Res For Kills

SpceM0nkeySpceM0nkey Join Date: 2003-01-19 Member: 12480Members
edited June 2003 in NS General Discussion
<div class="IPBDescription">Yes the small people want a say</div> Eagerly watching the 1.1 beta forum (as I am sure you all are)

I have noticed that in 1.1n that they have put in a res for kills situation.

Now I have been in deep discussion about this and I believe this is a bad idea for two main reasons:

1. It isnt intuative
-- one of the major short coming of this game is its relatively steep learning curve (I say relative to the demographic, ie. cs, dod, fps). This learning curve and the non intuative nature of the game already causes problems, ala Gorge builds sensory, or tf in marines spawn, etc, etc. Res for kills makes this even more difficult to grasp for the noobs. Not only do they not have a "CSesque" score to see whether they are winning, they dont know how they get res, how much they get for what, not to mention what to spend it on.

2. It will cause a slippery slope effect in game.
-- where the most skilled players (not the ones who work as a team) get the most res, and the most tech, which allows them to get even more kills.


Please dont not keep this feature.

For more thoughs on this from the extremely large Australian Natural Selection Community head over to www.ausns.org/forum

anyway, what are you thoughts?
«1

Comments

  • Bladez0rBladez0r Join Date: 2003-02-20 Member: 13762Members
    well im with u on that one space.. i rekon ur right and adding it will ruin the game a little bit..
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    I really don't think that any feature that is intended to improve gameplay should be dropped just because some newbies don't RTFM.

    As for the slippery slope idea, we can't judge until we play the game ourselves. Very few PTs have called for it to be removed; some are arguing that it should be expanded or tweaked.
  • TheWizardTheWizard Join Date: 2002-12-11 Member: 10553Members, Constellation
    1. I don't really see how res for kills is non intuitive. But I will disagree that it will encourage ramboism and hero syndrome. Working as a team is the best way to get kills. I have yet to see any rambo player consistently pull off high kills while playing as a one man army.

    Also, I am pretty sure that gorges will also get res for the marines that their OC's kill (correct me if I am wrong please) so that, along with the revamped res distrobution system will help new players along rather than hindering them. If they make a mistake with the new system it is less of a fatal blow to the team.

    2. The slippery slope scenario can only exist for the aliens, in which each kill they get goes to their own pool. Marines have no such individual res stockpile so it will benefit the team. It will be no more of a slippery slope than the one that currently exists.

    The team with better players usually wins anyway.

    My hope for the new res system is that it will change the role of the skulk so that it is less of a suicide battering ram and more of the skulking hiding suprise attacker it is supposed to be.
  • CarlingCarling Join Date: 2003-05-21 Member: 16571Members
    Does this mean if one alien goes gorg he proberly wont have as much res as others in the round ? if so this idea could be usefull to aliens since it would make others with hi kills go gorg to spend the extra pay of res <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Alto i can see some possible problems with this new thing am sure they will be worked out by the dev team as and when they find them.

    Sorry i havnt had time to read the beta board so i may not have grasped the new system to well heh. i started work on monday (first job) and havnt had much time on my comp heh. gonna take me all weekend to catch up on the boards i read heh.
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    <!--QuoteBegin--wizard@psu+Jun 4 2003, 11:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wizard@psu @ Jun 4 2003, 11:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My hope for the new res system is that it will change the role of the skulk so that it is less of a suicide battering ram and more of the skulking hiding suprise attacker it is supposed to be. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The Skulk cannot attack most targets directly, at least not without evolving new abilities. It tends to remain at the edges of marine activity, looking for opportunities or ambushes. It only keeps a low profile so it can get close to its target - then mayhem ensues. Commanders were constantly reporting something "skulking" at the edges of sensor range, or through the shadows, and the name stuck<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    That's straight from the manual, so you're half right. They were made to "skulk" without upgrades. They WERE made for assaulting WITH upgrades, so it's tricky territory. I think, like always, the tactics of skulks will depend on who they're playing. Against good shooting marines, I always ambush, but against newer marines, I usually suicide into the group of 5 in order to kill 3-4 of them before I die.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Regarding good players getting more res than poor players: yes, it will happen. However, there is a fundamental difference between this system and the pre-1.0 system. In the old system, aliens gained resources proportionally to their kill-count... so the more you killed, the more RPs you received -- AND the less your teammates received, since it was not awarding points so much as distributing the points coming in from the RTs. In this system, all aliens will receive RPs from the towers at the same rate, and will therefore still get RPs even if they're terrible at killing marines. There's no danger of anyone getting the shaft because they're not killing machines. And to play devil's advocate... *I* would want our best players to be going Fade and Onos... wouldn't you? It's not a "me" game - it's a team game. Put the best players where they can do the most good.

