Power link

enfurnoenfurno Join Date: 2003-01-25 Member: 12729Members
<div class="IPBDescription">Encouraging squad based fighting</div>I was thinking, it might be interesting to have some sort of power link later in the upgrade stages.

Say you get level 3 weapons, there isn't really anywhere else to go, but you could splurge for power link which would allow you to assign up to 3 units to a group. In order for the link to work the soldiers and/or aliens would need to be within a certain distance from one another but when in this tight formation their weapons would be slightly more effective..

Just an idea, I love squad based fighting and anything to promote such a thing in NS2 would be cool.

Comments

  • xmainexmaine Join Date: 2009-08-10 Member: 68409Members
    squads never have and never will work in ns.

    why dont squads work in ns1? obvious. no one wants them.
  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    Interesting idea. Sort of a group buff. Well, how would you explain this in terms of realism/RL sort of understanding. I understand it is a game, but powerups and buffs only "appear out of nowhere" in magic games like WOW and AoC. How could you make this work in NS?

    I did alyways like the idea of a temp post if you will, like in Tribes 1, you would set down a station, and people in the vacicinty of the station, or those who used the station would get things. Some were energy stations that gave sort of a shielding effect, some were just defense stations, but NS has turrets already... Maybe make it so the Commander can assign an armor "buff"/tech device to a certain person, and those who stay by that person get the buff, but if they go down so does the buff?

    Either way I can see this as not only "good or bad," but strategic in a way that they stay together to get a buff, but then since they are in a group gas and fades might benifit as well. What I mean is, since the marines are not spread out like along walls and around corners, they are easier targets, however they have the buff so they do more damage... It could balance out.

    Maybe once the team reached Heavy Armor, one can be assigned this group perc? The aliens wouldn't have any way of knowing unless you made them glow or something, so itwouldn't just make them a target every time.... Anyways, I like the idea, as long as its not "magic."
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    <!--quoteo(post=1734128:date=Oct 26 2009, 07:48 PM:name=xmaine)--><div class='quotetop'>QUOTE (xmaine @ Oct 26 2009, 07:48 PM) <a href="index.php?act=findpost&pid=1734128"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->squads never have and never will work in ns.

    why dont squads work in ns1? obvious. no one wants them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    squads have always worked in ns.

    why do squads work in ns1? obvious. marines work in squads or lose.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    The groups are already powerful and really difficult to break whenever they are played right. Giving them even more power would probably require some counter alien tech at least. That's assuming the firepower/hp ratios and such are similar to NS1 of course.

    My idea of squad improvement is to give the players more information, means of communication and teamwork methods (animated ledge boosting for example) to allow people to use the potential power of squads more efficiently.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    Working together is already overpowered! You know that 3 marines with shotguns do 3x the normal damage to a fade??
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    there was this silly hl1 mod which had exactly what you described there to encourage squads... sticking together to improve aiming and weapon stats , cant really remember the name anymore... anyways..guess what?







    it did not work...




    and it had a way slower gameplay than NS ever had, later this feature made the gameplay even stop when peoples just refused to move along, camping in one location because someone always got lost when moving to the mission objectives.

    even in enforced squad based gameplay peoples will not act as squad...must be some kind of authority problem with pubbers. L4D made it nicely, its somehow NS is already, if you get seperated from your team members, or run off alone you are almost dead.

    it seems like to make squads stick together you need to punish players with almost certain death when they run off. works nicely in L4D, but i have no idea how this would aid to the gameplay in NS in any way.. it needs the ability to ninja

    maybe you do it wrooong, let skulks have a damage bonus on attacking single marines. one on one was always harder for skulks to win anyways, this will give marines the angst when running off alone because single skulks are quite dangerous now.. and groups of them like instant death



    but imo this whole squad idea is silly
  • PSAPSA Join Date: 2009-10-21 Member: 69107Members
    and take away my ISM? no thanks. gogo solo pubstar
  • JAmazonJAmazon Join Date: 2009-02-21 Member: 66503Members
    nub question...ISM == ???

    Anyways, like others have said, this idea isn't too applicable to NS. First of all, the reason most games do back flips to try and promote squad/team play is because they don't negate the fact that a single person with a high degree of "1337ness" can dominate alone, so they force employ negative or positive consequences to working as a team. This doesn't work in NS because a lone marine is pretty much as good as dead (yes I know there's some god like players out there to whom this may not apply). In this sense there already is a HUGE incentive to staying close to your buddies as it means you aren't guaranteed to die a useless embarrassing death. Couple that with the fact that a group of N marines is basically an Nx health + Nx damage unit that can shoot in N directions at once... They have enough buffs already, no need for this.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1734170:date=Oct 27 2009, 07:35 PM:name=JAmazon)--><div class='quotetop'>QUOTE (JAmazon @ Oct 27 2009, 07:35 PM) <a href="index.php?act=findpost&pid=1734170"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This doesn't work in NS because a lone marine is pretty much as good as dead (yes I know there's some god like players out there to whom this may not apply).<!--QuoteEnd--></div><!--QuoteEEnd-->
    It applies to them as much as to anyone as long as the enemy plays as a group. People just rarely do anything concrete to eliminate such players. That's why I'd rather encourage people to use the existing squad potential than to bring even more fireopower just to compensate the unused power.
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    I have an idea, marines on thier own will have a slightly(Slightly. NO I Mean SLIGHTLY almost insignificant just for immersion) blurred screen reducing field of vision, make noises like swallowing, breathing etc, and when firing the gun has a recoil

