Levels
WizardHUN
Join Date: 2011-10-23 Member: 128903Members
Join Date: 2011-10-23 Member: 128903Members
Comments
How about... give the players support bonuses as they level up. For example, a level 2 marine can chuck his clip to another player. A level 3 player can swap his pistol for another big weapon at the penalty of reduced weapon switch time AND any other player can run up and grab that weapon off the level 3 player's back(this is ano optional goodie, you can turn it off).
Level 4 can call the troops to regroup which gives them a speed bonus if moving towards the the level 4 marine.
If they regroup quickly, then they get an accuracy bonus, reload speed bonus, friend weld bonus and build time bonus.
I'm not a fan of a persistent levelling system though. I think this should be done on a per game basis.
As for how to level, I don't know, perhaps level people up for saving team mates, welding team mates(so that the next time that team mate takes damage, they don't die, where otherwise they wouldn't),,, so another save teammate... just a different way.
I'm trying to suggest ways of levelling up that both a) reward players for working as a team and b) discourages players from camping.
Obviously tutorial videos need to be done, once I get a new graphcis card, I plan on making a whole series.
Good! So if im a newbie, i cant play as comm until I finish tutorial.
What if there would be: Commander level. After 10 wins you become Advanced Commander, after 25 Experienced Commander, after 100 Expert Commander or something. And there would be a server modification which allows only Advanced Commanders to command or something?
Yes, it might make it more fun for SOME people to play, but in the end NS2 is a "play and have fun" game, not a "play to level up then have fun" game.
I'd much rather have some sort of singleplayer tutorial in the likes of Americas Army before letting you go online.
Once you have completed the basics of each role you're free to go(yes, even the ones you loathe to play).
Later on there could be more advanced tutorials, but that is a completely different story.
Also, if using the "after x wins" approach WizardHUN mentioned - what happens when you inevitably enter a server with mostly new players who haven't won 10 games yet? There might be some of them wanting to command for that game, but can't since they don't have the wins required to do so.
Everybody starts as lvl1. After 5 game hours hits lvl2. After 24 hours lvl3.
Only lvl2+ players can be Commanders.
Or:
Tutorial videos.
How to? Skulk-Gorge-Fade-Lerk-Commander-Marine-etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
ok before people freek out i think this is a good idea kinda. a ranking system kinda like halo 2 would be good. nothing based on unlocks. just a simple rank. the more games u win the higher u go in rank. u lose games u drop.
I'm not a fan of using "time played" to determine level, and would prefer a more complex combination of kills/heals/wins/resources spent/etc. Nothing is perfect and people could always game the system, but that doesn't mean it has no value.
If this was implemented, I also think it would be good to have a separate "commander skill", which would be calculated differently.
<i>Seconded</i>
This isn't call of duty; NS2 isn't about unlocking powers or abilities by farming kills off of pubs.
Making a commander tutorial is another idea entirely, but once you start letting that limit what people can and can't do, you start walking down a bad road.
If it was just a number, I'd be ok with it.
Hmm... and if it was based on kills alone (which <i>kinda</i> makes sense, since "skill" usually refers to how good you are at killing other people), it could be something like killing someone of equal or lower level increases your progress towards the next by 10%.
Being killed by someone of lower level would reduce your level by 1/4 of the difference, while killing someone of higher level would increase yours by 1/2 the difference. So there'd be a lot of moving up and down in ranks, but particularly if you're fighting people of much higher level.
That might encourage players to seek out high-level opponents (which, if level=skill, I'd consider a good thing), and simultaneously discourage pubstomping... Or am I mistaken about human nature again?
Hell if it's just points that have no influence over gameplay in terms of unlocks or other moronic stuff that have been polluting current games. By all means go ahead. Just as long it doesn't end a round, telling me some point based system couldn't be calculated because some is arbitrary about the things that it needs (hello Company of Heroes stupid rank ######)
I also agree this would be the most balanced way of implementing it.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I'm not a fan of using "time played" to determine level, and would prefer a more complex combination of kills/heals/wins/resources spent/etc. Nothing is perfect and people could always game the system, but that doesn't mean it has no value.<!--QuoteEnd--></div><!--QuoteEEnd-->
Everybody starts as lvl1. After 5 game hours hits lvl2. After 24 hours lvl3.