    I haven't confirmed it, but I'm fairly certain gorges get RPs for OC kills. It makes sense.
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    yeah, your reasoning makes sense, but only to a point. I know a few guys that can skulk a WHOLE lot better than they can fade or lerk, and they prefer the mobility. Maybe they're the exceptions to the rule though. Seems like it's mostly the newer folks who go fade right away unless there's a real need for it. Most experienced people have been skulks 95% of their kharaa existence, so they're more comfortable in that role.
  • Infected_MarineInfected_Marine Join Date: 2002-12-21 Member: 11287Members
    edited June 2003
    Coil articulated it best, and in a way that I completly agree with. I Personally would have loved to play as marine that got resources for killing things, it would give marines more reasons to go on group 'skulk lynching' expeditions <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.

    And I think fo sneezy (and this is mostly speculation on my part) those killer skulks can go gorge and drop nozzles, hives and other buildings with their extra resources.
  • romanoromano Join Date: 2002-11-02 Member: 4296Members
    No one can skulk better then they can fade... thats like... a physical impossibility....

    But, the res-for-kills is working out well so far, but obviously needs to be tweaked. Basically, what we're seeing in the PT games is, some people go early gorge and put up the upgrade chambers/res nodes. The skulks go out, kill marines, gathering res while doing so. Depending on how the game is going, its usually one of those skulks who, when he hits 60 res, will morph to gorge, and pop down a hive. This really is the fastest way currently to get a hive, since skulks/gorges get res at an equal rate, but the extra res given to a good skulk for killing can mean a very quick 2nd hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
  • Infected_MarineInfected_Marine Join Date: 2002-12-21 Member: 11287Members
    edited June 2003
    <!--QuoteBegin--romano+Jun 5 2003, 02:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (romano @ Jun 5 2003, 02:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No one can skulk better then they can fade... thats like... a physical impossibility.... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Maybe (I have seen people that are ten times the skulk I am), but I think generally people can be more resource effecient with skulks. Fades are only so much better, usually not quite worth the 54 points with out upgrades and team work. And right now in 1.1n they cost 75 (I think)!
  • MartigenMartigen Australia Join Date: 2002-11-01 Member: 2714Members, NS1 Playtester, Contributor, Reinforced - Onos
    Just for the record, as one who likes to put on weight every now and then, yes Gorges receive res from OC kills. And how satisfying that 'plop...sloooooop!' sound is, as you waddle around on the other side of the map, and hear how generous the marines are being to your chamber building efforts!

    M
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    I think it's a great idea, and personally if I'm doing well, I'll go gorge and drop some useful chambers for my team with the extra res I've got from kills.

    Also, on the note of saying it was intuitive, iirc the marines in some way have nanites in their suits/bodies which is what comes from resources nodes, therefore when you kill you are harvesting the nanites from the marine's body/suit. Makes sense to me!
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    How can you say it isn't intuitive? C'mon, most of us have played CS before we "converted" to NS, and when 1.1 comes out, that's where we'll be getting the majority of our new players from. They are completely familiar with a "money for kills" reward system, giving res for kills instead is just changing the currency (and since they're facing a new economic model anyway, that's not really an issue).
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    <!--QuoteBegin--romano+Jun 4 2003, 11:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (romano @ Jun 4 2003, 11:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No one can skulk better then they can fade... thats like... a physical impossibility....

