Shortening Combat Games

DementedDemented Join Date: 2003-07-30 Member: 18573Members
edited March 2004 in NS General Discussion
<div class="IPBDescription">Removing the gorge, nerfing the welder</div> This suggestion is by no means original. It has been brought up a few times already, and the purpose of this topic is to facilitate a concise discussion on this issue.

Combat games are either very long or very short. If aliens do not destroy the marines in the first few minutes with focus skulks, the game slowly turns into a boring drawn-out stalemate that lasts much longer than your average classic game. But wasn't combat designed to be mindless, fast paced FPS fun?

The problem lies with the inability of either site to sustain an offensive in enemy territory long enough. A Jetpacker can rush into the hive and unload a few clips into it before getting eaten up. A HA squad gets worn down by constant attrition and is destroyed. In both cases, their efforts are rendered null and void as the aliens eventually heal their hive back to full health. Therefore, to shorten these games, I'd suggest making every significant hit count. Welders have a drastically repair rate for the CC (This, of course, applies only to combat games), whilst the hive regenerates slowly (5hp per second?) and gorges are removed. So long as someone manages to damage the objective considerably, the game is one step closer to its conclusion.
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Comments

  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited March 2004
    No point in leaving welders with gimped CC welding; just take it out entirely(the ability to weld the CC, not welders).
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Yep. I think that would really change how long combat games go. No healing for either the hive or CC.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    But do you necessarily have to remove the Gorges in order to do this? If you still have Welders, and they are just prevented from healing the CC, why not do the same thing with the Gorge? You can still be a Gorge if you want to, you just won't be able to heal the Hive.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Because the only other thing they're really good for is spawn webbing, which is just obnoxious.
  • KOKOKOKO Join Date: 2004-03-24 Member: 27520Members
    How about you leave it as it is ?

    Very rarely I have seen an unwinnable game.

    For some reason Noobs pick Rines - most people with experience go aliens (how could you not <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> )

    In Aussie servers once it looks like a stalemate is gonna happen the aliens pull together and plan an attack and 9 times out of 10 can pull it off within 2/3 strikes.

    So could rines but they more often then not are not organised *shrugs* just the way it seems.
  • raqualevangelraqualevangel Join Date: 2004-02-11 Member: 26435Members
    yes we want to teach noobs that you can't heal hives or cc's
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Im not sure welders need nerfing, a couple of onos can kill a 100% cc in no time. However im all for removal of gorges.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited March 2004
    By the time you get a couple of Onoses, with upgrades, to break through the entire defending marine team and kill the CC, the game has usually been going on for well over 15 minutes.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->yes we want to teach noobs that you can't heal hives or cc's<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Ugh, I'm really tired of this argument of Combat being a newb tutorial game mode. If newbies wean themselves onto Classic through lots of Combat, then that's great, but Combat will never do anything but improve peoples' twitch skills. You can not learn NS through CO, and if something is making Combat as a whole less fun then taking care of it should take priority over making it completely similiar to Classic. The majority of players playing Combat are not newbies. I know that on the server I play on, we <i>only</i> play Combat to fill the game up for NS; if we had more people we'd just go Classic only.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    I made a suggestion a while back to address this issue. First off, it should be noted that Flayra is not keen on removing anything from combat in a manner that would make people wonder 'why is there no gorge in combat' etc. So removing the gorge or welder has a very slim possibilty of occuring.

    However, I think we could address this problem by creating a formula to calculate the healing rate of the CC/hive.

    Instead of healing/welding doing the same amount of healing, make the rate of healing linear in regard to the amount of damage.

    less than 10% damage - heals at full rate
    10-25% damage - heals at 75% normal rate
    25-50% damage - heals at 50% normal rate
    50-75% damage - heals at 25% normal rate
    75-99% damage - heals at 10% normal rate

    So the more damage done to a hive/CC, the longer it would take to heal and the more likely a repeated attack would damage it further. Otherwise a team would have to devote too many people to repair duty which would only make them more vulnerable.

