<div class="IPBDescription">...</div> Well ive had an idea, well aliens start at 1 of 3 random hives, how about marines starting at 1 of 2 possible bases?
Would be great if it could be made to work. The marines have to search for the aliens first hive but the aliens (or at least the better alien players) know exactly where the marine base is and, often, the best route to it. It might lessen the initial rush as aliens have to find the marines first.
Such will be more a kick in the game concepts **obscenity**. Of course its an interestring idea but it makes ballancing just much harder.
Another idea is not setting all the first spawn points near the cc or hive and some of them at other parts of the map. Then you will firstly have to fight throught to your base. This hase simular problems.
--- 2 days later...
I thought more about freaky concepts... a 2 marine base concept could work with and make sense in an example like::: there are originally 2 marine bases, but in storyline aliens killed "energy support". so there are 2 marine bases and marine start spawn is between both possible bases. BUT when you open a door to one marine base you will not be able to open the other marine base anymore; message: "secondary marine base sut down". maybe behind alien hives or in a critical map place (just reachable by jetpack or such) you can weld repair the energy support and you get a free secondary base (if its not already full of alien buildings).
A choose of main base makes 2 levels in one - tactic can strongly depend on the choosen base.
- Marines spawn in a room with two doors. Only one door can be opened, either randomly or by a button. Then a quick run to the base and the CC. That way Marines can choose or end up in one of two bases. Tada! - The second base would have to be accessible because there would be an extra CC in there. Obviously the Marines would have to go thru Alien territory to claim it or they would get two bases too easily. Either that or a func_hurt would be triggered, destroying the CC (hence coinciding with Ollj's idea that the Aliens got the other Marine Start location.) There would still be a res node there too, though. Also, make sure the func_hurt is disabled after a certain amount of time, or make sure that the CC area is closed off after the CC is gone. - The mapper who attempted this would have to put in a lot of work to make sure the gameplay balanced out.
Comments
Of course its an interestring idea but it makes ballancing just much harder.
Another idea is not setting all the first spawn points near the cc or hive and some of them at other parts of the map.
Then you will firstly have to fight throught to your base.
This hase simular problems.
--- 2 days later...
I thought more about freaky concepts...
a 2 marine base concept could work with and make sense in an example like:::
there are originally 2 marine bases, but in storyline aliens killed "energy support".
so there are 2 marine bases and marine start spawn is between both possible bases.
BUT when you open a door to one marine base you will not be able to open the other marine base anymore; message: "secondary marine base sut down".
maybe behind alien hives or in a critical map place (just reachable by jetpack or such) you can weld repair the energy support and you get a free secondary base (if its not already full of alien buildings).
A choose of main base makes 2 levels in one - tactic can strongly depend on the choosen base.
- Marines spawn in a room with two doors. Only one door can be opened, either randomly or by a button. Then a quick run to the base and the CC. That way Marines can choose or end up in one of two bases. Tada!
- The second base would have to be accessible because there would be an extra CC in there. Obviously the Marines would have to go thru Alien territory to claim it or they would get two bases too easily. Either that or a func_hurt would be triggered, destroying the CC (hence coinciding with Ollj's idea that the Aliens got the other Marine Start location.) There would still be a res node there too, though. Also, make sure the func_hurt is disabled after a certain amount of time, or make sure that the CC area is closed off after the CC is gone.
- The mapper who attempted this would have to put in a lot of work to make sure the gameplay balanced out.