    This is fear in a marine, they get scared. within a certain vicinity they lose this thing. And in a larger group you have a type of hearth buff, the marines instead though make noises. Like a automated taunt every now and then or a sneeze. This stops groups of 3-4 people sneaking through say dbl to waste in tanith and getting past without warning aliens and sging a hive to death before they can run down the attack area. Basically this is a great incentive to pair up with allies, while squads are slightly punished im assuming 3 guns already put you at an advantage specially with a sg taking point while mgs stay behind for larger creatures.

    However people will say, sounds make ninjas impossible and its hard enough to break stalemates, an upgrade from the armory like catalyst named w/e can actually take away *fear* of the marine for about 3-4 minutes.

    it would be immersive too wouldnt it?
  • BlizzerdBlizzerd Join Date: 2009-10-23 Member: 69119Members
    i like the addition of "fear" when alone and normal when in groups

    even from pure a visual stance, it seems interesting

    it would increase the immersion into the game, and i always played ns in marine team aas if i was part of an "aliens" horror film
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    Isn't wanting your in game avatar to be frightened for you incredibly lazy?

    Surely its better for the game devs to actually make you scared. Like if youre building a res tower on your own and you hear the other teams early lerk flying through you know youre probably going to die and youve only got an lmg and oh ###### ahh
  • JAmazonJAmazon Join Date: 2009-02-21 Member: 66503Members
    <!--quoteo(post=1734251:date=Oct 28 2009, 01:27 PM:name=MuYeah)--><div class='quotetop'>QUOTE (MuYeah @ Oct 28 2009, 01:27 PM) <a href="index.php?act=findpost&pid=1734251"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isn't wanting your in game avatar to be frightened for you incredibly lazy?

    Surely its better for the game devs to actually make you scared. Like if youre building a res tower on your own and you hear the other teams early lerk flying through you know youre probably going to die and youve only got an lmg and oh ###### ahh<!--QuoteEnd--></div><!--QuoteEEnd-->

    Absolutely true! I know I've yelped a few times while playing marines when I realize I'm in an inescapable situation. Being up in a corner while firing at 3 incoming skulks just to hear that *chkchkchk" actually made me scream and jerk the mouse once D:
  • ghost in the shellghost in the shell Join Date: 2008-09-28 Member: 65094Members
    I'm against the idea of buffing up squads,
    Isn't having some one to watch your back and keep you alive good enough?
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    <!--quoteo(post=1734134:date=Oct 27 2009, 07:07 AM:name=homicide)--><div class='quotetop'>QUOTE (homicide @ Oct 27 2009, 07:07 AM) <a href="index.php?act=findpost&pid=1734134"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->squads have always worked in ns.

    why do squads work in ns1? obvious. marines work in squads or lose.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Maybe in NS 1.04 but in 3.0, it was 'hand everyone a shotgun and go on a snipe hunt'.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    <!--quoteo(post=1734338:date=Oct 29 2009, 01:33 AM:name=Temphage)--><div class='quotetop'>QUOTE (Temphage @ Oct 29 2009, 01:33 AM) <a href="index.php?act=findpost&pid=1734338"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe in NS 1.04 but in 3.0, it was 'hand everyone a shotgun and go on a snipe hunt'.<!--QuoteEnd--></div><!--QuoteEEnd-->


    The complete opposite of what you said is the actual truth. (minus shotguns in 1.04 because they were overpriced)
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    edited October 2009
    <!--quoteo(post=1734392:date=Oct 29 2009, 02:15 PM:name=MuYeah)--><div class='quotetop'>QUOTE (MuYeah @ Oct 29 2009, 02:15 PM) <a href="index.php?act=findpost&pid=1734392"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The complete opposite of what you said is the actual truth. (minus shotguns in 1.04 because they were overpriced)<!--QuoteEnd--></div><!--QuoteEEnd-->
    3 words: "Res For Kills".

    R4K was an INCENTIVE to rambo. When your guns pay for themselves, who cares if the guy using it died? In prior versions, there were times we'd go diving for dropped weapons so we didn't have to sink the resources into a new one. 3.0, just give everyone a shotgun and go get easy one-hit-kills on skulks, a dominate the resource war.

    3.0's balance change and R4K addition saw a dramatic shift in how teams normally played. Marines were supposed to require more teamwork than the aliens, who were originally supposed to be able to function somewhat well as soloists. 3.0 was fairly opposite, where the aliens really needed to coordinate as a team to win.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    How about a morale system instead? A player with a good kill death ratio will provide a slight boost (be it movement/accuracy/damage) to those around him/her.
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