannon. It is powerful and has a long range. Test it yourself."
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Which is why there is only one Comm. If you're getting in the chair, you should be pretty experienced, and have a handle on how to play. In 1.0, only newbies were available. You wanted to get in, and get going with it. That feeling persists now. However, you now have Comms who *can* find their hindquarters with both hands. If you aren't willing to expend the effort to learn the siege ranges in a <b>LAN game</b>, why the heck should I pay attention? It takes more time to think about strategies to use, than it does to make a private server, turn on cheats, turn on bigdig, spawn a hive, givepoints, and work your way around the map, figuring out what Hives can be sieged from what points.
With an overhead with circles, people just look and 'ooh! Double-siege point!' where they overlap.
If you aren't going to put out the effort, you don't belong in the CC. If you aren't in the CC, you don't belong giving orders to the one who IS.
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I can't see any shades of grey.
You say that if you look up seige points on an overhead, you are a lazy commander.
By the same logic, using any external information about NS to improve your game is lazy and wrong (I use the term wrong due to your opposition to the idea, I doubt you are playing the Devils advocate).
There has been no argument to say why looking up seige points isn't ok, and using overheads to get an idea of the hive locations is. Why are they different? Why is one ok, but the other not?
As Bytor said:
<!--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-->Seriously though, where do you draw the line? If I stop short of adding siege ranges to the maps, why should I even go that far? Why shouldn't I remove the vent locations, hive locations, room names, and node locations? I'll just make it a big empty white box with some text that says "You are here. Somewhere." <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's why I stated "it's an all or nothing situation as far as I see it."
I hope now that you do realise it is a black or white issue.
I could be wrong, but I doubt it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Are you suggesting that every commander should learn every siegepoint in every map before he is qualified to command? And that this can't be done by looking at an overhead map or using strat planner, because it is too easy that way? I repeat myself, double siege spots have nothing to do with the issue. They shouldn't exist and if they do exist, they should be fixed. They are in my opinion more guaranteed to be fixed if they are widely known of.
This kind of talk makes it harder and harder for newbies to join in. Game mechanics should be easy to understand and intuitive. It isn't intuitive to learn the range of your siege cannon by fooling around with it in a lan game. I would actually like to see a commander help in the game itself that would show the range at which each hive can be sieged.
Making the player guess things and hunt for the information he needs isn't a sign of good game design. Good game design is that things are easy to learn and understand, but hard to pull off successfully. The game interface or player's lack of knowledge about its mechanics should never be a deciding factor between success and defeat.
There is nothing wrong about things being easy. Knowledge is good for all players. Every NS player should know the siege range around each hive and an important room. It's not supposed to be somekind of secret knowledge only available to those who test every spot of every map by themselves. It should be knowledge obtained in a simple and easy manner i.e. overhead maps with siege ranges on them.