The Rts Aspect Of Ns

AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
edited June 2003 in NS General Discussion
<div class="IPBDescription">lets put our not PTs ideas together</div> well, since they are now all day long discussing about counter systems and so for NS we could also bring our ideas to it i think... more people will have more ideas.

I have one idea, i just wanted to tell you, because i think its not a bad one, its just a beginning, but it could be interesting.

what about if each waepon did different damage to armor and health?
you see what i mean? Like that you could make a good beginning of all that counter system thing.
Well, the values should be logic, but dont always have to( i mean, its just a game)
like Shotgun does low damage to armor, but huge to health... a fade(assuming he has much health, but low armor, what is logic) would die very fast, but good luck to take down a onos with it. Now GL destrois armor very fast but to take down the health you should take a shotgun again...

do you understand what i mean? if its done right i think it could be a great fun.. AND logic AND not so hard to understand.......

PS:if someone dont understand for what this is for, its to make for each alien type a counter waepon
PPS: and it makes that marines are forced to use more teamwork, they have to fight in groups with marines with different waepons

Comments

  • PegePege Join Date: 2002-11-27 Member: 10088Members
    My opinion: stuff they are talking/suggesting is totally NS 1.2-1.3 material. Unless, of course, they want to wait 2-3 months for the devs to code all that and additional 1-2 months for balancing it... 5 months more for 1.1, huh?

    Seriously, can't they just do "number tweaking" one-by-one and let <b>me</b> enjoy 1.1 as well?

    P.S. This topic could be a good sign. They have run out of balance issues so there can't be much tweaking left (except bug fixes). That could mean 1.1 is very near release.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    edited June 2003
    Besides the fact that some people wish to call it artificial, a system in which all weapons vary in the overall precentage that they inflict on creatures.

    You can see in the beta information forum I'm sure. Although, it really can't be artifical because there's nothing to compare it to, and your dealing with the fact that they're indeed aliens, whose to say they can't be strong/weak against something.

    I'm interested to see what you members think would help NS in the RTS aspect though.

    edit. looks like pege got his post in like 5 seconds before I did.
    I definetly understand how you feel, at the beginning of the post I've noted that this is definetly something to be done in later builds, in other posts, I've commented that 1.1 should be released before any real major changes, or reworkings.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    of course, i dont think that there is time to implement bigger changes now in 1.1

    but well... the different percentages damage that each waepon does to each alien class isnt hard to code, just hard to balance. but i like my idea with the armor/health damages more..
  • CowswinCowswin Join Date: 2003-03-17 Member: 14623Banned, Constellation
    Unlike your suggestion, I believe it IS hard to code. It would also introduce a major change in gameplay and require tweaking number beyond belief and a LOT more testing. I think they should try to finish up with their current route of testing and balancing than introducing a whole NEW thing they'll have to try and fix up.

    Mods may not require income or anything like that, but they still can die like any other game if people don't play it. I believe that the devs are trying their best to make sure they release a game that's balanced to the best of their ability but also have to release the game in a somewhat timely manner. It's a hard balance to figure out when you release your creation upon the world because you almost ALWAYS want to make it just a little bit better. Hopefully they'll be able to release a game that's a good change of pace from 1.04 and do it while they still have a decent sized fan base.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    edited June 2003
    no, it isnt hard to code... thats shure, im not c++ programmer, but a java programmer and i see what things need much work and wich dont.

    The problem is the balancing, but this part is hard to do.
    And of course, all sugestions in this thread arent realy for 1.1

    edit:

    How would it be when we look at this discussion in this way:
    The aliens have enough options to counter nearly any marine tactic. The marines are the ones that need more flexibility.

