Timelimit In Classic

HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
Now hear me out, usually when a classic game drags on and on, it's because marines are performing their "alamo" and the aliens just can't get through. Some maps are especially bad for this like ns_eciplse spawn.

So I was thinking just like combat keeps the pace of the game frantic, and keeps the marines from camping, classic should have a time limit too.

But don't worry, I've been hear since that fateful Halloween night, and I enjoy epic games. The timelimit, say 5 minutes (fine tune it to whatever balances best) only happens when marines have one res node left (when they're camping spawn). And the time limit only disables itself once the marines have two working res towers.

But what about the beginning of the game, when marines have only one tower? The timelimit ensures that the game will be less lopsided. If a marine team can't secure a node in the first five minutes, chances are it's going to be a cakewalk for aliens to win.

Actually, I think 5 min is too long, and perfer 2, but its open to debate.

Comments

  • ZunniZunni The best thing to happen to I&S in a long while Join Date: 2002-11-26 Member: 10016Members
    I'd rather work on making the alien end game able to end the game myself.. But it's an interesting idea...
  • DestroyerDestroyer Join Date: 2003-12-21 Member: 24611Members
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Tournament Mode has a timelimit (default 45 mins)

    Try playing that. Takes more skill as Friendly Fire is on as well.
  • ZunniZunni The best thing to happen to I&S in a long while Join Date: 2002-11-26 Member: 10016Members
    Problem is most people look at f4'ing as cheap and timelimits don't resolve anything..

    The true problem is the aliens don't have an effective way to end games atm...

    I'm hoping we get an opportunity to discuss this/address this soon..
  • hidden_snperhidden_snper Join Date: 2004-03-18 Member: 27412Members
    I agree with the timelimit for one res node, but I don't think that countdown should start until marines get a second working resnode, then if they ever only have one, 5 mins till zero hour.
  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    Should the timelimit be canceled by a resource tower in the process of being built (not an unbuilt one) or a fully built resource tower.

    Interesting idea. I think it would be much more entertaining as a marine in an attempt to break out so as to not lose by the timer. It would also weaken them in their attempts which would then allow the aliens to trample the base.

    3-5 minutes seems like a good time limit.

    Definetly something to think about.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Giving all hive 3 abilities blast damage (those that cause damage, of course) would have the same effect of helping to end marine end game turtling...
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    3 hive abilities cost 2 levels in combat now. Surely that opens the door to making acid rocket and charge worthwhile attacks, and maybe to extend the time of primal scream slightly.

    Sure it won't help when they've relocated to a hive but it will help greatly in 90% of cases.
  • geekanarchygeekanarchy Join Date: 2004-03-09 Member: 27244Members
    Fixing the 3rd hive abilities will end the marine endgame stalemate. However, I kind of like it that the marines aren't warm butter at the end of the game. I only wish the alien team could have similar end game resistance... or maybe even a slight ability to defend themselves.

    I've been a part of NS games where, on several occations, aliens had all the map and marines were stuck in spawn, but the alien couldn't push in. Eventually marines get an edge and re-take the map, winning the game. I have never seen a game where marines controled the whole map and aliens were stuck in a hive and the aliens pushed out and won the game.
  • AjurianAjurian Join Date: 2003-10-18 Member: 21753Members
    Its all good to say that the 3rd hive abilities should break a stalemate, but what happens if the marines end up farming in the 3rd hive area?
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    <!--QuoteBegin-Ajurian+May 3 2004, 07:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ajurian @ May 3 2004, 07:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its all good to say that the 3rd hive abilities should break a stalemate, but what happens if the marines end up farming in the 3rd hive area? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    its called a movement rush.
  • HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
    Yeah, I'm thinking the timer would only shut down when there are two fully built towers.

    Of course, as others have stated, the real problem is that aliens have a hell of a time finishing the game at times. I think it's because the marines are range fighters, and don't have to be near the aliens to secure a location. All the alien classes have to be 'in the marines face' in order to fend anything off.

    So I think the aliens need a really strong third hive range attack such as 'super acid rockets' or lerk spikes that really hurt.

    But back to my idea, I really am enjoying the new combat, and the sense of urgency it gives marines, and I thought, why now classic? Today, in tanith, as a marine, we should of have lost ages ago, but the other team was toying with us. The timelimit would also limit the aliens from just goofing off, trying to settle bets of who could devour the most marines.

    I think anywhere, from 2-5 minutes would be reasonable. Also, I think the timer should be in effect immediantly when the game starts because that way, in games where no one wants to comm, someone will buck up, take charge, and get the ball rolling, because otherwise, marines lose.
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    You wanna stop marines from doing their alamo style endgame? Ask for 1.04 bilebomb to be returned to fade. A farm of 32 turrets would die in less than 10 seconds and marines trying to weld the turrets will die along with the tuurets.
  • HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
    No I think Gorge should stick with bile bomb as then it takes teamwork for the gorge to be in front lines. Team work such as umbraing the gorge and a fade blinking about base distracting the marines.

    But bile bomb definatly should be more powerful, maybe even twice as much current damage. But make bile bomb a hive 3 ability, and web hive 2. Honestly, when was the last time a marine strong hold was destroyed through bile bombing?
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    edited May 2004
    Theres an easier solution: Make hive 3 weapons actually do something. Maybe even to the point of overpowering. I dont think anyone has a problem with fade ARing like in 1.04, BUT AT HIVE 3 INSTEAD OF 2.
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    <!--QuoteBegin-Haunted+May 4 2004, 11:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Haunted @ May 4 2004, 11:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Honestly, when was the last time a marine strong hold was destroyed through bile bombing? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    All the time. Bile bomb is THE most underused weapon IMHO. If I drop the third hive and don't have the res for higher lifeform, I ALWAYS gorge and bile their base. Some maps are easy for it, some aren't, but the moment marines are backed into their base, I go for their res node. Once it's down, it's GG.

    Simple strategy, if marines are turtled in their base or non-hive location, always hit the node. It iwll do more damage than taking out the advanced armory, obs, arms lab, anything. Without res flow, it's over. If they're turtled in the third hive, movement rush as said earlier. For those who don't know what that is, drop the hive when the entire alien team is by a movement, when the hive is attacked, use the movement to teleport into the hive and kill the marines.
  • demonxdemonx Join Date: 2004-03-18 Member: 27414Members
    I think this idea would suck because it would practically make players have to rush their strategy and ruin classic mode. I mean, you don't play RTS games on a timelimit... It would just RUIN the game!
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    <!--QuoteBegin-Ajurian+May 3 2004, 06:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ajurian @ May 3 2004, 06:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its all good to say that the 3rd hive abilities should break a stalemate, but what happens if the marines end up farming in the 3rd hive area? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    People always say this when beefing third hive is brought up. That's not an argument. Marines defending two locations (MS and a hive) are not the same as marines defending just MS. Clearly there's a problem if marines trapped in one area with one res node can't be defeated. If marines control two areas that's at least some map control so they're not sunk and shouldn't be easily smashed at that point.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Why do they need MS if they have a third hive spot? Just relocate there and turtle til the cows come home.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Well designed (good luck) hives don't have this problem, as they have nice vent access for biling, and sporing for the win.

    That doesn't matter though. Saying 'hive 3 can't be the base breaker hive because what if they lock it down?' isn't an argument against beefing hive 3, it's an argument for it. It's admitting that there IS a problem with base breaking. If hive two is too weak to base break, then clearly hive three is FAR too weak, as I use hive two abilities a lot more in base breaking than any hive 3 ability.
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