    But, the res-for-kills is working out well so far, but obviously needs to be tweaked. Basically, what we're seeing in the PT games is, some people go early gorge and put up the upgrade chambers/res nodes. The skulks go out, kill marines, gathering res while doing so. Depending on how the game is going, its usually one of those skulks who, when he hits 60 res, will morph to gorge, and pop down a hive. This really is the fastest way currently to get a hive, since skulks/gorges get res at an equal rate, but the extra res given to a good skulk for killing can mean a very quick 2nd hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hey, I Skulk better than I Fade. About the only thing I had going for me previous was that I could acid rocket from around a corner... at this point I much prefer the added mobility (and FAR lower cost) that a Skulk provides. Especially with Celerity or Silence, popping out to take down a Marine, while keeping his buddy on the other side. Yeah, usually I die. But I'm only out about 2RP, when I've likely gained about that much back.

    Only real problem I have is the slowdown that Carapace brings, now. It's pretty noticeable when you're used to zipping around, depending on the speed to keep you alive, rather than the (seemingly very low amount of) extra battering that Carapace allows.


    Besideswhich, by the time I have the RP to switch to Fade (I mean, come ON... 75RP?!) the Marines are usually all outfitted with HMGs, so I lose it about as fast as I would being a Skulk. So I'll stick to tossing up Hives with those RP. They provide the team with a LOT more use than I would have gotten out of them in my thirty seconds as a Fade. Though I have my doubts at this point as to those who are dynamite Faders after the second Hive is up.. seems like they *cough* never die...
  • CowswinCowswin Join Date: 2003-03-17 Member: 14623Banned, Constellation
    I'm wondering, would you rather the game play itself? Your first offense was comparing the game with CS, which makes no sense whatsoever. CS is by and far, not even half as much a strategy game as a "Who can shoot better" game. If you don't believe me, go talk to Da_Bears, he lives a couple doors down from me and is currently ranked the second best player in the country. I've seen him play, CS is a rush and shoot game. There's no building of structures or carefully placing turrets or phase gates. One team tries to kill the other team or destroy the target. That's it. And most rounds are over in 3 minutes.

    So now that I got that CS bashing out of my system, can you see why the learning curve is steeper? It's a harder game. Games are different, therefore, some games are easier to learn than others. If the game and the concept of reading the manual is too difficult for some people to grasp, then so be it, we'll have less people posting about how it's not as "CS friendly" and more people posting about things that really matter in the game such as balance changes so the teams can be played evenly.
  • JesusCJesusC Join Date: 2003-03-28 Member: 14996Members
    I for one, am glad to see anything that discourages marines from going rambo. And the idea that them trying to be "uber-l337" and rushing out to kill the aliens in the first 30 seconds will just make them get onos faster will probably put a stop to that. However, I think monkey has a point with the slippery slope, while it may seem to be not much of a problem in organized play and clan matches - think about us in the pubs for a moment:

    The endless arguements over kill stealing.
    The n00b who thinks he can get onos earlier and rushes the marine base.
    Rewarding is based somewhat arbitrarily... the brave skulk who is first in line in the rush never gets kills, he's the meat shield for the other guys.
    Once someone gets a higher evolution, they'll be getting a higher % of the kills, making it even harder for the original skulks to get up there. It'll be disappointing when you spend a minute bobbing and weaving to bite a marine, and a fade just acid rockets him, taking "your" resources.

    I would rather there just be a team system... say every 10 kills the alien team gets 50 resources (or whichever number works) spread among all of them. Seems a bit more team oriented, and will make sure everyone stays on the offensive. It could also help reduce the learning curves, as you'll be more inclined to explain to newbies (not n00bs) how to play, since it'll be helping your res too; as opposed to just going for all the kills yourself - since they wouldn't know what to do with res if they got any.

