i never wanted "anywhere", just more than 3, or something different from todays ways and very true, there will be balance issues, the way were thinking about it now, in the ns1 perspective, maybe this can be solved somehow, this is what the idea thread is for...
will ns2 be multi-planar? might be interesting...MANY possibilities... maybe aliens can grow some sort of siege suppressing infestation? how about making maps larger for ns2? but adjusting the balance so the teams still play even. not making the whole map one static and fully accessible volume, but have some sections not available right away. that require some different conditions to be met to access. inspiration from dig_siege?
<!--quoteo(post=1684719:date=Jul 30 2008, 01:44 AM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Jul 30 2008, 01:44 AM) <a href="index.php?act=findpost&pid=1684719"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've always wondered about that point: "More work for the mapper"
Which maps were arguably the least work for a mapper in NS1? The Combat maps? The custom timed siege maps?
Its strange, with all the ideas being thrown around these forums, even if you only consider the stuff we heard from the devs, such as welding doors or more than one type of resource ... well, NS2 maps are just going to have more to consider in them than NS1 maps did. *shrug* Does that mean it will be better or worse for the game? In My Humble Opinion, more stuff happening in a map, changing things up, so matches don't feel like they are giving us deja vu is far more interesting of a game because they require teams to learn adaptive strategies and tactics rather than the cookie cutter variety where our respective skills playing against each other are the only variable.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think a standard NS map would be the hardest, seige maps look like a lot of copy/paste work. NS maps require a lot of balance, which is why we've seen like 5-10 versions of certain maps.
I think two resources could be good, but i would like to emphasise that i dont want it to be necessary to have lots of both. I think it could be a good strategical thing, to go for one type of resource, to buy certain things that cost mainly that resource. Or you could go the other way around, or mix it up a bit. Or maybe one resource type would be worth more (+2 a tick), and therefor would be a more important and faught over node.
<!--quoteo(post=1684748:date=Jul 30 2008, 07:37 AM:name=weezl)--><div class='quotetop'>QUOTE(weezl @ Jul 30 2008, 07:37 AM) <a href="index.php?act=findpost&pid=1684748"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i never wanted "anywhere", just more than 3, or something different from todays ways and very true, there will be balance issues, the way were thinking about it now, in the ns1 perspective, maybe this can be solved somehow, this is what the idea thread is for...<!--QuoteEnd--></div><!--QuoteEEnd-->
Now i somewhat agree that 4 hive locations would have to be good, but you would have to do it well. Simply adding another hive location, would make it too easy for aliens, theyd have too much choice when it came to what to do, and marines would have trouble preventing that second hive going up.
Also, there is nothing wrong with the current way it works with 3 hives.
Anyway, a way you could make 4 or more hives work, is that aliens need dynamic infestation to infest a hive location before they can build there, so it takes more preparation...? Therefor making it a little harder to hive, but on the flip side, its easier to hive because you have more choice.
This idea sounds really interesting, I believe this would add to the power of aliens but also add some problems to maps. Maybe if the maps have like 5 locations where you can build a hive, but you can only use 3?
Comments
and very true, there will be balance issues, the way were thinking about it now, in the ns1 perspective, maybe this can be solved somehow, this is what the idea thread is for...
will ns2 be multi-planar? might be interesting...MANY possibilities...
maybe aliens can grow some sort of siege suppressing infestation?
how about making maps larger for ns2? but adjusting the balance so the teams still play even.
not making the whole map one static and fully accessible volume, but have some sections not available right away. that require some different conditions to be met to access. inspiration from dig_siege?
Which maps were arguably the least work for a mapper in NS1? The Combat maps? The custom timed siege maps?
Its strange, with all the ideas being thrown around these forums, even if you only consider the stuff we heard from the devs, such as welding doors or more than one type of resource ... well, NS2 maps are just going to have more to consider in them than NS1 maps did. *shrug* Does that mean it will be better or worse for the game? In My Humble Opinion, more stuff happening in a map, changing things up, so matches don't feel like they are giving us deja vu is far more interesting of a game because they require teams to learn adaptive strategies and tactics rather than the cookie cutter variety where our respective skills playing against each other are the only variable.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think a standard NS map would be the hardest, seige maps look like a lot of copy/paste work. NS maps require a lot of balance, which is why we've seen like 5-10 versions of certain maps.
I think two resources could be good, but i would like to emphasise that i dont want it to be necessary to have lots of both. I think it could be a good strategical thing, to go for one type of resource, to buy certain things that cost mainly that resource. Or you could go the other way around, or mix it up a bit. Or maybe one resource type would be worth more (+2 a tick), and therefor would be a more important and faught over node.
<!--quoteo(post=1684748:date=Jul 30 2008, 07:37 AM:name=weezl)--><div class='quotetop'>QUOTE(weezl @ Jul 30 2008, 07:37 AM) <a href="index.php?act=findpost&pid=1684748"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i never wanted "anywhere", just more than 3, or something different from todays ways
and very true, there will be balance issues, the way were thinking about it now, in the ns1 perspective, maybe this can be solved somehow, this is what the idea thread is for...<!--QuoteEnd--></div><!--QuoteEEnd-->
Now i somewhat agree that 4 hive locations would have to be good, but you would have to do it well. Simply adding another hive location, would make it too easy for aliens, theyd have too much choice when it came to what to do, and marines would have trouble preventing that second hive going up.
Also, there is nothing wrong with the current way it works with 3 hives.
Anyway, a way you could make 4 or more hives work, is that aliens need dynamic infestation to infest a hive location before they can build there, so it takes more preparation...? Therefor making it a little harder to hive, but on the flip side, its easier to hive because you have more choice.