Only lvl2+ players can be Commanders.<!--QuoteEnd--></div><!--QuoteEEnd-->
So there are no Commanders when this system comes out, and even the most expirienced ppl have to idle 5 hours to play a game with/as commanders? ^^
Reminds me of some other obscure game called Combat Zone 3 or something along those lines from a company called Electrified Apples (EA for short?). In any case you can fly jets, but you start off with just basic crappy weapons to try to level up without dieing to tons of Über powered jet pilots who do happen to own the nice toys...
How about... give the players support bonuses as they level up. For example, a level 2 marine can chuck his clip to another player. A level 3 player can swap his pistol for another big weapon at the penalty of reduced weapon switch time AND any other player can run up and grab that weapon off the level 3 player's back(this is ano optional goodie, you can turn it off).
Level 4 can call the troops to regroup which gives them a speed bonus if moving towards the the level 4 marine.
If they regroup quickly, then they get an accuracy bonus, reload speed bonus, friend weld bonus and build time bonus.
I'm not a fan of a persistent levelling system though. I think this should be done on a per game basis.
As for how to level, I don't know, perhaps level people up for saving team mates, welding team mates(so that the next time that team mate takes damage, they don't die, where otherwise they wouldn't),,, so another save teammate... just a different way.
I'm trying to suggest ways of levelling up that both a) reward players for working as a team and b) discourages players from camping.
Obviously tutorial videos need to be done, once I get a new graphcis card, I plan on making a whole series.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like this idea, maybe the longer you live slightly increases exp(experience points), as well as piling up kills, helping build structures, and helping aid allies kill enemy structures.. also if you protect a outpost of 3 or more enemies then that boosts you exp as well as if you eliminate and outpost that had at least 2 or more enemies in it.
For exp tho, levels go up to level 4, 5, or 6. lets say they pick to use this idea and pick 6 being the level limit, each re-spawn is considered technically a different marine or alien; so in that case each time you die you loose all your exp or it gets cut into either one-eighth or one-quarter that you keep, the other 7/8 or 3/4 gets removed. Not to much of a upper hand but if you're level 6, and it gets a slightly upper hand, maybe if not to difficult make it that only every 2nd kill exp is removed, so you might be lvl 6, you hit lvl2 by dying, then you get to lvl 5 then die, so you remain at lvl 5, then die again, and hit lvl 1.5 because of dying 2nd time. Also in gaining lvl 1 for marines, you have a slight increase in speed, lvl 2, slight increase in armor, lvl 3, you carry an extra clip that can be automatically given away if your buddy is empty, lvl 4, another extra clip, lvl5 better switching weapons and reloading time, lvl 6, active camo like on Halo and Crisis with longer clips/more clip capacity, so you can shoot 60-70 bullets instead of 50.
P.S. thank you shadow for actually reading my post, instead of doing what everyone else did and just comment on the original post with a stupid non constructive negative response.
How about you gain a level every single time you kill someone.
And the goodies you gain from the level is support bonuses, as I mentioned.
To get your bonus, you must visit an armoury.
But yeah, the main point in this entire discussion is that persistant levelling is not the way to go for ns2.
These are only suggestions. Beta players could start from higher level and if nobody has the lvl on the server, this restriction would turn off.
