Give the Marines an Infantry Portal at the start of the round

Gorge_LucasGorge_Lucas Join Date: 2011-07-10 Member: 109352Members
<div class="IPBDescription">Hear me out.</div>Aliens have a major advantage at the start of the round in that the Skulks can rush Marine Spawn in a few seconds and take down the few marines whom are trying to get an IP and armory built. If a few skulks get killed they can respawn quite quickly as the Hive respawns eggs automatically whereas the Marines MUST manually build IP's.

My idea is to give 1 Pre-Built Infantry Portal to the Marines at the start of the round.

For:

1. This will cut down the time the Marines are vulnerable building at the start of the round.
2. It makes it a bit fairer to the Marines compared to the Aliens who have the Hive automatically spawning eggs.
3. Allows Marines to mobilize faster to build/defend Res Towers.
4. In pub games some players simply rush out of the base and either dont care(noobs) or forget to build the IP forcing the Commander to get out and more than likely get killed in the first skulk rush.
5. Sometimes the round may have started and people either join late or are mucking around in the Ready Room, these players must wait until the IP is built ans spin up before they can join the game. If the IP is built these late players can join in swift succession.
6. IN summing up it will hopefully reduce the all too common skulk rush at the start of the round and allow the Marines to get a bit more established and hopefully have a more satisfying game for both Marines and Aliens.



Against:

1. The Maps will have to be changed so that the Marine Spawn Command Station has 1 pre-built IP.
2. Some players may not like that an IP is always in a specific place. In answer to this usually after a few minutes you have to build another IP anyway so if you don't like where the default IP is you can just recycle it and place it somewhere else.



Thoughts?

Comments

  • XerondXerond Undefined Join Date: 2004-07-09 Member: 29817Members, Constellation
    Maybe have the first dropped IP autobuild. Might give insight for a relocation, if it also allows after capturing a CC you can drop 1 IP that autobuilds.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    +1

    I think this is a mapper dependent, IIRC. So, free starting IP in rockdown and tram, but not summit.
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    edited September 2011
    The thing that's confused me about not having a starting IP is the rines <b>always</b> have to build one. Why bog things down with something that must happen every single game? The only exception to this would be a base relocate, which just isn't viable with current map sizes. Since the marines basically always loose 10 res on getting that starting IP, wouldn't it makes sense to bring it back so the initial team res is more in balance? As it stands now, aliens can immediately drop another hive, this seems skewed to me.

    Edit: the starting IP could easily be randomly placed to solve the "always in the same place" problem. They have to be built around the CC anyways.
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