Alien evolution=marine progress?
humbaba
That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
<div class="IPBDescription">How is this going to be balanced</div>Ive been keeping my eye on this mod now for about two months. From what Ive read in the faqs and forums, the Aliens follow an evolutionary chain which rewards survival by allowing the individual to evolve to the next level. The Marines, while not evolving, do "evolve" technologically as the commander developes new technologies to aid the marines. The difference between these two, however might lead to a problem.
Comments
*waits anxiously for answer*
<!--EDIT|Moleculor|Jan. 25 2002,21:11-->
Of course. The forums reside within my skull.
<!--EDIT|Moleculor|Jan. 25 2002,21:16-->
Flayra, will dropping weapons cost something as well? Or will the commander have an unlimited supply once he's researched?
Oh, and.. <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Welcome to the mod humbaba. With that avatar, I doubt Bob will want to eat you. He'll probably want to be 'friends' or something.
<!--EDIT|Moleculor|Jan. 25 2002,21:22-->
Soon I will spread my thoughts to all of you .. . and the seeds will grow into . . THOUGHT TREES THAT WILL GROW OUT OF YOUR SKULL!! AND THEY WILL SPREAD MY THOUGHTS!!
Of course. The forums reside within my skull.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Well, as a Marine you will spawn with the tried and true weapons and some ammo; a light machine gun, a pistol, and a melee weapon of some sort. In order to get a shotgun, HMG, grenade launcher, etc. the commander will need to buy them on a per-unit basis. On the other hand, some types of research affect the whole team and are turned on right away, such as armor and ammo upgrades, jetpacks, 'I Heart Flayra' t-shirts, etc.
This way, your commander could be a <i>complete</i> bozo and you're still not left out to dry.
Balancing issues aren't fore-front on our minds at the moment, because we're not really at a stage where we can test to see if it one method works better than another. Once we start full playtesting, THEN we'll look into the balance of the teams and things, and this will be refined even more by extensive BETA 1 playtesting <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> *ahem!*
But seeing as there are so many different ways with which the game can be balanced, it's not really something that concerns me personally.
I'm still curious on how the respawning system works, if respawning costs money then respawn-raping will be amazingly powerfull, the main balance in FPS is that spawn raping gives the raper 1 point but a inverse spawn (when the attacker gets hurt progresively after some respawns) gives the raped 1 point plus the whole control of the map which is way more important that this single point (ie. the raper has much to loose and very few to win in respawn raping).
Huan, I followed your last argument up until the last bit. When someone that keeps getting respawn-killed finally kills the person doing it, how does he get control of the map? Yes, the person respawns a relatively far distance away, but at that point both players will be essentially at their spawns.
Lets see, youve got weapon and armor and decide to drop item-picking on a second plane and focus on spawn-raping, you hunt him once (1 frag) and he does a bit of damage to you, but you keep on hunting him a couple of times more so:
1- You've been erosioned by his low-damage weapon repeatedly.
2- His health is upped to 130 everytime he dies while yours is dropping.
3- You havent been controling the items but the enemy.
And thats when he gets an inverse spawn, he can respawn next to a armor and/or a weapon or maybe due to the erosion the attacker has, the respawned gets an easy kill to a low healthed and well equiped guy.
Besides, there is a spawn delay (1700ms in q3, more in NS i belive as you have to "buy" your respawn) which means i have this time to get a good position and/or getting more items and/or spawn rape you <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Then you have changed map control for 3 frags, not a good deal imo <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Same for Q3F in 2stag2 or other maps, there was a 7 sec delay to the respawn after a /kill and sometimes when there was an enemy recon hurt/conc'ed/blinded you prefered not to kill him cause a respawn would give him full health and nothing good for you <!--emo&:D--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
In fact i was a full time recon so i hated SO MUCH these things... <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
You where full-time recon for TDM? How could you give recon info back, surely not by typing? Binds?
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Sure there are no respawnable items in NS but there are favourable positions that both teams want and probably these are incompatible with respawn raping.
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I was a full-time recon on Q3F <!--emo&:)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->, the recon is a class and might be meant to explore and inform but in fact it was used as a human bullet to cap the flag and return. usually the information-givers were spies (they can disguise as the other team's color) or other recons when dead and yes everything was in binds, there were # variables like #L returns where you are and #D where you died (when droped flag) and also information about defense (sentry guns placement, what classes are defending (heavier, lighter...) what ways were weaker...)
In TDM information is gathered differently, there are no classes and the amount of info you give depends on how good you are with binds. U usually command the team's movement trough the map when in game and when not playing I coach them (have u seen OSP's coaching system?)
Like I said, I may have completely misunderstood the point, so take this with a grain of salt.
Besides, NS <b>IS</b> based on money for kills <!--emo&:D--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> so spawn camping gives you money and forces them to waste theirs.
I havent played NS and i havent seen its gameplay but I'm just trying to see how the game will be interpreted by clans and how a prepared strategy can ruin (or exalt!<!--emo&;)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> what the developers had planned <!--emo&:D--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> (check the Especulations about clan play post)
Besides, NS <b>IS</b> based on money for kills <!--emo&:D--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> so spawn camping gives you money and forces them to waste theirs.
I havent played NS and i havent seen its gameplay but I'm just trying to see how the game will be interpreted by clans and how a prepared strategy can ruin (or exalt!<!--emo&;)--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> what the developers had planned <!--emo&:D--><img src="http://66.78.33.98/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> (check the Especulations about clan play post)<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I think you got a bit lost here, Huan. Only the aliens can profit from a functioning hive - the Marines should destroy them as soon as possible.
NS is <b>not</b> based on money for kills; the alien players get some bonuses for fragging, but if you never kill anything, you will still get RP's from hives. They are your primary source. The marines the majority of their points from Resource structures.
Marines get RP for killing aliens, right?
Marines camp in the Hive room, and pick off Bobs as they spawn. With each time they kill a Bob, they get more RP. With each respawn the aliens are forced to use up part of their personal RP. Ergo, the Marines RP will just keep going up and up, while the Aliens keep losing RP. And the game halts at a standstill.
If it happens to be worth it has to be BALANCED (just like skiing in tribes and then how it changed in tribes2).
--Scythe--
<a href="mailto:the_only_scythe@yahoo.co.uk">the_only_scythe@yahoo.co.uk</a>
<!--EDIT|MonsieurEvil|Jan. 26 2002,20:29-->
If the aliens have one hive and its not possible to do this than its probably going to be early in the game and as the weapons the marines start with early on wont be enough to kill respawing aliens forever, eventually the alines will regain their ground.