Tactics and game planning

Cyborg16Cyborg16 Join Date: 2006-11-18 Member: 58656Members
<div class="IPBDescription">Permanent statistics and pre-game planning time</div>With clan games it's probably different, but in open games play varies a lot, and often there's not very much communication of tactics in games. I'd like to improve that by...

Permanent player statistics: don't store bad scores or all skill levels since everyone makes mistakes and one of the beauties of online play is that everyone can always try again. But do store medals: things like consistently high kill rates with a shotgun, high kill/death ratios as fade, proficiency as comm (perhaps high win ratios). The idea is to make it obvious what everyone on the team is good at.

Tactics prep time: give perhaps 30 sec before game start for teams to elect their commander (perhaps only those volunteering would be up for vote), and then for the commander to explain what early game tactics he wants to follow. This is where the player stats comes in: team-member and particularrly the commander need to know what other players are good at.

The idea is to encourage more communication; don't know whether the prestart thing would work well.

Another useful tool might be to allow the commander to place icons on the map which show up on team-member's minimaps: defend, enemy here, attack (low and high priority versions), so that players can always tell what's going on on the map (useful since waypoints aren't always updated and aliens tend to spread all over the map ignoring waypoints).

Comments

  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1867940:date=Aug 9 2011, 06:10 PM:name=Cyborg16)--><div class='quotetop'>QUOTE (Cyborg16 @ Aug 9 2011, 06:10 PM) <a href="index.php?act=findpost&pid=1867940"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With clan games it's probably different, but in open games play varies a lot, and often there's not very much communication of tactics in games. I'd like to improve that by...

    Permanent player statistics: don't store bad scores or all skill levels since everyone makes mistakes and one of the beauties of online play is that everyone can always try again. But do store medals: things like consistently high kill rates with a shotgun, high kill/death ratios as fade, proficiency as comm (perhaps high win ratios). The idea is to make it obvious what everyone on the team is good at.

    Tactics prep time: give perhaps 30 sec before game start for teams to elect their commander (perhaps only those volunteering would be up for vote), and then for the commander to explain what early game tactics he wants to follow. This is where the player stats comes in: team-member and particularrly the commander need to know what other players are good at.

    The idea is to encourage more communication; don't know whether the prestart thing would work well.

    Another useful tool might be to allow the commander to place icons on the map which show up on team-member's minimaps: defend, enemy here, attack (low and high priority versions), so that players can always tell what's going on on the map (useful since waypoints aren't always updated and aliens tend to spread all over the map ignoring waypoints).<!--QuoteEnd--></div><!--QuoteEEnd-->

    That really isn't needed , 30 seconds isn't enough time to explain a strategem, this isn't an rts, and you're talking about pugs, even if the commander explained things people wouldn't listen anyway.
  • SyknikSyknik InversionNS2.com Join Date: 2002-11-01 Member: 2064Members, Constellation, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow
    NS1, kinda had a mod which would ask the aliens who was doing what, who was goign lerk, fade, dropping hive, dropping rt, or chamber. People would see who was going to do what and so they'd do something else, if they wanted.

    Also right now, you get 15 seconds before the game starts to plan something out, granted.. 15 seconds isn't a lot of time, but the more often you play on a server, the more people will get to know you and they'll listen quite a bit more. You'll just have to say a few things

    'Hey guys, lets build this then i'm going to want to get some RTs and maybe hodl down heli while so and so pushes SA'

    Then just go from there.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I'd like the pregame timer to be a an adjustable server variable. Sometimes, you want a longer (or shorter) pregame timer.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    <!--quoteo(post=1867940:date=Aug 9 2011, 10:10 PM:name=Cyborg16)--><div class='quotetop'>QUOTE (Cyborg16 @ Aug 9 2011, 10:10 PM) <a href="index.php?act=findpost&pid=1867940"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another useful tool might be to allow the commander to place icons on the map which show up on team-member's minimaps: defend, enemy here, attack (low and high priority versions), so that players can always tell what's going on on the map (useful since waypoints aren't always updated and aliens tend to spread all over the map ignoring waypoints).<!--QuoteEnd--></div><!--QuoteEEnd-->
    There is waypoints doing exactly that, telling rines where to defend, attack and move. Those show up on the minimap. Well, not for you, but I use my minimap mod. So it does for me.

    But yeah, some sort of global indication system would be good, where you can outline a generic strategy the whole team can see (such as "attack" on some hive you want to keep pressure on, while giving personal waypoints to small squad of rines you want to sneak a phasegate. Once that is done, you change the global orders to "phase here".


    I have also been thinking that pub games need a planning phase. The 15 seconds is not enough, and raising it will just make stuff boring.
    However, what if before the round started, you could vote to delay the game start. Then people can join their teams, plan ahead, and when ready, let the game start.

    Another version would be that once the vote finishes, it auto assigns people, and then you can use the 15 second timer to plan.
    Possibly also let people have a setting of what team they want to be, and you will get priority to that team over people who set another team.
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