<!--quoteo(post=1679667:date=May 28 2008, 11:39 PM:name=EmpV)--><div class='quotetop'>QUOTE(EmpV @ May 28 2008, 11:39 PM) <a href="index.php?act=findpost&pid=1679667"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since it looks very likely that in NS2 marines will be making purchases with personal resources.......
1. Make the ammount of ammo you get from the armory double what it currently is. 2. Make it so the marine has to spend his personal credits/resources on armory ammo. 1 res per armory use.
If every marine starts with 0 personal resources, armory humping will not be possible when a game first starts.
-This will teach marines to think about when they should buy more ammo to take with them. -This will teach marines to save personal resources for something better like weapons/upgrades. Armory humpers will learn very quickly when there is a personal cost involved. Especially if there is an armory menu that shows the price of shottys, hmg's and other goodies they can buy when they save up their personal res.<!--QuoteEnd--></div><!--QuoteEEnd--> ...except that one of the major advantages of an armory in NS was that could could drop one when setting up for an offensive siege to allow your marines to self-service health and armor at no cost to team resources. Wouldn't you loose that strategic option?
<!--quoteo(post=1679733:date=May 29 2008, 05:02 PM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ May 29 2008, 05:02 PM) <a href="index.php?act=findpost&pid=1679733"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...except that one of the major advantages of an armory in NS was that could could drop one when setting up for an offensive siege to allow your marines to self-service health and armor at no cost to team resources. Wouldn't you loose that strategic option?<!--QuoteEnd--></div><!--QuoteEEnd-->
No, you would still have the same strategic option with no cost to team resources. The only difference is that marines would pay for the ammo out of their personal resource pool, not the team or commander pool.
As for health, I forgot to consider how that would work, but it could work the same way. The marine could still get health from the armory too, but would have to use personal resources to get it.
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro-->-The options are still the same as they are now in NS. -It doesnt affect the team or commander resources. -Marines will only get ammo/health when they really need it.<!--colorc--></span><!--/colorc-->
The whole idea kind of depends on how marine personal resources will work and how much weapons and upgrades will cost.
Based on the concept screenshot from the podcast(<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->see below<!--colorc--></span><!--/colorc-->), a shotgun would cost 25 personal resources. The personal resource flow would have to be ballanced so that buying ammo/health when you need it would not hurt your personal res dramatically and only cause you to wait a short time longer before being able to purchase a weapon or upgrade. For an armory humper however, they would not be able to afford weapons for a long time because they waste their resources filling up on ammo every time they respawn.
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1679307:date=May 23 2008, 11:23 AM:name=juice)--><div class='quotetop'>QUOTE(juice @ May 23 2008, 11:23 AM) <a href="index.php?act=findpost&pid=1679307"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What about some type of audio reinforcement? I think the TF2 Heavy auto-say "I LOVE this Medic!" is genius. If a player is armory humping and there's another player nearby, there could be an auto-say like "Stop gettin ammo and shoot some aliens, son!" "Ammo won't help you in an onos' belly" etc. Of course this could be implemented throughout the game in other situations like with welding, etc.<!--QuoteEnd--></div><!--QuoteEEnd--> Great idea. I would like to see this implemented even if some of the other solutions are as well. <!--quoteo(post=1679802:date=May 30 2008, 01:52 PM:name=EmpV)--><div class='quotetop'>QUOTE(EmpV @ May 30 2008, 01:52 PM) <a href="index.php?act=findpost&pid=1679802"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, you would still have the same strategic option with no cost to team resources. The only difference is that marines would pay for the ammo out of their personal resource pool, not the team or commander pool.<!--QuoteEnd--></div><!--QuoteEEnd--> It's a workable solution, but I'd rather see positive or soft reinforcement to this system. Also it'd suck to be in a situation where you have no credit to get ammo and no ammo to get credit. The comm would have to drop you some at the cost of his resources.
<!--quoteo(post=1676063:date=Apr 16 2008, 08:18 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Apr 16 2008, 08:18 PM) <a href="index.php?act=findpost&pid=1676063"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right now using the armory is a tradeoff. Time invested vs. time spent. You'll want an extra pack if you're traveling far or might run in into an OC.
Even though this is solely a pub problem maybe the answer can add depth to the game.