    In this way we could leave things as is and only make a modest change to deal with this issue.

    Regards,

    Savant
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    Actually, thats not a bad idea Savant. Gets my vote.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin-UKchaos+Mar 28 2004, 10:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Mar 28 2004, 10:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Im not sure welders need nerfing, a couple of onos can kill a 100% cc in no time. However im all for removal of gorges. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    A couple of GLs or shotties can kill a 100% hive in no time. However, I'm all for removal of welders.
  • AkfekaAkfeka Join Date: 2002-11-05 Member: 6991Members
    I'm all for changing hive (and possible CC) healing rates, but removing the welder would be a BAD idea. The welder has uses outside of healing the CC, and it would be great if every other player recognized this.

    With a welder, you can recover people's armor, which increases HA survivablility by a lot, and can make it so marines can recover after a skulk runs in and bites them twice. Without the ability to heal armor ever, marines will be hurthing.

    Tweak CC healing rates, don't remove the welder.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A couple of GLs or shotties can kill a 100% hive in no time.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Nah it takes a while, much shorter than onos vs cc.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    edited March 2004
    <!--QuoteBegin-UKchaos+Mar 30 2004, 10:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Mar 30 2004, 10:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A couple of GLs or shotties can kill a 100% hive in no time.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Nah it takes a while, much shorter than onos vs cc. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Time it. Get 3 GLs (lvl2 or 3) vs 3 onos.

    EDIT: To be clear, I don't know the answer already, but my experience leads me to believe that it will be a difference of seconds one way or the other.
  • GhostBomberGhostBomber Join Date: 2002-11-04 Member: 6910Members
    Honestly, I like things the way they are right now. Although I agree that gorges and welders tend to prolong games slightly, they are, in my opinion, not the real problem. Think about the typical start of a game. Marines get pressured into their spawn, and the aliens continuously attempt to dig them out. The longer the game lasts, the harder this becomes. This is because the marine team is just better at defending, and always have been. What most see as a stalemate here is actually the marines slowly losing.

    Now, in games that are atypical, marines and aliens might fight in a middle ground area for a prolonged period of time. This isn't a stalemate, either. It's just the marines not making any concerted efforts to go for the hive. Usually, when they do, the aliens are pushed back enough and the hive is inevitably destroyed, and usually in a shorter time than it takes for aliens to destroy the CC, probably because of the marines' ranged weapons.

    The games that marines win are often much shorter, but because marines don't win as often (not because of imbalance), most games tend to be extended Alamos. So really, welders and gorges have little to do with the length of games, and if anything add some much needed strategy to combat. Besides, gorges and welders are a good way to stop one alien or one marine from winning the game. While it does happen, it isn't often.
  • DementedDemented Join Date: 2003-07-30 Member: 18573Members
    edited April 2004
    <!--QuoteBegin-GhostBomber+Mar 30 2004, 09:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GhostBomber @ Mar 30 2004, 09:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Honestly, I like things the way they are right now. Although I agree that gorges and welders tend to prolong games slightly, they are, in my opinion, not the real problem. Think about the typical start of a game. Marines get pressured into their spawn, and the aliens continuously attempt to dig them out. The longer the game lasts, the harder this becomes. This is because the marine team is just better at defending, and always have been. What most see as a stalemate here is actually the marines slowly losing.

    Now, in games that are atypical, marines and aliens might fight in a middle ground area for a prolonged period of time. This isn't a stalemate, either. It's just the marines not making any concerted efforts to go for the hive. Usually, when they do, the aliens are pushed back enough and the hive is inevitably destroyed, and usually in a shorter time than it takes for aliens to destroy the CC, probably because of the marines' ranged weapons.

    The games that marines win are often much shorter, but because marines don't win as often (not because of imbalance), most games tend to be extended Alamos. So really, welders and gorges have little to do with the length of games, and if anything add some much needed strategy to combat. Besides, gorges and welders are a good way to stop one alien or one marine from winning the game. While it does happen, it isn't often. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yes, you have a very valid point. Nonetheless, look at the amount of times the hive COULD have been destroyed if it hadn't been for those two or three gorges healspraying and webbing up the entire place.

