Quick-Fire NS2

Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
<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 :)

Comments

  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited April 2012
    Thinking about this, I just played a 2v2 in vanilla NS2 that went on for ages. All the hives is obviously 1 issue, but sentries and whips were the main reasons. By also removing Arcs, I think this could really work as a small fast paced game for lower player numbers. With whips gone grenades will now have an easier job taking down the rest of the structures, but it could be balanced out pretty easily :)

    Thoughts?

    Is it worth doing this for smaller player groups or for players who want a game but are time constrained?

    Let me know.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Removing fun techs such as Sentries, Whip and ARCs would over simplify (dumb down) the game a little too much IMO.

    It's much easier to tweak their HP and damage to keep the game fun.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited April 2012
    The point of the mod was to simplify the game and make matches shorter than currently. I was also thinking that rather than making wholesale changes to the onos and fade, just make hives 2 and 3 upgrades the alien comm has to research, keeping the rest of the game the same.

    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.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    make sure building faster to replace and take down also
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Good point there ogz. I'll look into doing that as an overall percentage to start, then fine tuning the numbers after that.
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