Quick-Fire NS2
Soul_Rider
Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
in Modding
<div class="IPBDescription">A simpler version for shorter games</div>I was thinking that there could be a way to make a version of NS2 that was smaller and more quick fire, but still a tactical FPS/RTS hybrid. Potentially designed for smaller player numbers (4v4-8v8) than the scope NS2 is aiming for (6v6-12v12).
I've read various comments and suggestions for the full game and have incorporated them, and some of my own ideas into this thought. I would be interested in hearing general opinions of this idea.
Each team would have 1 starting tech point.
There are only res nodes to expand to, no additional tech points.
Each map contains 6-8 res nodes (1 in each spawn then additional 4-6 for fighting over)
Marines tech tree remains as is.
Alien tech tree changes:
Alien default lifeforms -
Skulk
Gorge
Lerk
For a TRes cost Alien Kham can research Fade and Onos. Kham must research Fade before Onos. (costs subject to testing).
For a TRes cost Kham can research hive abilities (crag, shade and shift)
First hive ability research costs 30 Res, 2nd ability 70 res, 3rd ability 120 res. (costs subject to testing)
Hive and CC have increased health/armour.
Marines will have a power grid system to stop them capping all nodes at start, and to bring some balance into the expansion.
Other than balance/cost changes to suit the shorter gameplay, this would play like vanilla NS2.
Thoughts and feedback appreciated :)
I've read various comments and suggestions for the full game and have incorporated them, and some of my own ideas into this thought. I would be interested in hearing general opinions of this idea.
Each team would have 1 starting tech point.
There are only res nodes to expand to, no additional tech points.
Each map contains 6-8 res nodes (1 in each spawn then additional 4-6 for fighting over)
Marines tech tree remains as is.
Alien tech tree changes:
Alien default lifeforms -
Skulk
Gorge
Lerk
For a TRes cost Alien Kham can research Fade and Onos. Kham must research Fade before Onos. (costs subject to testing).
For a TRes cost Kham can research hive abilities (crag, shade and shift)
First hive ability research costs 30 Res, 2nd ability 70 res, 3rd ability 120 res. (costs subject to testing)
Hive and CC have increased health/armour.
Marines will have a power grid system to stop them capping all nodes at start, and to bring some balance into the expansion.
Other than balance/cost changes to suit the shorter gameplay, this would play like vanilla NS2.
Thoughts and feedback appreciated :)
Comments
Thoughts?
Is it worth doing this for smaller player groups or for players who want a game but are time constrained?
Let me know.
It's much easier to tweak their HP and damage to keep the game fun.
The sentries and whips just cause the game to be lengthened, I am trying to shorten so I think removing them would work well towards that aim, as long as I could balance the other things around it.
It may be an idea to leave arcs in, so if it gets to late tech marines can end the game quickly.
I'm starting 4 days of work now, but I will get on this when I have my next days off. I will just try and make hives 2 and 3 into research options for the alien comm. I will try and modify a map to make something with only the 2 TP's, or I will modify so players can use current maps but not build additional hives/cc's.
ns2_rockdown might be a great size map to use with this mod.