InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
I like neonfaktory's permanent parasite/motion tracking idea. I don't personally have a problem with the countdown, but this should appease most people's gripes with it, whilst still making No-hive-vent-hiding aliens a bad idea, whilst still giving the aliens something of a chance to rebuild. It would also lessen the chance of people turtling and building vents full of defence chambers to hide in to avoid the countdown (something that really gets on my nerves, heh).
I spoke out against the death knoll since it was first introduced. I support the idea of either removing it altogether and let the dead people rat on any llamas, or changing it to the hivesight/motion tracking idea so that it covers both teams. I'd prefer nothing for either team really, if the last people aren't trying to get a new hive up their team will turn them in, now that dead people can talk.
That's true, I'd forgotten that when it was implemented, the teammates couldn't rat on him to help the other team finish him off. Now that they can, that is a very compelling reason to remove it!
I really don't see why there's all this venom towards the ping of death. I've never really found it annoying; it just signals that the game IS basically over; aliens just arn't coming back from that situation. I'd like to see the marines get something similar to stop llama jpers hiding in vents etc. I've seen ONE comeback ever since NS was released, and that was when the marine team just plain sucked but had pulled off a lucky seige attack. The time for a hive to build means that any compitant marine team can destroy it in seconds. Even if the pod wasn't there, commanders would just scan the 2 other hive points looking for a hive going up, and would also lock them down anyway. It's just pointless to remove it because comebacks from that point arn't gonna happen.
KenichiThis is not a pie.Join Date: 2002-11-01Member: 2941Members, NS1 Playtester
<!--QuoteBegin--neonfaktory+Apr 2 2003, 04:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (neonfaktory @ Apr 2 2003, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would like to see it removed. Here's my suggestion:
<b>Marines lose CC</b> They can no longer fight the power of the bacteria (CC somehow fights the bacteria as part of uplinking to the nano-grid) and all Marines are put on hivesight as if they were parasited.
<b>Aliens lose Hive</b> Without a Hive to block it, the bacteria cannot block the Nano-Grid's power and the Aliens show up on Marine Visor's (your HUD) through motion tracking elements, although the aliens don't have to be moving for them to show up in this scenario.
The result: No more hiding Aliens or Marines and both sides can possibly turn things around without a stupid (imo) countdown... seriously, I hate the countdown <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->. That's my suggestion <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Actually the thing for marines is a great idea. Numerous times ive played through games as alien to lose and have myself die over time. Meanwhile marines may lose a CC and they can still live. Sure the aliens have a larger llama possiblity than marines but that doesn't really make it fair. That idea for the marines is a very very good one. Help to end a game that is over quicker. Also you explained it quite well in the context of the game. Good use of the nano gridlock.
I'd probably think that by not saying anything he's indicating that he doesn't want the pod to go. Also, he has a life outside of NS <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
Solutions for turtling
1. F4
2. Tell the other team where the blastard is
Twilight
<b>Marines lose CC</b>
They can no longer fight the power of the bacteria (CC somehow fights the bacteria as part of uplinking to the nano-grid) and all Marines are put on hivesight as if they were parasited.
<b>Aliens lose Hive</b>
Without a Hive to block it, the bacteria cannot block the Nano-Grid's power and the Aliens show up on Marine Visor's (your HUD) through motion tracking elements, although the aliens don't have to be moving for them to show up in this scenario.
The result: No more hiding Aliens or Marines and both sides can possibly turn things around without a stupid (imo) countdown... seriously, I hate the countdown <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->. That's my suggestion <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Actually the thing for marines is a great idea. Numerous times ive played through games as alien to lose and have myself die over time. Meanwhile marines may lose a CC and they can still live. Sure the aliens have a larger llama possiblity than marines but that doesn't really make it fair. That idea for the marines is a very very good one. Help to end a game that is over quicker. Also you explained it quite well in the context of the game. Good use of the nano gridlock.