Marine Bling

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Comments

  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-..tim..+Oct 19 2004, 12:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (..tim.. @ Oct 19 2004, 12:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bring back the 60-90 delay before an RT starts harvesting. Make it a priority to protect. As it is, if you kill my nodes after they've been there 2 minutes, it was worth it. If I know it'll take at least 4 minutes to make back the cost, I'll be more apt to protect it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    would just lead to more turret farms and static defense.

    and thats boring.


    btw, i had a 70 minute game a few days ago ... was good fun. no lockdown/ms breaking, just pure action for over an hour.

    best game ive had in a while, though didnt play it right from the start.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    erm.....you never had more than one onos. did you have some die? one onos and a 2 fades and a lerk should have done well enough. that leaves you with 3 people. 2 gorge. 1 skulks and temps. what map were you playing on. I wanna know everything. then decect it.
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    edited October 2004
    Mm. I like cheaper nodes for Aliens. Yes, there's that hidden cost of 10 res, you can be killed en route, you cannot recycle it should you die while building.. They're weaker, and it takes much, much longer to get a return on your investment. You're screwing yourself over tremendously to benefit your team who will reap all the rewards of higher lifeforms and "pwnage," while you look like a little newbie with 0 kill and 6 deaths.

    I also like the removal of RFK for Marines, but in a limited capacity. Fixed RFK rates. No more "1-3" for Skulks. Just 1. Same for Gorges. Lerks are 2, Fades and Onos = 3. The Marines can still conceivably draw out an endgame (where would be the fun in just removing that ability?) but it would be considerably harder to do and even up the res flow earlier on.

    [EDIT:]
    I have seen this fabled "res balancer" plugin. It ramps up the rate at which a node collects resources (Instead of 1 res every 4 seconds, your nodes might collect 1 every 3 if you have enough players) and works very well in balancing out large games. I believe it's on the Guns4Back2School.com NS server, although I am unable to confirm as I am banned for being a Nazi.
  • AjurianAjurian Join Date: 2003-10-18 Member: 21753Members
    <!--QuoteBegin-Dragon_Mech+Oct 19 2004, 04:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Oct 19 2004, 04:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It was a 7 on 7 match, not 10 on 10. We never had more than one onos because we didn't have the res. You act like we had 30 RTs. Read my post - nobody had more than 4! We worked together and only had about 2 gorges at any one time - I permagorged and everyone else tempgorged when they had enough res for an RT. Yet while we were starving for res, the marines had plenty to keep upgrading and teching up.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thats because the commander doesnt have to ask, beg, or threaten the people on his team to use their res.

    This is a good thread (whilst old-ish), I especially agree with the original point of increasing the cost of marine nodes.
  • ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
    edited October 2004
    I had a vague idea involving alien res nodes.

    What if gorges had the ability to 'do something' around a completed res node to increase it's output?

    This would a) give gorges something to do after dropping an initial node, and b) Give the aliens even greater reason to protect their nodes.

    Oh, and someone mentioned that abandoning marine RFK would dissuade rambos.
    This is NOT the case, rambos 'rambo' because they can, because they want to, and because they love being top of the scoreboard.
  • dav1dav1 Join Date: 2003-04-02 Member: 15144Members
    It be interesting to see the amount of players that actually take the time to upgrade as a skulk that is.

    100% of higher lifeforms and the gorge will take the time to upgrade and use 2 res. However for skulks its a different story, especially when you have skulks saving for a hive or saving for fade/lerk. Alot of the times those that are saving will be reluctant to use that 2 res as it slows them down.
    I remember in 1.04 when carapace was quite essential for skulking around, I guess this flowed on in early 2.0, but now it seems many players have opted to not to waste time and res on the upgrade :/

    As mentioned by others already, maybe we should try making these upgrades free and having slightly slower gestate times.
  • ikirikir Join Date: 2003-07-19 Member: 18265Members, Constellation, Reinforced - Gold
    There is big difference between USA players and Europena players.

    Aliens always wins in NS...... when i come to these forums pleople says that Marines are too strong......
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--QuoteBegin-ikir+Nov 9 2004, 04:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ikir @ Nov 9 2004, 04:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is big difference between USA players and Europena players.

    Aliens always wins in NS...... when i come to these forums pleople says that Marines are too strong...... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Could you clearify this? Why do aliens always win?
    I am also european and i have lost games as rine and as alien alike.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Cara was a must in 1.04 because it effectively didn't cost the skulk anything but time; their res was already capped out at 33. When the cap raised to 66 with the second hive, skulks often stopped taking upgrades to save for Fade. Nothing's really changed. Looking at 1.04 proves that the gestation time is worth it for an upgrade, but losing so much res on an expendible species often is not.
  • dav1dav1 Join Date: 2003-04-02 Member: 15144Members
    Ah yea that was true too I guess, skulks never really saved for anything as they couldn't really fade till 2nd hive was up, usually a gorge would be saving for that anyway.

    It is a shame skulks are seen as "expendible" species nowadays, especially when alot of the game is decided early on you end up with "expendible" skulks (no upgrades) vs marines (some upgrades).
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    its actualy pretty surprising when you start taking upgrades and stop playing them as expendable and more of hit and run unites at hive2. even at hive one. I play them like they are NOT expendable
  • HydraHydra Join Date: 2003-06-14 Member: 17366Members, Reinforced - Shadow
    I would expect the faster res flow for more aliens to be explained by more kharaa lifeforce being exerted. Obviously if there are more aliens magically getting res out of those res towers then it just might come out faster. Another way to perhaps compensate the aliens would be faster res flow with more hives? I dunno, that might help increase hive importance. I want people to think about the faster res with more hives before you post "OMGZ THE UNBALANCE!" or "OMG BEST IDEA EVAR". Because it might be hard, but I like the idea =) .
  • cortexcortex Join Date: 2003-11-28 Member: 23707Members
    I don't logically see the reason for RFK it doesn't seem to fit in at all, why should you gain resources from killing another lifeform? your nanotech/bacterium can't salvage or breakdown the dead bodies or anything.... Can it?
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited November 2004
    cortex, it was my understanding when I helped playtest earlier versions of NS that rp for kills would help speed up the game. Because NS circa 1.04 had too many stalemates and drawn out games that didn't make the game enjoyable.

    I still believe resource node sucking for gorges should be considered as that adds a new dynamic for the alien's strategy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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