    Just my thoughts.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    coil pretty much summed it up, oh and marines don't get res for kills (thank god!)
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Getting at the issue vice-versa, I think it's established that I'm one of the less skilled players amongst the testers, yet, I never had real resource shortages while other players strived.
    On the other hand, yes, it's possible for a really good player to get Fade before all other - but unless he's a teamplayer, he'll die soon, because a hive 1 Fade is inferior to a squad of marines.
  • criogenicscriogenics Join Date: 2003-01-13 Member: 12248Members, Constellation
    A good skulk on an 18 player game can onos in 5 min or so. I've done it quite a few times.
  • JesusCJesusC Join Date: 2003-03-28 Member: 14996Members
    <!--QuoteBegin--Future+Jun 5 2003, 07:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Future @ Jun 5 2003, 07:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A good skulk on an 18 player game can onos in 5 min or so. I've done it quite a few times. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> That's kinda creepy, especially with all the threads in the beta forum about onos being unbalanced.
  • CowswinCowswin Join Date: 2003-03-17 Member: 14623Banned, Constellation
    As with my other thread, it won't be too much of a problem if a single player or two can onos in 5 minutes due to skill increasing on both sides gradually (therefore marines will get better aim you get fewer kills). What would your team rather have? One onos, or 2 hives and all their upgrades? Being a good skulker myself, I'll skulk for res farming for my whole team until/unless fades/onos are required or people need to build hives and upgrades.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--Sp@ceM0nkey+Jun 5 2003, 02:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sp@ceM0nkey @ Jun 5 2003, 02:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Eagerly watching the 1.1 beta forum (as I am sure you all are)

    I have noticed that in 1.1n that they have put in a res for kills situation.

    Now I have been in deep discussion about this and I believe this is a bad idea for two main reasons:

    1. It isnt intuative
    -- one of the major short coming of this game is its relatively steep learning curve (I say relative to the demographic, ie. cs, dod, fps). This learning curve and the non intuative nature of the game already causes problems, ala Gorge builds sensory, or tf in marines spawn, etc, etc. Res for kills makes this even more difficult to grasp for the noobs. Not only do they not have a "CSesque" score to see whether they are winning, they dont know how they get res, how much they get for what, not to mention what to spend it on.

    2. It will cause a slippery slope effect in game.
    -- where the most skilled players (not the ones who work as a team) get the most res, and the most tech, which allows them to get even more kills.


    Please dont not keep this feature.

    For more thoughs on this from the extremely large Australian Natural Selection Community head over to www.ausns.org/forum

    anyway, what are you thoughts? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I don't think we can really comment on this sort of thing until we see it ourselves. There's no real way to predict the effect of a change on newbies until the floodgates are opened and they're all let in. Besides, an overhaul of the manual should clear up this sort of thing.

    Think about it. If the manual's clear, easy to use and accurate (I haven't seen it in the changelog, but we can hope <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->) then people who read it won't get stuck on stuff like this. But for someone who doesn't read the manual in the first place, aliens getting res from kills is the least of the stuff they won't understand. Sure this might not make sense to them, but a whole bunch of other stuff won't make sense either.

    As for the skill discrepency between newbie skulks and experts... I still think changes of this (relatively small) magnitude can't really be assessed without hands-on experience. If 1.1 was going to implement Battlemechs (or Space Orkz, for that matter <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->), I'd be complaining before I see them myself. But not somehing like this...
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    You know, for once, someone completely changed my mind with one single post. But I have to agree, it seems this is making too large a step towards making this more and more of an FPS and not so much an RTS at all... Of course, I don't know for sure yet, but I have lost my enthusasiam for that added feature.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--romano+Jun 5 2003, 02:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (romano @ Jun 5 2003, 02:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No one can skulk better then they can fade... thats like... a physical impossibility....

    But, the res-for-kills is working out well so far, but obviously needs to be tweaked. Basically, what we're seeing in the PT games is, some people go early gorge and put up the upgrade chambers/res nodes. The skulks go out, kill marines, gathering res while doing so. Depending on how the game is going, its usually one of those skulks who, when he hits 60 res, will morph to gorge, and pop down a hive. This really is the fastest way currently to get a hive, since skulks/gorges get res at an equal rate, but the extra res given to a good skulk for killing can mean a very quick 2nd hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Uh, I disagree.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    As a few people have said, going <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> / <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> will mean you get more RP as you will be killing more (in theory). However, isn't this compensation for the amount of res taken to go <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> / <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> ?

