"two-resource model" reform
MrRadicalEd
Turrent Master Join Date: 2004-08-13 Member: 30601Members
<div class="IPBDescription">dare to care..</div><!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->A few compatriots encouraged me recently to post this so it would at least be "public knowledge"
After a look through past development leading up to current day NS2, I realize UWE made many decisions around this "two-resource model" Charlie devised, and many decisions could be seen as a domino effect based on this resource model. The document can be found in the <a href="https://docs.google.com/document/d/150pxFW1b_KqgdzIF4MNxO1xBA-jrndZZ9-d_Ez0L1js/edit#heading=h.38a1gk7ztqli" target="_blank">NS2 High Level Design Doc</a>.
My Idea:<!--sizec--></span><!--/sizec-->
- <b><!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro-->Drop Dedicated Alien Commander<!--colorc--></span><!--/colorc--></b>: <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->The perceived depth and asymmetry from NS1 stemmed from elements deeper than "humans with guns and technology versus aliens with teeth and eggs". It was in reality, "Top down command order with every decision coming from a single point(for the most part)" versus "A community of players all capable of providing the same effort, having to delegate work together, effectively being on the same page".
Staying in line with Charlie's two-res model, Gorges would be builders, but structures would be considered "P-res" or "T-res" structures. So a hydra would be a P-res structure and a shade would be a T-res structure. Staying with the two-res model is crucial to prevent problems that happened in NS1, but still enjoy the accessibility in NS2.<!--sizec--></span><!--/sizec-->
- <b><!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro-->Alien Commander Alternative<!--colorc--></span><!--/colorc--></b>: <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Because of this break in function, a gorge could serve as a "temporary" commander fulfilling, entering a hive and carrying out existing commander-only function, but building structures are left to the gorges. I suggest this because I notice it is a trend to do "temp commanding", and if we are already on this road, lets use stronger elements from NS1 to support a temporary or intelligent "hive mind" structure.<!--sizec--></span><!--/sizec-->
- <b><!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro-->More Decision Making to Commander<!--colorc--></span><!--/colorc--></b>: <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Give all research and "purchase power" back to commander in NS2.
* commander is responsible of "purchase orders" of weapons and items for marines.
* commander accesses armory, "requests" a finite amount of goods with T-res to occupy said armory for marines to purchase with P-res.
* marines purchase available goods via armory with their P-res, made available by commander with T-res<!--sizec--></span><!--/sizec-->
This would be expanded to any "purchasing" function on the marine side, and would serve as a check and balance system ensuring balance beyond that of NS1.
I don't want to see NS2 become NS1, but I'd like the stronger elements carry over and blend with the advances of NS2. My premise for these ideas only stem from the observation that a majority of implemented ideas in NS2 were forced to fit in line of more important ideas and that maybe some were compromises.
We can have our gorges back, but keep commanders. We can buy stuff for ourselves like we always have, but the commander is involved in our actions more now like it used to be.
After a look through past development leading up to current day NS2, I realize UWE made many decisions around this "two-resource model" Charlie devised, and many decisions could be seen as a domino effect based on this resource model. The document can be found in the <a href="https://docs.google.com/document/d/150pxFW1b_KqgdzIF4MNxO1xBA-jrndZZ9-d_Ez0L1js/edit#heading=h.38a1gk7ztqli" target="_blank">NS2 High Level Design Doc</a>.
My Idea:<!--sizec--></span><!--/sizec-->
- <b><!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro-->Drop Dedicated Alien Commander<!--colorc--></span><!--/colorc--></b>: <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->The perceived depth and asymmetry from NS1 stemmed from elements deeper than "humans with guns and technology versus aliens with teeth and eggs". It was in reality, "Top down command order with every decision coming from a single point(for the most part)" versus "A community of players all capable of providing the same effort, having to delegate work together, effectively being on the same page".
Staying in line with Charlie's two-res model, Gorges would be builders, but structures would be considered "P-res" or "T-res" structures. So a hydra would be a P-res structure and a shade would be a T-res structure. Staying with the two-res model is crucial to prevent problems that happened in NS1, but still enjoy the accessibility in NS2.<!--sizec--></span><!--/sizec-->
- <b><!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro-->Alien Commander Alternative<!--colorc--></span><!--/colorc--></b>: <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Because of this break in function, a gorge could serve as a "temporary" commander fulfilling, entering a hive and carrying out existing commander-only function, but building structures are left to the gorges. I suggest this because I notice it is a trend to do "temp commanding", and if we are already on this road, lets use stronger elements from NS1 to support a temporary or intelligent "hive mind" structure.<!--sizec--></span><!--/sizec-->
- <b><!--coloro:#A0522D--><span style="color:#A0522D"><!--/coloro-->More Decision Making to Commander<!--colorc--></span><!--/colorc--></b>: <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Give all research and "purchase power" back to commander in NS2.
* commander is responsible of "purchase orders" of weapons and items for marines.
* commander accesses armory, "requests" a finite amount of goods with T-res to occupy said armory for marines to purchase with P-res.
* marines purchase available goods via armory with their P-res, made available by commander with T-res<!--sizec--></span><!--/sizec-->
This would be expanded to any "purchasing" function on the marine side, and would serve as a check and balance system ensuring balance beyond that of NS1.
I don't want to see NS2 become NS1, but I'd like the stronger elements carry over and blend with the advances of NS2. My premise for these ideas only stem from the observation that a majority of implemented ideas in NS2 were forced to fit in line of more important ideas and that maybe some were compromises.
We can have our gorges back, but keep commanders. We can buy stuff for ourselves like we always have, but the commander is involved in our actions more now like it used to be.
Comments
After NS1 was released and eyes were on the sequel, requested features like an alien commander and flamethrowers that were once squashed were now reconsidered. It seems like there was something to prove with NS2..
Maybe with this suggestion, aliens can appear more fluid with their growth, and marines will have a harder time holding ground when the odds are stacked against them.
Playing alien comm is played in gorge alot anyway. As alien comm I drop some res nodes, jump out to build them, jump in hive, build another hive, jump out and build second hive. All the tournament matches showed this aswell. Having an alien commander allows for far more depth on the aliens side with new structures, better tech trees and commander abilities. Aliens in NS1 were very simple to play and play against.
Whats the point? It is a way to consolidate the total amount of resources the marine team has available[Pres and Tres]. It is an attempt to have the benefits of both resource models and to have the commander dictate what technologies are researched rather than some NS1 Combat or CS purchase mechanic.
Hopefully when it comes down to the end game and marines are losing, this mechanism could serve as the final nail in their coffin so the match can end justly without the marines being able to drag things out.
So far you still haven't justified anything, you just say 'I want it this way, make it so'. You can still dictate as commander what people buy, through limiting research down fields you want, but at the end of the day its a pub and people want to have fun. In clan matches they will listen to their commander and buy what he says, so again, no reason for this change.