    However, everytime some some damage is dealt to the objective, it should be some irrepearable damage. If you let a skulk chomp on your CC because the team was too preoccupied with shooting that annoying fade then you shouldn't be able to weld the CC up again. Steady attrition should have a far more devastating effect than it currently has.

    Secondly, gorges boost defensive capability with webs and healspray, which is precisely what we want to avoid. Defense should always be weaker than offense. If the reverse is true then long, monotonus bloodbaths games will always be the norm.
  • EnemyWithinEnemyWithin Join Date: 2002-11-03 Member: 5572Members
    Why not have the CC/hive lose max hitpoints when a certain amount of damage is done? This would allow you to repair both, but not to their full potential.

    For example, you could make 10% levels. When 10% damage is done to the CC/hive, then the max hitpoints drops down 10%. So if a 10000 hitpoint CC takes 1000 points of damage, then it's max hitpoints now drops to 9000. This would encourage group strikes by each team to attempt to drop it down to the next level.
  • AsteriskAsterisk Join Date: 2003-02-22 Member: 13835Members, Constellation
    I really like that idea.
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    I really think Combat is fine. Those huge battles between level 10 combatants is really fun, and the stalemates make that final sweeping attack so much sweeter. Really, the problem isn't that people can fix their hive/cc, it's that people don't know how to work together to finish the game. That is the real cause of the stalemates.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited April 2004
    <!--QuoteBegin-EnemyWithin+Apr 1 2004, 02:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EnemyWithin @ Apr 1 2004, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why not have the CC/hive lose max hitpoints when a certain amount of damage is done?  This would allow you to repair both, but not to their full potential.

    For example, you could make 10% levels.  When 10% damage is done to the CC/hive, then the max hitpoints drops down 10%.  So if a 10000 hitpoint CC takes 1000 points of  damage, then it's max hitpoints now drops to 9000.  This would encourage group strikes by each team to attempt to drop it down to the next level. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I like that idea, but at even tradeoffs like that it's practically the same as making it unhealable since it's not hard at all to do that much damage, especially for marines. If we're going for a middle road, maybe for each 10% checkpoint the hive/CC max HP goes down 5%? So when the CC hits 90% HP the max goes down to 95%, and even if it's welded then the max HP will go down again when it hits 80%. Maybe it could also be an even tradeoff like you said, but at intervals of 25% or so so it takes a relatively serious attack?
  • GalvatronGalvatron Join Date: 2003-05-30 Member: 16857Members
    <!--QuoteBegin-EnemyWithin+Apr 1 2004, 02:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EnemyWithin @ Apr 1 2004, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why not have the CC/hive lose max hitpoints when a certain amount of damage is done? This would allow you to repair both, but not to their full potential.

    For example, you could make 10% levels. When 10% damage is done to the CC/hive, then the max hitpoints drops down 10%. So if a 10000 hitpoint CC takes 1000 points of damage, then it's max hitpoints now drops to 9000. This would encourage group strikes by each team to attempt to drop it down to the next level. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    best combat idea yet.

    welding and gorging are important parts of the teams, and shouldn't be left out, this is a good compromise <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Zek+Mar 28 2004, 01:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Mar 28 2004, 01:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Because the only other thing they're really good for is spawn webbing, which is just obnoxious. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    awww does it stop your crack abusing bunny hopping/jetpacking like a insane monkey on PCP with a GL around the hive? How dare the developers ruin YOUR fun by keeping gorges in combat.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    I've always thought the best way to control game times, is by....

    having a time limit..

    Server settable (so people who like their 20 minutes games can still have them)

    Make the CC not able to take damage... And thereby force the marines to attack, they have to destroy the hive within the time limit or they lose.

    Skills it teaches:

    Aliens:
    how to ambush, how to move around and hit/run

    Marines:

    How to move in a group and attack together.

    Both of which are pretty important in Classic.