The armory should have a "power bar" like the obs. The ammo packs dropped while the bar has enough energy are free. - commanders will be persuaded to drop more ammo packs, since they're "free" - good commanders can manage their resflow better - multiple amories, encouraging decoys, maybe opening up armories to have specific paths, ie one path for flamethrower, another for heavy weapons - marines don't worry about ammo so much because comms drop it and won't feel the need to hump<!--QuoteEnd--></div><!--QuoteEEnd--> Thats a great idea!
Actually I'm surprised with the success of this topic. That are multiple good solutions from locallyunscene, EmpV, and juice; however, I'm not sure how to combine them. Any ideas on how to do that?
(since I'm seeing a lot of praise for the good suggestions I'm now trying get us to unify them into a single suggestion)
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->PS: The word check browser plugin failed me earlier in this thread. (and somebody quoted it too, arg!) It's supposed catch misspellings and basic grammar errors; yet, for some reason it ignored the "could could" instead of "you could" or "one could" Ah well.<!--sizec--></span><!--/sizec-->
Comments
1. Make the ammount of ammo you get from the armory double what it currently is.
2. Make it so the marine has to spend his personal credits/resources on armory ammo. 1 res per armory use.
If every marine starts with 0 personal resources, armory humping will not be possible when a game first starts.
-This will teach marines to think about when they should buy more ammo to take with them.
-This will teach marines to save personal resources for something better like weapons/upgrades.
Armory humpers will learn very quickly when there is a personal cost involved. Especially if there is an armory menu that shows the price of shottys, hmg's and other goodies they can buy when they save up their personal res.<!--QuoteEnd--></div><!--QuoteEEnd-->
...except that one of the major advantages of an armory in NS was that could could drop one when setting up for an offensive siege to allow your marines to self-service health and armor at no cost to team resources. Wouldn't you loose that strategic option?
No, you would still have the same strategic option with no cost to team resources. The only difference is that marines would pay for the ammo out of their personal resource pool, not the team or commander pool.
As for health, I forgot to consider how that would work, but it could work the same way. The marine could still get health from the armory too, but would have to use personal resources to get it.
<!--coloro:#00FFFF--><span style="color:#00FFFF"><!--/coloro-->-The options are still the same as they are now in NS.
-It doesnt affect the team or commander resources.
-Marines will only get ammo/health when they really need it.<!--colorc--></span><!--/colorc-->
The whole idea kind of depends on how marine personal resources will work and how much weapons and upgrades will cost.
Based on the concept screenshot from the podcast(<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->see below<!--colorc--></span><!--/colorc-->), a shotgun would cost 25 personal resources. The personal resource flow would have to be ballanced so that buying ammo/health when you need it would not hurt your personal res dramatically and only cause you to wait a short time longer before being able to purchase a weapon or upgrade.
For an armory humper however, they would not be able to afford weapons for a long time because they waste their resources filling up on ammo every time they respawn.
<img src="http://www.unknownworlds.com/cache/thumbnails/NS2_marine_mockup_800x499.jpg" border="0" class="linked-image" />
Great idea. I would like to see this implemented even if some of the other solutions are as well.
<!--quoteo(post=1679802:date=May 30 2008, 01:52 PM:name=EmpV)--><div class='quotetop'>QUOTE(EmpV @ May 30 2008, 01:52 PM) <a href="index.php?act=findpost&pid=1679802"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, you would still have the same strategic option with no cost to team resources. The only difference is that marines would pay for the ammo out of their personal resource pool, not the team or commander pool.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's a workable solution, but I'd rather see positive or soft reinforcement to this system. Also it'd suck to be in a situation where you have no credit to get ammo and no ammo to get credit. The comm would have to drop you some at the cost of his resources.
Even though this is solely a pub problem maybe the answer can add depth to the game.
The armory should have a "power bar" like the obs. The ammo packs dropped while the bar has enough energy are free.
- commanders will be persuaded to drop more ammo packs, since they're "free"
- good commanders can manage their resflow better
- multiple amories, encouraging decoys, maybe opening up armories to have specific paths, ie one path for flamethrower, another for heavy weapons
- marines don't worry about ammo so much because comms drop it and won't feel the need to hump<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats a great idea!
(since I'm seeing a lot of praise for the good suggestions I'm now trying get us to unify them into a single suggestion)
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->PS: The word check browser plugin failed me earlier in this thread. (and somebody quoted it too, arg!) It's supposed catch misspellings and basic grammar errors; yet, for some reason it ignored the "could could" instead of "you could" or "one could" Ah well.<!--sizec--></span><!--/sizec-->