Game Needs More Strategic Options
Bullet_Force
Join Date: 2012-11-02 Member: 165952Members
Coming from an RTS background I find the team strategy a bit underwhelming atm. I know it could be so much more. What I would like to see is a change from the current situation where both teams can more or less research everything fairly fast without needing to particularly go down or focus on a particular area. Marines for instance get their phase gates well within the first few minutes of the game at no real expense to anything else. Aliens build one building and you get full armor for the rest of the game. It all seems rather too simple, too basic.
The game at the moment at least from what I have seen as to who wins mostly comes down to the amount of decent players vs rookies on your team compared to those on the opposite. What the commander does isn't particularly all that relevant so long as does the tried and tested basic win formula be it early onos for Alien or phase gate push for Marine. Rather then this approach a more strategic element to the victory would be highly desired.
I would like to a bit more depth to this game. This is an example I made of a possible tech for the Marines. Basically rather then the easy mode of the current game where everything is cheap and accessible it forces the commander to be a bit more picky with what he will want to get first. The starting buildings have a rich initial cost compared to the current pricing meaning its not possible to build everything within a few minutes.
<img src="http://iforce.co.nz/i/vjxspnvu.hrl.jpg" border="0" class="linked-image" />
Some of the things in that list are for a mod I am working on but a lot of it is stuff that already exists in the present game. For instance rather then letting observatories see everything from the get go, this mod would require them to be upgraded in a similar way to an advanced armoury.
The game at the moment at least from what I have seen as to who wins mostly comes down to the amount of decent players vs rookies on your team compared to those on the opposite. What the commander does isn't particularly all that relevant so long as does the tried and tested basic win formula be it early onos for Alien or phase gate push for Marine. Rather then this approach a more strategic element to the victory would be highly desired.
I would like to a bit more depth to this game. This is an example I made of a possible tech for the Marines. Basically rather then the easy mode of the current game where everything is cheap and accessible it forces the commander to be a bit more picky with what he will want to get first. The starting buildings have a rich initial cost compared to the current pricing meaning its not possible to build everything within a few minutes.
<img src="http://iforce.co.nz/i/vjxspnvu.hrl.jpg" border="0" class="linked-image" />
Some of the things in that list are for a mod I am working on but a lot of it is stuff that already exists in the present game. For instance rather then letting observatories see everything from the get go, this mod would require them to be upgraded in a similar way to an advanced armoury.
Comments
True but perhaps they could add say a different game 'mode' that give players an option for something different without the need for a mod.
The ability to make Mod's is awesome, as it allows people to do exactly what you're proposing.
As far as any of these tweaks getting into the main game, I doubt it. Extensive research tree's aren't necessarily bad, but it would probably stretch out the mid-game quite a bit for basically the same zerg end-game.
If you get your mod out, I'm sure some folks will play it.
I do notice that all your changes are for the Marines though. I guess you feel that Aliens are already in a good place and don't need a parity in complicated play when compared to Marines? Eh, that's the only concern I would have anyway.
Keep in mind that these res numbers still have to stack up against the alien tech tree. Plus, you're adding a whole new layer of costs, e.g. how it would require an Intelligence Bureau (40 res) and then Observatories (30 res) just to be allowed to build an observatory. Right now that costs nothing. Adding a new cost in a spot where in NS2 there is no cost, already throws things off. To furthermore make that cost the equivalent of the most expensive unit in the game (Dual Exo) is just sillyness.
One other note is that those tech trees are linear and boring. Try less "Buy A then B then C and D..." and more shorter trees that play off each other in more interesting ways. NS2 could use more of that, not simply massive resource dumps.