    The thing that would have to change is the health given to aliens by the hive would have to be reduced. Since evolved aliens in their hive are a tough thing to take out even with 3-4 SG's and a couple of HMG's..

    Welders would still have a use, (welding teammates, armoury), and so would gorges....

    One of the nice things in TFC is the fact that it's impossible to camp the enemies spawn, in NS.. you are forced to camp the enemy spawn in order to end the game.
    I also think this needs to be addressed, and making the CC inactive furniture would do that. (since Alien spawns tend to be much more varied in location while MS's are traditionally easy to hold with 1-2 aliens)
  • Lee_HarveyLee_Harvey Join Date: 2002-12-23 Member: 11448Members
    I like the idea of the levels. The only problem with the system that I see now is that marines can have multiple welders with hardly any ill effects to their combat value, while the same is not true of aliens and gorges.

    BTW, Trevelyan, funniest bitterly sarcastic remarkl aI have read in a long time.
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    If aliens want to win, all they need is 2 onos, fades, and a lerk or two. There is no way in hell the Marines will be able to kill 2 umbraed onos before they kill the CC. Marines generally need some l337 JPers with lvl 3 shotties to kill the hive, but with web and lerks it's really hard to win. Combat is definitely tipped in the alien's favor ATM, and I think part of that is because Marines cannot tech up all the way. What I would like to see though, is HAs come with a welder, or make HA cost 1 pt again. Why do you have to pay 3 pts for an upgrade that's only useful if someone else gets it too?
  • todd1Oktodd1Ok Join Date: 2004-04-19 Member: 28018Members, Constellation, NS2 Playtester
    edited April 2004
    jp, l2 shottey, l2 armor, welder, resupply.

    most useful config in combat.

    let's look at another config;

    l2 heavy armor, l hmg welder resupply.

    with proposed 1 pt HA you could get an l2 hmg or l3 shotty.

    not good imo.

    3 l3 shottys HA vs an 2 fades and an onos = death my friend.

    unless the aliens are really really good, your fighting a losing battle.

    think before you suggest stuff. altering one aspect of the game affects everything around it.
  • LeetLlamaLeetLlama Join Date: 2003-08-27 Member: 20260Members
    Why not just make it so that the maxium the hive/cc can be healed is 10,000 hit points. Once you heal the Hive/CC 10k HP, you can not wield nor heal spray the hive.
  • LinkLink Join Date: 2002-10-16 Member: 1510Members
    What about invincible objectives and timed games?

    I.E 10-20 (whatever) min games and the team that does the most damage to the hive/cc in that time wins?
  • LeetLlamaLeetLlama Join Date: 2003-08-27 Member: 20260Members
    <!--QuoteBegin-Link+Apr 23 2004, 09:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Link @ Apr 23 2004, 09:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What about invincible objectives and timed games?

    I.E 10-20 (whatever) min games and the team that does the most damage to the hive/cc in that time wins? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    A new respwan system would be needed then. After you kill off the marine team, it is quite easy to keep them dead.

    You could just go back to the massive wave system....
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    <!--QuoteBegin-Savant+Mar 28 2004, 03:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Mar 28 2004, 03:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I made a suggestion a while back to address this issue. First off, it should be noted that Flayra is not keen on removing anything from combat in a manner that would make people wonder 'why is there no gorge in combat' etc. So removing the gorge or welder has a very slim possibilty of occuring.

    However, I think we could address this problem by creating a formula to calculate the healing rate of the CC/hive.

    Instead of healing/welding doing the same amount of healing, make the rate of healing linear in regard to the amount of damage.

    less than 10% damage - heals at full rate
    10-25% damage - heals at 75% normal rate
    25-50% damage - heals at 50% normal rate
    50-75% damage - heals at 25% normal rate
    75-99% damage - heals at 10% normal rate

    So the more damage done to a hive/CC, the longer it would take to heal and the more likely a repeated attack would damage it further. Otherwise a team would have to devote too many people to repair duty which would only make them more vulnerable.

    In this way we could leave things as is and only make a modest change to deal with this issue.

    Regards,

    Savant <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ^^
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