General Suggestions
SenorDelicatessen
Join Date: 2007-11-09 Member: 62863Members
<div class="IPBDescription">Floating some ideas.</div>I'm [YCSP]Senor Delicatessen. Pubbed a lot, was a mod on a server for NS1, and clanned a bit and loved it. I trolled the forums for a bit and have some suggestions to float about gameplay balance. Keep in mind I'm rusty and they're off the top of my head. Enjoy.
Marines:
1. Dumb down the marine starting weapons. Reduce their starting weapons to a knife and a pistol. Pistol is semi-automatic (but not fast firing like in NS1, i.e., empty a clip in less than a second with your mouse-wheel). Purpose?
A. Weaken the marines at the beginning so they have to present more of a united force. This is in response to the traditional claim that Marines are overpowered.
B. Leaving the rifle to be an upgrade, which lengthens the marine tech tree, see below
2. Change the way the armory works. Make it an automatic producer and dispenser of free upgrades. The Armory starts by producing LMG's (light machine guns) and can be upgraded by the commander. Let's pretend we just completed an Armory:
A. Two LMGs are available from the Armory. When a marine grabs one the Armory begins to produce another, which takes 30 seconds.
((The LMG should still be a light-to-medium weapon whose advantage over the pistol is not added strength, but a faster firing rate and much larger clip))
B. Ammo Bag Upgrade; every 45 seconds an Ammo Bag with 300 rounds of Pistol/LMG ammo is produced. One marine picks it up and runs off with it. Any
marine near him can run up to the bag and grab ammo from it.
C. Grenades. Every 20 seconds a grenade is produced, to a maximum of 3. Could also have various grenades, such as Poison Smoke or Incendiary.
Infinite options really...the times are just examples and could be changed to make things balance out. Takes pressure off the Commander to provide upgrades as the Armory does it automatically on a timed cycle. Commander can add things to the Armory simply by deciding what to research and clicking a button. It could ultimately provide other weaponry such as Shotguns, Grenade Launchers, and Heavy Machine Guns.
Marines:
1. Dumb down the marine starting weapons. Reduce their starting weapons to a knife and a pistol. Pistol is semi-automatic (but not fast firing like in NS1, i.e., empty a clip in less than a second with your mouse-wheel). Purpose?
A. Weaken the marines at the beginning so they have to present more of a united force. This is in response to the traditional claim that Marines are overpowered.
B. Leaving the rifle to be an upgrade, which lengthens the marine tech tree, see below
2. Change the way the armory works. Make it an automatic producer and dispenser of free upgrades. The Armory starts by producing LMG's (light machine guns) and can be upgraded by the commander. Let's pretend we just completed an Armory:
A. Two LMGs are available from the Armory. When a marine grabs one the Armory begins to produce another, which takes 30 seconds.
((The LMG should still be a light-to-medium weapon whose advantage over the pistol is not added strength, but a faster firing rate and much larger clip))
B. Ammo Bag Upgrade; every 45 seconds an Ammo Bag with 300 rounds of Pistol/LMG ammo is produced. One marine picks it up and runs off with it. Any
marine near him can run up to the bag and grab ammo from it.
C. Grenades. Every 20 seconds a grenade is produced, to a maximum of 3. Could also have various grenades, such as Poison Smoke or Incendiary.
Infinite options really...the times are just examples and could be changed to make things balance out. Takes pressure off the Commander to provide upgrades as the Armory does it automatically on a timed cycle. Commander can add things to the Armory simply by deciding what to research and clicking a button. It could ultimately provide other weaponry such as Shotguns, Grenade Launchers, and Heavy Machine Guns.
Comments
The LMG is a lot easier to use than the pistol due to the spread of the bullets. This was introduced to NS to help new players, and to piss me off as well. (You can't really skulk into a group of 10 newbies, kill everyone and leave with full hp anymore =\)
Alteration: Current gun costs are twice as much but free guns are slowly generated. Generation time halves up for every advanced armory you have. This would mean that you could still save for a shotty rush/HA train but the regualar dropping of guns for your lemming marines becomes less time constuming. Only problem is that we have far too many armory humpers, in a pub you regulary have players ammoing up to full load just to head out and die. This sucks and this suggestion may increase it.
exactly. you'll have 5 nubs humping the armory for a LMG, coz they cant kill skulks with pistol/knife. and i bet as soon as he gets an LMG, he'll keep humping for that ammo pack.
personally the only idea i like in this post is the ammo backpack thingy, and i think it should be dropped by the comm like all the other equipment. HA could wear it i guess, but obviously not a JP'er. and if the marine dies with it, another marine should be able to pick it up.
I.e., LMG stays the basic weapon.
Two ways of doing it:
1) Perhaps the armory could dispense one shotgun every 2 minutes. It just spawns right on top of the armory.
2) Faster spawning rate for weapons, regular price for other weapons. Except, half the 'disappear' time, so the weapons will have a much higher likelihood of not being picked up when dropped. Would partially balance it out (so that you dont have to boost the aliens TOO much as well), while also encouraging teamplay.