Resource Experiment

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Comments

  • eggmaceggmac Join Date: 2003-03-03 Member: 14246Members
    Ryo, where did you find that quote?
    The only one I saw was in the new resource-model proposal:
    <!--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-->Spawn camping could definitely be an issue, so I've made some changes to make it harder to spawn camp aliens: the hive emits umbra around spawning aliens. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--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-->There is now a variable point reward when players are killed. Killing alien player or marine team gets 1-3 resources for the kill.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Can someone quantify "team"? To me this system will encourage rambos, not only to get res for killing, but if aliens need to kill "marine teams" to get res, all the marines have to do to avoid giving extra res to the aliens is rambo. Aside from that, typically early skulk rushes are squashed, which will also give a rather large res boost to the marines, so the skulks are even more so forced into guerilla tatics. While this is the expected role of aliens it doesn't often result in the loss of the "marine team" so, no bonus res for the aliens here either.
  • KEm1KaL1KEm1KaL1 Lerky Lerky Join Date: 2003-02-21 Member: 13797Members
    <!--QuoteBegin--eggmac+May 27 2003, 08:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eggmac @ May 27 2003, 08:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1. <b>Marines bind a key to suicide</b>. As soon as they are being attacked by an onos or fade or if they are being webbed they kill themselves, thus giving no res to the enemy team. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    They already do this. Quite annoying too, I have seen many a moronic rine run out with a knife, I bite him once and he suicides. Some of the people are turning 1.04 into a joke, not even attempting to have a good time... BANNED!!!

    I was thinking of a temp umbra myself earlier after spawns, but guess the dev team beat me to it.

    Personally as a lerk, with 2 hives I umbra myself when getting upgrades. A cloud around eggs in my opinion is not a bad idea either.
  • payacpayac Join Date: 2002-12-31 Member: 11679Members
    Does this "experiment" mean we'll have to wait for the 1.1 release even more ? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    okay to clear things up, flay said for a kill you gain 1-3 res, guessing 1 from a skulk. it isn't much. As for ramboing, i'm sure it'll help aliens go together more. i rarely see them going in a group, marines do. aliens don't.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    <!--QuoteBegin--payac+May 27 2003, 06:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (payac @ May 27 2003, 06:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Does this "experiment" mean we'll have to wait for the 1.1 release even more ? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    it mean's we're testing something to see how well it'll work, if it doesn't work at all, or as well as flay would hope, he'll take it out.
  • UnknownheroUnknownhero Join Date: 2003-03-01 Member: 14186Members
    I say marines only get resource from kills. But like 1 resource per an alien. Doesn't matter the type. Because it will make grouped early marine rushes viable and useful while at the same time not affecting the end game when going against onos and fades and lerks and gorges because it takes too much effort to kill an onos for one crappy resource point.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    I think it makes a lot more sense from a realism standpoint to have a respawn cost instead. The net effect on gameplay could be exactly the same, they could just slightly increase the general resource flow for both teams and have the team lose a resource whenever someone dies. The team doing the killing would end up having more resources than the team doing the dying and it makes some semblance of sense.

    From what I've heard this was tried in an early playtest build and was scrapped because the comm would get fed up and keep the marines in base just so they wouldn't die. What's confusing about this test at the moment is that it would seem to have the same frustrating effect. The comm, instead of being frustrated for lack of resources, would be frustrated becuase the aliens are getting more resources and an onos rush is iminent.
  • eggmaceggmac Join Date: 2003-03-03 Member: 14246Members
    one could make the new system to be a research ability for the marines. At the beginning, aliens get res for killing marines, not vice versa, though. Marines could research 'bio-recycling' or something similiar, for a relativeley high price (40-50 res) which would give <i>them</i> the ability to gain res from kills and in addition hindering the aliens to do so.
    Thus alines would profit form that in early game (skulk rushes and suicide missions viable), while marines would profit from it in late game (faster teching up, ramboing useless in late game anyway).
    Aliens could reverse again by killing the particuliar structure (obs, proto?).
    just a thought...
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    <!--QuoteBegin--eggmac+May 27 2003, 07:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eggmac @ May 27 2003, 07:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> one could make the new system to be a research ability for the marines. At the beginning, aliens get res for killing marines, not vice versa, though. Marines could research 'bio-recycling' or something similiar, for a relativeley high price (40-50 res) which would give <i>them</i> the ability to gain res from kills and in addition hindering the aliens to do so.
    Thus alines would profit form that in early game (skulk rushes and suicide missions viable), while marines would profit from it in late game (faster teching up, ramboing useless in late game anyway).
    Aliens could reverse again by killing the particuliar structure (obs, proto?).
    just a thought... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    the last thing u want is giving marines an even greater advantage once they get heavy weaponry and heavy armor : / hehe
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    edited May 2003
    <!--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-->Ryo, where did you find that quote?
    The only one I saw was in the new resource-model proposal:
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It was in the beta forums. I'll find the specific thread for you, but I'm not making it up

    EDIT: This thread: 7 Minutes And 34 Secs To Jp On 3 Nodes

    I don't know how to link to threads <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    <!--QuoteBegin--eggmac+May 27 2003, 08:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eggmac @ May 27 2003, 08:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1. <b>Marines bind a key to suicide</b>. As soon as they are being attacked by an onos or fade or if they are being webbed they kill themselves, thus giving no res to the enemy team. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    As long as a suicide counts as a kill for the enemy (only regarding the frag bonus, of course) then this shouldn't have any impact.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    I think this system of giving res per kill will only work if this is done:


    Skulks don't give res when they die.


    They are really easy to kill, and like it's already been mentioned, they tend to be suicided... a lot.

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

    *POP*
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    I thought about having it the other way round, u lose res for getting killed but I think that would slow the game down too much.
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