For exp tho, levels go up to level 4, 5, or 6. lets say they pick to use this idea and pick 6 being the level limit, each re-spawn is considered technically a different marine or alien; so in that case each time you die you loose all your exp or it gets cut into either one-eighth or one-quarter that you keep, the other 7/8 or 3/4 gets removed. Not to much of a upper hand but if you're level 6, and it gets a slightly upper hand, maybe if not to difficult make it that only every 2nd kill exp is removed, so you might be lvl 6, you hit lvl2 by dying, then you get to lvl 5 then die, so you remain at lvl 5, then die again, and hit lvl 1.5 because of dying 2nd time. Also in gaining lvl 1 for marines, you have a slight increase in speed, lvl 2, slight increase in armor, lvl 3, you carry an extra clip that can be automatically given away if your buddy is empty, lvl 4, another extra clip, lvl5 better switching weapons and reloading time, lvl 6, active camo like on Halo and Crisis with longer clips/more clip capacity, so you can shoot 60-70 bullets instead of 50.<!--QuoteEnd--></div><!--QuoteEEnd-->
No guys, I dont want to turn NS2 into a buff game, I just want to give a bit motivation and decrease the number of newbie comms:p
1. No unlocks
2. Level/rank only goes up
Then I'd support.
Base it on points and anti points, and you need a certain point ratio in order to be a certain rank
What this means: Some one could buy the game brand new, be rank 0, jump in the comm chair, own everything up(be a great comm) and suddenly he's top rank.
As long as this player maintains their good points:bad points ratio as a very high ratio, let's say 10:1, he will remain the top rank.
This goes for kills too(don't get into a huge discussion about rewarding players for kills, I'm just using it as an example people can relate to).
If you have an overall kill:death ratio of 10:1, you will be the highest rank.
But obviously, we don't want to reward people for kills alone, that's why I suggested a good:bad point ratio system. so anything good, like repairing, building, defending, supporting allies etc wil lgive you good points. Things like being a coward, not following orders, soloing into the enemy base and dying(obviously if you commando and take out the entire alien team... or commando and hold back the alien team for a while... you need to be rewarded, but senselessly dying needs to be punished) will give you bad points.
So a high good to bad point ratio will be needed, also the reason they need to be kept track of separately.
This means that screwing around will lose you points, obviously, during warmup, and during the first minute of every game, AND if the server has a certain cvar disabled, your ratio won't be affected.
No, that would make a lot of players change their style of play to get maximum amount of points rather of working for the team. This would be especially bad in NS as there are different roles to fill and it would discourage people from taking on a roll that gives bad rank. If there is any ranking system it should only give points, no ratios. I know this might not be as exiting as it's basically the one who played the most who will be first, but in a team oriented game that is for the best if you don't want the ranking system to have a negative impact on gameplay.
I even went to the trouble to state that I was using kills and deaths as an example, not actually suggest we reward players for killing, and punish them for dying.
I'm not even going to restate my idea, go back and read it.
I even went to the trouble to state that I was using kills and deaths as an example, not actually suggest we reward players for killing, and punish them for dying.
I'm not even going to restate my idea, go back and read it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes I did, I just quoted the wrong sentence, was the similar line but with points I was supposed to quote.
A thing like being level 1.5 giving you the ability to hand clip to your ally when close by them when their empty, at lvl 3, being able to chcuk them to a player automatically when their dry of ammo. Level 4, you carry a extra clip, lvl 5 you have longer clips that enable you to carry in overall of 5 bullets more per-clip, and level 6, having 1.5x faster reload while being marked armor wise as someone with a visable ranking, this will identify to the aliens as them being the leaders to kill, also making it not easy to reach lvl 6, this will encourage other players when they are with these players, and encourage them to keep them alive, and do betetr and work as a team, as well as all this, a 1.2-1.25x reload increase for all those within 7ft of the players location, so while in that radius they reload slightly faster. These are perks but they don't ruin and or screw up gameplay, they encourage to have team work and to do better for the team. it helps very subtley but doesn't take away from allot of core gameplay mechanics. It encourages, survival, team work, and strategic gameplay. Also if you want a system where they only have rank upgrading why not have what I said, but have these levels reset while rank stays the same, this will encourage you to rank up and do good, and look cooler as your rank on your shoulders change, but the 6 levels are there for current round gameplay. But point of my leveling system of 6 levels is that if you die, you loose it all, and go back to lvl 0, and since the perks are small and slight improvements but not by allot you don't feel stink for dying. and loosing the upgrade.
As long as it doesn't promote "farming" or "grinding" for exp. We've all seen idle maps and what people will do for showoff items like hats...