Upgrade Paths

locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
<div class="IPBDescription">and some comments.</div>This post is solely with respect to marines:

There are different ways to add tech trees to games. I really like the style of NS1 where each upgrade is general purpose. You will never be at a <i>disadvantage</i> by upgrading something. Granted certain things are better than others(heavies for fades, jps for onos) but you're never locked into a path. I really hope this doesn't change for NS2. A lot of games have the distinct upgrade paths (flame, bullet, concussive, electricity; fire, water, air, earth; melee, ranged, d.o.t., buff) that hard counter with each other, but I think this would be the wrong implementation for NS2.
If the upgrade is team wide, then teamwork is inhibited because everyone more or less forced to use the same type of weapon for effectiveness(saw this a lot in Savage).

If the upgrades are individual, you'll still end up with specialists who could be rendered nearly useless, and that's just not going to be fun to play. TF2 solves this problem by making class switches easy, and keeps continuity by giving each class a distinct personality. I don't think NS2 can take this route since all the marines tend to look more similar than different. Also the comm loses a lot of control when he's not handing out weapons. While I don't mind marines making their own choices, I still think the commander needs to choose the strategy, ie a bunch of players shouldn't be able to buy a bunch of GLs while there's a fade running around.

The comm should be able to buy a lot of "one ofs" like in the current system. A current upgrade to the armory allows both structure clearing(gl) and lifeform clearing(hmg). I think the addition of a flamethrower/incendiary grenade should stay on the armory, if DI is going to become a third avenue of attack(what I mean by this is currently structures and lifeforms can repel marines, will DI also be able to repel marines?). Damage upgrades should still apply to flame based weapons to prevent being locked into a useless path.

Comments

  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    I agree with your post, but you really shouldn't bring up Savage as an example. There are so many things wrong with that game, its not even funny.
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    The problem of allowing the marines to decide, instead of the commander, is now he no longer is "in command." The commander needs to make these decisions based on experience, the current situation, map positions [who controls what areas], current alien team characters [onoss vs fades], and what the team is doing with what.

    Take for instance the GLs. So many people like to use them, they feel beefy and they are alot of fun! The problem is only a hand full of people are smart enough to stay back and use it as a support weapon. Most go charging to the front lines and a skulk takes them out when they are reloading.... 15 res wasted- *sigh*

    I still think that marines should have some characteristic strengths, but when you start taking the decision making out of the commanders hands and into the hands of every marine, you will always lose. People are stupid. That's just the way it is. HAs tend to work better for people in short/twisting/turning corridors. JPs tend to work better across the line with long hallways and big open areas where they can truly fly above the aliens. But you will get marine after marine choosing JPs no matter what because "it's fun to fly," and they will constantly lose.

    Also, you have to think about the res. Very important... Alot of people choosing GLs and JPs is alot of res being used. All of the sudden the commander needs to upgrade for a siege turret, but oh wait, theres no res to siege the hive, and they lose the siege room. All because {rad clan} Supercoolman86 just *HAD* to get that JP and HMG, even though the game was almost over. <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />

    I am all for individuality in games, like how people look and how they act, what they say, whatever, tags/sprays, but unless they are the commander they probably shouldn't be in charge of certain things. Again, no offense to any players, I have done some really "dumb stuff" too, but people are stupid.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited November 2007
    <b>corpsman</b>, the part about marines purchasing weapons I heard from podcast 7[relevant section is 8:00 to 8:15]. What I was hoping to discuss is a technology system that allows the commander power while not hindering fun for the rest of the players under the assumption that marines will be purchasing weapons.
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