    Btw, roll on good players defending a hive position til they have enough res to build it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • PugsleyPugsley Join Date: 2002-07-03 Member: 876Members
    If you get res for kills, wouldnt it make sense to also get res for destroying buildings?

    Then if you manage to take out a fortified marine base, you should have enough res to put the hive up, which would benefit team rush's on fortified locations, because instead of just taking out a forward post, you also all get a nice res boost, it would also promote hunting down enemy RTs. And force marines to be more cuatious with their base's so they think about where to place a new post.
  • TheWizardTheWizard Join Date: 2002-12-11 Member: 10553Members, Constellation
    I have often wondered about that. Many times I have been a skulk with 0 marine kills and 10 deaths.

    What isnt reported are the 5 or so Resource Towers and poorly placed TFs and then unpowered turrets.

    I think some res for taking down a building would be nice. However, isnt it enough of a reward that you deprived the marines of 20-30 respoints and the time it took to build them?
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    Um, just to make a few points:

    In 1.1, your income is dependant on the number of res nodes held, and the number of kills you make.

    In 1.04, your income is dependant on the number of res nodes held, the number of times you die, how many gorges there are on your team, wether or not NSPlayer decided to go lerk, how frequently everyone else on your team is dying, and the amount of resources everyone else on your team currently has.

    Now, who was it that said the game should be intuitive?

    1.04's overflow system creates a situation where your number of deaths directly effects your income. While dead, all resources you would otherwise be recieving are instead handed out to the other living players on your team. Meaning that the skulks who die the least currently recieve more resources than those who are repeatedly throwing themselves into the spawn queue.

    1.1's system is very simple, its operation is immediately obvious to anyone. I do not see how the concept of recieving resources for a kill (accompanied by a helpful sound indicator) is so hard to understand. By removing overflow and the 3-share system, 1.1 has removed every major pitfall for new alien players. There are no more problems with multiple gorges splitting the res income, no one will complain when 3 people go lerk immediately at 33/33. It's an intuitive system.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    2. It will cause a slippery slope effect in game.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Comments made by Flayra suggest that speeding up the slippery slope is the entire point.

    NS currently suffers from obscene 'wrap up' periods, where the game has already been decided one way or another but will not officially end for another 10-20 minutes, possibly even longer on a public server. When Aliens have 2 hives, most of the resources on the map and a marine team contained in its base, the aliens have won. The fact that the game can still drag on after this point for an obscene length of time is unwanted. The reason the game drags on in this situation is due to a constant supply of free spawning marines. With a couple of IPs right next to the battle zone, the marine team has unlimited reinforcements to throw against the alien team that is trying to end the game. Add in weapon dropping, and the marines can play "pass the HMG" till the cows come home.

    The opposite situation is not as common due to the marines ability to end the game quickly with JP/HMG, but 2 hive lockdown situations can still drag the game on for unnecessary amounts of time on public servers.

    1.1 seems to be eliminating the causes of this wrap up period one by one. First, lengthy 2 hive lockdowns get a giant kick up the rear in the form of 1 hive onos. Then, marine weapon dropping is removed. Finally the res for kills system ensures that an alien team mowing down constantly spawning marines will generate a large amount of income that will allow for base breaker tech (Multiple Onos).

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    the most skilled players (not the ones who work as a team) get the most res
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Apply some brain power please. Which kills more efficiently: 4 skulks running off in random directions around the map, or 4 skulks attacking in a group?
  • DethGauntDethGaunt Join Date: 2003-06-02 Member: 16938Members
    tbh, i think that res for kills will turn everyone into a frag-hunter (the most annoying guy on the team who wont follow orders and wants every kill) either that or a rambo.

    an alien rambo is ok but a marine rambo?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Brad_RBrad_R pandas | brad Join Date: 2002-11-12 Member: 8273Members, Constellation
    <!--QuoteBegin--Future+Jun 5 2003, 07:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Future @ Jun 5 2003, 07:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A good skulk on an 18 player game can onos in 5 min or so. I've done it quite a few times. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I assume your talking about with the new res for kill system, when sucking is removed?

    So you have gotten 30+ kills in 5 minutes?

    I'm impressed.
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