Marines Better? Aliens Better?

BrewBrew Join Date: 2002-11-01 Member: 2572Members
<div class="IPBDescription">A different perspective</div> Today I tried command for the second time on live troops.
Good lord, is that a thankless job.

"WE NEED MORE TURRETS HERE NOW!!!"

Forget we only have 3 resource points left, since I just gave that other whining guy his HMG.
Oh, whats that? He died to a skulk?

oy.

And why do we have 3 resource points? All the marines I sent to defend that resource node felt like going off to be Rambo instead instead of following orders.

Of course, <b>I'M</b> teh sux for it.
That's ok, I'm pretty sure I did suck pretty bad, but it was pretty much a group effort <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I quit and let someone else command for awhile, and eventually he got flamed out of the chair as well.
Of course, no one else wanted to command so he got back in the chair
(only reason I took up command was because no one else wanted to, and I TOLD them I was no good at it)

Anyway, it got me thinking.

In the initial release, the aliens were severely underpowered next to the turret farms which would spread outwards from the marine base. Any old commander could build build build and the marines would advance.

For the aliens to win, it absolutely requires teamwork. In that initial release, the aliens learned to work together, they learned the maps, how to get from point A to point B the quickest, and they learned some good tactics.

For the marines to win, it absolutely requires FOLLOWING ORDERS, and I think this is where things are sort of broken right now. See, in the initial release, no one knew the maps. The commander has an overhead view, so he can sort of see where things go. But the guys on the ground were blind. They'd follow orders to go here or build that.

Now... time has passed. People are learning the maps, and frankly, it seems like no one wants to follow orders anymore. If they don't like where the commander sends them, they'll take off and go elsewhere. Or if they're doing something they feel is more important, they'll put it off until they finish what they were doing.

Marines aren't any weaker than the aliens.

The weakness is in the chain of command.

The weakness is that a commander is required to build anything and to research anything.
But this is also their biggest strength.
Instant healing in the midst of battle.
Any marine can build a structure anywhere on the map.
There's someone looking out for you and can direct people to back you up.

Problem is, people have to FOLLOW that command for the backup to arrive.

Maybe I'm right, maybe I'm wrong.
I am a n00b commander, after all.

But it was just something I was thinking about.
It just seems to me that marines simply want to be aliens with HMG's.

-Brew
ps, as a sidenote, as a marine with a HMG I can't believe how easy it is to take out offense chambers.
with the defenses I made up as an alien, the marines would never even approach them without GL's.
*shrug*

Comments

  • Trowa_BartonTrowa_Barton Join Date: 2002-11-10 Member: 8047Members
    Thats why i come back with my suggestion for a 'field commander' or somethin of the sort.
    Where 1 will have a sphere of influence and can take 4 marines with him (althought misc marines can tag along but people in the field commander's squad cant leave the sphere of influence).
    in a 32 player server thats about 16 marines = 3 squads 1 commander 3 field comm and the rest r soldiers. I dont feel like explaining more about this but if u wish to hear it then reply.
  • PeregineDivePeregineDive Join Date: 2002-07-15 Member: 951Members
    Heh... I know how you feel... people are too quikc to judge... Hell just because I can't hand out and HMG to everyone n00b spamming for one they boot me...

    -PD
  • BrewBrew Join Date: 2002-11-01 Member: 2572Members
    ..an addendum to the strength/weakness of the commander.

    I forgot to say that while aliens require <b>teamwork</b>, the marines require <b>leadership</b>.

    For aliens, one player can not make or break the whole team, while a bad commander will quickly lead the marines to a loss.

    In that vein, I guess I could agree on sharing responsibility with a Field Commander or something.
    Commanders can build new CC's, why not be able to build a FCC, say at an outpost, like at a hive location. Radius of about the same as a turret factory, they can command troops around the area. Main commander orders would show blue, the FC's orders would show as yellow or red. Not a bad idea actually, Trowa.

    -Brew

    ps: regarding overall balance, I agree totally with <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=12012' target='_blank'>This Thread.</a> It's hard to say that things are balanced, when the weapons aren't exactly... working.
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    I'd say only allow two field commanders and give them a raduis 4 times that of a turret factory(or even more, 1 turret factory doesn't go very far). The main commander sets the % of resource tower income each commander can get, so imagine like a budget.

    Field commanders can override a commander's orders(within his sphere of influence), but at great peril. You see a commander has the ability to instantly downgrade a field commander from his position for the rest of the match. So only override orders if your positive that those troopers are needed for something crucial near you.
Sign In or Register to comment.