The Importance of Territory

RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
Being part RTS, I feel territory should be expanded upon a little. Rather then fighting over a TP in a Central room for half the game, players should have to gain control of sectors, netting their team more power and resources. Here are some factors about capturing a sector.

1. It has to be clear who owns what.
This one is doing pretty well, especially when DI comes out. However, Marines need a little more distinction when showing dominance over an area.

2. Owning a territory should have benefits.
Doing pretty well on this one, however there should be an advantage when fighting in controlled territory:
Marines in Kharaa territory should have equipment disadvantages.
Aliens in Kharaa territory should have health advantages.
and vice versa.

3. There needs to be more territory-related buildings.
To give a rally point and something to capture, there should be structures (1 per sector) that either team can build, switching the territory from neutral to theirs. Aliens should have something when sprays infestation everywhere and boosts the power of DI in general, while marines need an all-purpose FOB.

4. Territory should give commanders dictation over an area routes.
Owning a territory should allow you to mess with equipment in the area, seal doors, or open up routes to the TPs.

Comments

  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    I think ns2 already handles all this very well with the power nodes, making marine stuff not work without one. However, I would also like to see that it gets impossible to drop medpacks and ammo when the node is down.

    The aliens advantage is the fact that it gets darker (which isnt much of an advantage yet, as they go quite blind aswell as the marines). If it also gets impossible to drop packs without a power node, they would get an advantage in the way that the marines lack support in that area (aliens get advantages in the way that they put marines at an disadvantage).

    When DI is out I guess it will be giving aliens even more of an advantage, such as low regen boost, or maybe slower marines.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited November 2010
    It seems to me once they get in the alien flash light vision, if they do, and dynamic infestation, that the power node mechanics alone will be enough. Allowing Aliens to see in the dark in some form or another is a huge advantage. I can get behind DI bonuses and negatives for both teams though.

    I just think having to repair or destroy the node while under assault by the other team will be difficult enough. If you then add in another building to be captured too, it just seems redundant from a mechanical perspective.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->However, I would also like to see that it gets impossible to drop medpacks and ammo when the node is down.<!--QuoteEnd--></div><!--QuoteEEnd--> +1 to this though. Great idea. Without the power node supplying power for nanites it stops the commander from being able to drop stuff on the fly. Make it all the more imperative to repair the node or destroy it.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1808349:date=Nov 22 2010, 02:16 AM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Nov 22 2010, 02:16 AM) <a href="index.php?act=findpost&pid=1808349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1. It has to be clear who owns what.
    This one is doing pretty well, especially when DI comes out. However, Marines need a little more distinction when showing dominance over an area.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's full of marine structures going beep and shooting anything green. Aside from perhaps some lighting effects on the buildings and maybe a shift of the general room lighting to being slightly blue tinted, I wouldn't change it.

    <!--quoteo(post=1808349:date=Nov 22 2010, 02:16 AM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Nov 22 2010, 02:16 AM) <a href="index.php?act=findpost&pid=1808349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2. Owning a territory should have benefits.
    Doing pretty well on this one, however there should be an advantage when fighting in controlled territory:
    Marines in Kharaa territory should have equipment disadvantages.
    Aliens in Kharaa territory should have health advantages.
    and vice versa.<!--QuoteEnd--></div><!--QuoteEEnd--> You get money, which lets you build structures, which give you healing, ammo, and defence, which lets you control the area, which lets you shift the lighting to your advantage. Hard stat boosts kinda mess the game up, you need to know how long something takes to kill with what weapon. I think having easy access to health, ammo, fire support, and cover of darkness/bright illumination are pretty big advantages.

    <!--quoteo(post=1808349:date=Nov 22 2010, 02:16 AM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Nov 22 2010, 02:16 AM) <a href="index.php?act=findpost&pid=1808349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3. There needs to be more territory-related buildings.
    To give a rally point and something to capture, there should be structures (1 per sector) that either team can build, switching the territory from neutral to theirs. Aliens should have something when sprays infestation everywhere and boosts the power of DI in general, while marines need an all-purpose FOB.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The hive sprays infestation everywhere, as may alien structures, marines build a base which gives them all their base support functions, why have a single structure when you can just build a few things around the room? It's more easy to see, looks more natural, and is more interesting because you can do different things with the layout depending on where else you control.

    <!--quoteo(post=1808349:date=Nov 22 2010, 02:16 AM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Nov 22 2010, 02:16 AM) <a href="index.php?act=findpost&pid=1808349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->4. Territory should give commanders dictation over an area routes.
    Owning a territory should allow you to mess with equipment in the area, seal doors, or open up routes to the TPs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Doors won't lock if they have DI covering them, and aliens will unpower marine structures by killing the power node. I assume at some point we'll get map weldables as well as they are useful and can do interesting things.

    I think all these things are already implemented very well.
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    The advantage to owning territory is building resource harvesters and technology increasing buildings.

    You're right about Marine Powergrid and Dynamic Infestation needing to do more things. Something like healing armor of marines at a very small rate would be good. Speed boost while on Dynamic Infestation is a solid idea, along with enhancing innate regeneration.

    Aliens need good nightvision for when they take out the lights. Plugging in NS1's alien flashlight will do perfectly fine as a placeholder until something more polished can be spared.
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