NS2 Advanced Mod

Bullet_ForceBullet_Force Join Date: 2012-11-02 Member: 165952Members
edited November 2012 in Modding
<div class="IPBDescription">An idea for a Mod</div>I am interested in making a mod for this game that wouldn't change the fundamental game play but rather improve on it especially with regards to the RTS aspects.

Ideas:
- Different types of resource points that are used for specific things. Ie rare type of resource required for late game tech
- Resource points that vary in the amount of resources they generate. Low/medium/high
- New varieties of species for aliens including advanced versions of current ones.
- New melee attacks for Aliens
- Change how the power node works. When knocked out the room will go pitch black till power is restored
- New types of buildings for both Aliens and Marines. In particular different tiers of research such as more advanced turrets.
- Increasing sever population/maximum players
- New maps with more varied areas. For instance multi level areas with very high ceiling encompassing multiple walkways/floors.
- Increased amounts of vent shafts.
- More commander options, such as view filters.
- More bonuses for controlling more tech points including access to very rare technology at a high price. This would help end very late game stalemates where a team is confined to one room and furthermore would encourage aggressive team expansion rather turtleism.
- New marine weapons including hand grenades and player ability to construct unique buildings.
- Player Veterancy. Upon killing an enemy a player gains rank and a slight buff to their damage or health. Max of 5 levels. Last level rewards them with a unique ability. All veterancy is lost upon death.

The overall aim of the mod will be to enrich the RTS and strategic experience giving players more options to suit their play style and creating some varied team strategies.

Comments

  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=2006581:date=Nov 2 2012, 04:22 PM:name=Bullet_Force)--><div class='quotetop'>QUOTE (Bullet_Force @ Nov 2 2012, 04:22 PM) <a href="index.php?act=findpost&pid=2006581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am interested in making a mod for this game that wouldn't change the fundamental game play but rather improve on it especially with regards to the RTS aspects.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Ideas:
    - Different types of resource points that are used for specific things. Ie rare type of resource required for late game tech
    - Resource points that vary in the amount of resources they generate. Low/medium/high<!--QuoteEnd--></div><!--QuoteEEnd-->

    Should be very easy to do.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- New varieties of species for aliens including advanced versions of current ones.
    - New melee attacks for Aliens
    - Change how the power node works. When knocked out the room will go pitch black till power is restored
    - New types of buildings for both Aliens and Marines. In particular different tiers of research such as more advanced turrets.
    - Increasing sever population/maximum players<!--QuoteEnd--></div><!--QuoteEEnd-->

    These all break your no changes to fundamental gameplay rules. As do the next two:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- New maps with more varied areas. For instance multi level areas with very high ceiling encompassing multiple walkways/floors.
    - Increased amounts of vent shafts.<!--QuoteEnd--></div><!--QuoteEEnd-->

    But these 2 also break fundamental laws of NS2. No Level over Level play, as the commander cannot get to players who aren't on the top floor. Too many vents means aliens can run around the map without ever having to combat marines except when everything is on their terms. This would break the game.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- More commander options, such as view filters.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Commander could use some ways of filtering information, but they always run a risk of missing something.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->- More bonuses for controlling more tech points including access to very rare technology at a high price. This would help end very late game stalemates where a team is confined to one room and furthermore would encourage aggressive team expansion rather turtleism.
    - New marine weapons including hand grenades and player ability to construct unique buildings.
    - Player Veterancy. Upon killing an enemy a player gains rank and a slight buff to their damage or health. Max of 5 levels. Last level rewards them with a unique ability. All veterancy is lost upon death.<!--QuoteEnd--></div><!--QuoteEEnd-->

    More changes to the basic, fundemental gameplay of NS2 which you stated you would be avoiding

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The overall aim of the mod will be to enrich the RTS and strategic experience giving players more options to suit their play style and creating some varied team strategies.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Except your suggestions do nothing of the sort, they severely alter the gameplay experience and really don't balance out. This is supposed to be a team game, rewarding team players, not giving perks to those who do more kills. Player Veterancy is in direct opposition to your thoughts on adding more bonuses to end stalemates. As a turtling team could be dishing out lots of kills. Player handgrenades are also not in NS2 for balance reasons, imagine a squad of SG's all with HGs. That's SG and GL in one. The damage output would be phenominal. Players must make a choice between explosive weapon or combat weapon.

    Why would players want to create unique buildings? They spend too much time building already.

    I can only say from this post that you have no understanding of how the changes you wish to implement would:

    A - Affect the game
    B - Affect the balance
    C- Affect player enjoyment

    You've just strung together a bunch of ideas that you think are cool, without any consideration to their effects in game. Most of your ideas only server to completely break the ns2 experience. Please don't take this wrong, but don't start a post saying here are some changes which won't affect fundemental gameplay, then make suggestions that completely change the fundamental gameplay.
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