A Solution to Personal Resource Problems
l3lessed
Join Date: 2010-06-07 Member: 71977Members
<div class="IPBDescription">Stop the stockpiling</div>The biggest problem I see with the personal resource system is that marines start gathering personal resources from the moment they spawn. This alone isn't a problem. However, the problem is that marines don't have anything to buy until the first weapon is researched, which if they're rushing flamethrowers could be upwards of 10 minutes. Now the marines have a huge stockpile of resources and can continually buy weapons because of it. Such resource front loading causes a balance problem which favors marines towards the end game.
A fun and good solution I see is giving marines more things to buy from the start. Maybe small upgrades that allow them to personalize their setup without giving any huge early game advantage. Stuff like a scope for the rifle, extra ammo containers so they can carry extra clips, medic kits so they can self heal themselves or their teammates until they use the set amount of health that is stores in the kit, the old ns1 welders, possibly some sort of night vision, things like this that add dynamics to the combat. This way they're continually using there res from the start and not building it up for the first five or ten minutes of the game.
A fun and good solution I see is giving marines more things to buy from the start. Maybe small upgrades that allow them to personalize their setup without giving any huge early game advantage. Stuff like a scope for the rifle, extra ammo containers so they can carry extra clips, medic kits so they can self heal themselves or their teammates until they use the set amount of health that is stores in the kit, the old ns1 welders, possibly some sort of night vision, things like this that add dynamics to the combat. This way they're continually using there res from the start and not building it up for the first five or ten minutes of the game.
Comments
e.g. (using 'whole' score)
*By default:
Team res: +1, every 12 seconds per tower.
Personal res: +1, every 24 seconds per tower.
*Marine kills a skulk on his own, or vice versa:
Kills: +1
Score: +5
Personal res: +5
Then either give half (for example) the Personal res to kill-assisters, or split the Personal res based on damage dealt.
e.g. (half res rounded up)
*Marine kills a skulk with one teammate, or vice versa:
Own Kills: +1
Own Score: +5
Own Personal res: +5
Mate Assists: +1
Mate Score: +1
Mate Personal res: +3
No that would destroy the team spirited mind of the game.
Everybody would go rambo and try to kill everything
And if you go rambo you will be rewarded and can buy more weapons to continue.... and so on
while base guarding players are punished by getting no (or less) plasma
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A fun and good solution I see is giving marines more things to buy from the start. Maybe small upgrades that allow them to personalize their setup without giving any huge early game advantage. Stuff like a scope for the rifle, extra ammo containers so they can carry extra clips, medic kits so they can self heal themselves or their teammates<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with that.
So the marine has to choose between riflebutt or scope and so on.
or maybe a scope for the pistol (maybe with the disadvantage of haveing no crosshair if the scope isn't used)
or change pistol with <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Image:Tazer.jpg" target="_blank">Tazer</a>
That would be awesome.
This all don't have to be expensive (maybe the scope or the medpack for 5 plasma), but you have to buy it every time you die..
A fun and good solution I see is giving marines more things to buy from the start. Maybe small upgrades that allow them to personalize their setup without giving any huge early game advantage. Stuff like a scope for the rifle, extra ammo containers so they can carry extra clips, medic kits so they can self heal themselves or their teammates until they use the set amount of health that is stores in the kit, the old ns1 welders, possibly some sort of night vision, things like this that add dynamics to the combat. This way they're continually using there res from the start and not building it up for the first five or ten minutes of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
If they can go the entire game without upgrading at all and still have the map control required to get lots of money, that's an entirely different issue.
What you should instead be doing is making incremental upgrades more appealing, making shotguns before flamethrowers the preferable strategy, either by nerfing rifles, buffing intermediate alien lifeforms, or making endgame tech harder to get. This makes more sense than saying 'oh we can hold our own without spending any money therefore we need things to spend a pittance on and make ourselves even more powerful.
<!--quoteo(post=1826738:date=Jan 25 2011, 12:08 AM:name=Lepock)--><div class='quotetop'>QUOTE (Lepock @ Jan 25 2011, 12:08 AM) <a href="index.php?act=findpost&pid=1826738"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To encourage teamwork with personal res, just do assists like TF2. If one person kills a skulk, give them 1 res. If one kills and 1 gets assist, give them both 1 res. The team gets more resources when you work together.<!--QuoteEnd--></div><!--QuoteEEnd-->
Basically this. If this sort of thing actually has an impact on teamwork, which I doubt, then this would actually create more teamwork than not giving anybody anything.
This kind of thing works well within very competitive games, but within the majority of servers it is easily abused by the one competitive player who completely unbalances a game by raking in money through easy kills. I saw it endless times in NS1 on the aliens side. It wasn't as bad on the marines side since marines couldn't get self upgrades, but with the new buy system, which I do like, it will be abused again. I could possibly go for a TF2 assist system, but that still doesn't mitigate the unbalancing synergy effect awarding ridiculously good players, who can dump endless hours into a game, with better stuff causes on a normal pub server. I can't think of a proper solution other then not awarding players personal res based on kills. Maybe just team res? But I still don't know about that.
That's a problem with skill caps, if it's possible for one player to dominate everyone else on the server, then the game obviously isn't about teamwork or anything in the first place, you need to limit how much damage one player can do if that's what's happening, simply by making say 2 or 3 other players impossible to beat on your own.
I cant imagine how a single guy could dominate a whole team in ns2, if its not exceptionally bad and without any teamwork. (or he has some kind of haxx)