    Now, we dont have classes in NS on the marine side, but i would like to see each waepon representing a class, not only a upgrade(LMG/HMG). The GL does a good job at this, could be better, but its ok.(perhaps its better with 1.1 now, i dont know). Also the shotgun is realy good. The problem is just that HMG and even lmg is above them. Why should i take a GL when i can take a HMG and destroy the buildings? With a HMG i can even destroy the aliens. And why should i take a shotgun? for short range battle? well, HMG does this job very well

    We should discuss how to make each marine "class" different so that it can be called a different class, but so that every class has a mission, not that a HMGer is just a updated LMGer like now. Because we would only have 4 classes (8 if you count the HA, or even 12 with the JP) we should have a use for every class.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    I think this is a good idea, but you posted in the wrong forums.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    yea, actualy not realy, because i want to make a discussion, where other people also ad theyr ideas, like some other threads here around, this one is just a "copy" of those in the Beta Forum
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    I think that a) more marine tech and b) actual drawbacks to using HAs/HMGs would help flesh out the marine game. (It sounds as though aliens are fine, apart from broken Fades.) Some way of making skulks/lerks better against an HMG or GLer could probably make a good deal of difference.
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    Flayra's argument against hard counters is a good one. Unlike an RTS, units are human in NS, and a paper unit will be frustrated when it encounters a scissors and can do nothing but run away.

    I'd prefer something else to advance past the Dune2 simplicity: a little more complexity in the resource system. IMHO Gorge suckling was doomed to fail because building and morphing uses the same resource type. If you give Gorges enough res income to do their job and build, you'll give them the chance to cheat their way to Onos at the same time.

    If there were two resource types, that problem would disappear. Gorges could suckle "vespene gas", primary resource for buildings/chambers, and the res towers could harvest "minerals", primary for morphing/weapons.

    Marines would have to make a choice whether to build a "vespene" or a "mineral" tower.

    If you consider how many resource types modern RTSs have, I'd say two is the minimum to remain flexible.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Just a friendly reminder - we have still not got word that NS 1.1 is feature complete. Rant, rave, threaten to leave the community, your parents, or this shallow plane of existance, but it's the fact.
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - 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-->If you consider how many resource types modern RTSs have, I'd say two is the minimum to remain flexible.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I disagree. Command&Conquer:Generals is doing an excellent job with 1 ressource, but with little tricks: There are few ressources on maps, they dont last very long, and you have to build a high-tier building that provide income.

    The idea is neat, as the whole game btw. If EA support was there, C&C:g could very be the new Starcraft.
  • Infected_MarineInfected_Marine Join Date: 2002-12-21 Member: 11287Members
    edited June 2003
    <!--QuoteBegin--Snidely+Jun 11 2003, 04:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Jun 11 2003, 04:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think that a) more marine tech and b) actual drawbacks to using HAs/HMGs would help flesh out the marine game. (It sounds as though aliens are fine, apart from broken Fades.) Some way of making skulks/lerks better against an HMG or GLer could probably make a good deal of difference. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I agree with this, we get things like Armor Percieng Damage, Explosive Damage, (acid damage?), and light, medium and heavy armor? I think that using WCIII as an example might make things simpler, siege turrets, mines and GL do heavy damage to buildings and Onos, Normal damage (shotgun) is good against light armor, and Armor percing is good against Onos and normal armor? But Explosive is weak against light, armor percing is bad against light and buildings, and normal is bad against Onos/heavy?

    <!--QuoteBegin--Draconis+Jun 11 2003, 04:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Draconis @ Jun 11 2003, 04:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If EA support was there, C&C:g could very be the new Starcraft.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    But it isn't, so well never know.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    <!--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-->Flayra's argument against hard counters is a good one. Unlike an RTS, units are human in NS, and a paper unit will be frustrated when it encounters a scissors and can do nothing but run away.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Off course thats true, but dont you think that the different waepons should have a different behaviour against each different aliens? YOu could always kill each alien with every waepon, but it would be easier with certain.

    @Nemesis Zero, we just discuss, thats the only thing we can do until 1.1, its not a bad thing i think
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