NS2 > BF2

EvocareEvocare Join Date: 2005-07-26 Member: 56879Members
Hey guys, I'm in a hurry right now but I just wanted to get this idea out so I could see feedback. If anyone has played BF2 they would know the type of mission you have is to go to certain parts of the map and lower the enemy flag so you can raise yours. This serves the purpose as spawn points so you can move onto the next flag to capture more territory. I think if this were implemented into NS2 it could be used to raise more resources, provide more spawn points, provide a better position on the enemy, and a whole new side to Natural-Selection. In the form of flags, could be the new infestation that's been talked about so much. I don't know 100% where I'm going with this but I thought its a start to something that could really be huge. If this has been suggested then shoot me down. <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" />

Comments

  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    The marines whole base system would be wrecked by this but since it's NS2 we could need some new modes.
  • EvocareEvocare Join Date: 2005-07-26 Member: 56879Members
    Yeah, it would shake a lot of things up but I think you have to visualize it as a mix of ns and co maps.
  • KaosSmurfKaosSmurf Join Date: 2004-07-20 Member: 29994Members, Constellation
    maybe a new map-type?

    for example rines and aliens start at either end of a linear type map, and have to attack out to capture the new spawn points (aliens get new hives... rines can weld open new cc's or something)

    vary the cost of things to get the right balance.

    also map itself doesn't have to be strictly linear (think UT2k4 with capturing the different tower points)

    maybe marines can get access to the next level of upg's as they capture each new location too, to encourage exploration.

    have original spawns reasonably heavily protected (turrets/ocs) from the start too, to prevent rush tactics, but so that they can be overcome when the aliens/marines are in dominating positions.

    this could make for longer games too.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    edited August 2007
    Major issue: In BF2, both teams are the same speed. In NS, aliens can use vents and are faster then marines, meaning they could essentially reach any location on the map faster then marines. On maps with double resnodes, of course, you don't see aliens with an advantage in this respect (because a gorge, which is slow and weak has to actually BUILD the nodes). However if all the aliens had to do was stand somewhere to raise a flag, they would simply have to rush there as a small pack, raise the flag, then hide in corners and vents for the marines which is the number one perfect alien scenario.

    Suggestion: To capture a flag, aliens must use infestation and marines must protect a point from infestation. This means that if a point was infested, aliens would posses it. If a point had no infestation, the marines would own it. This idea would fit in perfectly with the game's plot. If the marines are trying to take back a station, for example, they must kill the entire alien presence and the hives and aliens are only some small part of it. By destroying the infestation and bacteria in the air as well would allow the marines for the first time to completely and totally kill the aliens on a station which is something that is skipped over in the current gameplay of NS.
  • PikminwarsPikminwars Join Date: 2006-11-07 Member: 58468Members
    Natural Selection DOES have a flag system, and it's called resource nodes. Each of these nodes have a capture time, and can be taken out/put up with more players working on them. If a team really wants to defend them, they can also put a spawn/pg there. I don't see how turning nodes into flags makes sense or adds to atmosphere at all.
  • mattoXmattoX Join Date: 2007-08-01 Member: 61739Members
    Counter Strike for example have war maps and maps not so much for waring.. I suppose you could impliment this style as a custom mode, just something different to have fun with. (Points out obvious)
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