A stalemate solution.
thefonz
Join Date: 2011-06-22 Member: 105847Members
<div class="IPBDescription">Map dominace (tech points) initiates a end game timer.</div>Not sure if this has been suggested, can't spare more time to search, should be studying.
If one team achieves achieves control of all but one tech point, an end game timer begins. this timer, say 10 or 20 minutes. Starts counting down once the last tech point is FULLY taken (CC's must be completely constructed, hive's finished growing). If the losing team can knock out a tech point (hive/CC) the timer stops and resets. If the timer runs out, the game DOES NOT end. Rather, eggs stop spawning, IP's stop working. The losing team still has a chance to knock out a tech point and re-enable spawning.
This will end stalemates without being a simple, time is up, game over, you lose. At least you go down fighting.
Some things that could make this more interesting.
The losing team gets a slight boost to their spawn rate.
BADASS MUSIC when the timer is on to up the intensity of the situation. :)
ok, maybe not music, perhaps a siren or something.
Some things I haven't got a good answer to.
Marines
Beacon is a bit confusing to deal with when the timer expires. Should it not work? Or perhaps the observatory should stop regenerating energy, this limits beacons, but also scans.
Aliens
What about the eggs already alive when the timer expires? Do they just die? not exactly fair to allow a few extra re spawns since the marines lose their IP's if the tables were turned. (since the aliens are losing, I can't see a lot of extra eggs lying around, but you never know).
Perhaps the observatory should not gain energy post-timer for marines and current eggs should stay alive post-timer for aliens. A few extra eggs is sorta = to a beacon or two. sorta.
If one team achieves achieves control of all but one tech point, an end game timer begins. this timer, say 10 or 20 minutes. Starts counting down once the last tech point is FULLY taken (CC's must be completely constructed, hive's finished growing). If the losing team can knock out a tech point (hive/CC) the timer stops and resets. If the timer runs out, the game DOES NOT end. Rather, eggs stop spawning, IP's stop working. The losing team still has a chance to knock out a tech point and re-enable spawning.
This will end stalemates without being a simple, time is up, game over, you lose. At least you go down fighting.
Some things that could make this more interesting.
The losing team gets a slight boost to their spawn rate.
BADASS MUSIC when the timer is on to up the intensity of the situation. :)
ok, maybe not music, perhaps a siren or something.
Some things I haven't got a good answer to.
Marines
Beacon is a bit confusing to deal with when the timer expires. Should it not work? Or perhaps the observatory should stop regenerating energy, this limits beacons, but also scans.
Aliens
What about the eggs already alive when the timer expires? Do they just die? not exactly fair to allow a few extra re spawns since the marines lose their IP's if the tables were turned. (since the aliens are losing, I can't see a lot of extra eggs lying around, but you never know).
Perhaps the observatory should not gain energy post-timer for marines and current eggs should stay alive post-timer for aliens. A few extra eggs is sorta = to a beacon or two. sorta.
Comments
The uber simple solution is to drastically increase CC build time, but that would be monotonous for marines. Possibly make the CC autobuild with a timer, but that doesn't fit with the way the marines work....
I still say it has potential, when was the last game you played where marines had enough map control early to get CC's at all the tech points?
EDIT
and hold them for 10-20 minutes?
The uber simple solution is to drastically increase CC build time, but that would be monotonous for marines. Possibly make the CC autobuild with a timer, but that doesn't fit with the way the marines work....
I still say it has potential, when was the last game you played where marines had enough map control early to get CC's at all the tech points?
EDIT
and hold them for 10-20 minutes?<!--QuoteEnd--></div><!--QuoteEEnd-->
Around 80min ago on HBZ and this is no joke
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115118" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115118</a>
9th post, posted some mins ago. :-P
Its been soo long since I've played NS1. Can't wait till I get to say "oh noes!! teh onos!!!!" again.
Let's consider this thread moot until the game is more complete. Oddly enough, I think I just posted that in the thread you linked...
Brain fried from studying..... must continue studying..... mental break over....
It needs to have a economy related cost (15 team res, ala NS1).
Right now, if you have more than one observatory, you practically got infinite beacon because of the energy regeneration.
If you made beacon cost team res, you wouldn't need a second observatory to keep scanning for hives, etc.
And you would solve the big problem with marines holding out on one base with no res.
I don't think we need a different winning condition.