Marines Choose From 3 entry locations
schkorpio
I can mspaint Join Date: 2003-05-23 Member: 16635Members
<div class="IPBDescription">hives can be placed (almost) anywhere</div>i don't usually like to say this, as realism has nothing to do with games, but doesn't itmakes more sense that marine would get to choose which way they would entry a space station?
Via a drop ship in the landing pad (e.g. hera) or
Through a sewerage entrance below the space station (e.g. caged) or
Even by attaching a drop ship to the side of a hull and blowing a hole through the hull
I think there should be 3 entry ways which the commander can choose ( the comm chair would be intergrated into the map and only a 2ndary comm chair would look like a droppable ala ns1 - there is alreay a thread for this) or perhaps it could be done by a quick vote while the "game is starting" timer is counting down, other wise a random location would be choosen.
Aliens would vote which area would turn into the hive (again there is a thread for this, but the hive would be part of the DI, not so much a structures, meaning that it would transform the room into a hive, rather than just placing a hive structer into a room)
This would truely create a map which can be played many times with varying results each time.
Via a drop ship in the landing pad (e.g. hera) or
Through a sewerage entrance below the space station (e.g. caged) or
Even by attaching a drop ship to the side of a hull and blowing a hole through the hull
I think there should be 3 entry ways which the commander can choose ( the comm chair would be intergrated into the map and only a 2ndary comm chair would look like a droppable ala ns1 - there is alreay a thread for this) or perhaps it could be done by a quick vote while the "game is starting" timer is counting down, other wise a random location would be choosen.
Aliens would vote which area would turn into the hive (again there is a thread for this, but the hive would be part of the DI, not so much a structures, meaning that it would transform the room into a hive, rather than just placing a hive structer into a room)
This would truely create a map which can be played many times with varying results each time.
Comments
But by the same token, I think aliens should have to place the hive within range of a water source.
With those addendums:
vote <b><!--coloro:#33CC00--><span style="color:#33CC00"><!--/coloro-->yes<!--colorc--></span><!--/colorc--></b>
Now how the heck do you implement that from the ReadyRoom? <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Random starting locations should add some more variation to strategy (close positions, far positions, map control and ect). On the other hand its a pain to balance (wc3 anyone?) and adds a nasty luck factor to the game. Depends all on devs' vision of the game and their changes to the gameplay. We already have relocs though.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Pff. I've played WCIII and it's not that hard to balance if you don't suck at mapping. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Good map making should take locational balance into the equation.
I think it's kind of unfair that marines can relocate where-ever-the-hell-they-want but aliens are FORCED to build bases at three specific FIXED sites. Yes there should be some requisite (ie: must have water nearby) but it should be a bit more flexible!
Pff. I've played WCIII and it's not that hard to balance if you don't suck at mapping. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Good map making should take locational balance into the equation.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The difference comes in with the races most of the time. Close positions on turtle rock mean that Human can tower rush anytime and he'll have some maybe 75%+ chances of winning by that. It takes pretty much zero warcraft skills and isn't anything epic either. The same goes for harassing races. Close position is an advantage for ud and orc most of the time since they can keep harassing better. Plus unless you're a micromanaging genius you'll find close positions with human quite painful since they take so much effort to keep alive while the opponent can keep track of the things even while fighting with high hp units. And we are talking about maps that are pretty much mirror for every starting loc and the units don't have their own individual skill or anything.
NS has individual skill, melee vs ranged and non-mirrored maps. It took quite a long time to get the balance working even this good. Glad that ns only has 2 races to balance.
Random hive system somehow goes, but it isn't perfect either. Somehow I feel that marines wouldn't work out even that good unless they are going to have a huge early game mobility boost to even out the random location effect.
The difference comes in with the races most of the time. Close positions on turtle rock mean that Human can tower rush anytime and he'll have some maybe 75%+ chances of winning by that. It takes pretty much zero warcraft skills and isn't anything epic either. The same goes for harassing races. Close position is an advantage for ud and orc most of the time since they can keep harassing better. Plus unless you're a micromanaging genius you'll find close positions with human quite painful since they take so much effort to keep alive while the opponent can keep track of the things even while fighting with high hp units. And we are talking about maps that are pretty much mirror for every starting loc and the units don't have their own individual skill or anything.
NS has individual skill, melee vs ranged and non-mirrored maps. It took quite a long time to get the balance working even this good. Glad that ns only has 2 races to balance.
Random hive system somehow goes, but it isn't perfect either. Somehow I feel that marines wouldn't work out even that good unless they are going to have a huge early game mobility boost to even out the random location effect.
<!--QuoteEnd--></div><!--QuoteEEnd-->
We're not talking about Warcraft, here. This is NS. High individual skill is commonplace, and that's what, In my personal opinion, needs to be outsourced for NS2. Working as a team should be just as important. Rambos should die. The problem with the random hive system and the fact that you start with one at a fixed, one of three locations. The marines can lock down, or rush, a hive very quickly if it isn't properly defended and/or it gets sieged.
A non-random hive system where there are possible areas to place a hive works very well. Personally, it would be fun to have no restrictions other than a big enuogh room (and perhaps no starting in a double-res node room!). Marines should choose their start location also. This way, each game is different; different areas become vital, different strategies must be used, and things would be more fun.
We're not talking about Warcraft, here. This is NS. High individual skill is commonplace, and that's what, In my personal opinion, needs to be outsourced for NS2. Working as a team should be just as important. Rambos should die. The problem with the random hive system and the fact that you start with one at a fixed, one of three locations. The marines can lock down, or rush, a hive very quickly if it isn't properly defended and/or it gets sieged.
A non-random hive system where there are possible areas to place a hive works very well. Personally, it would be fun to have no restrictions other than a big enuogh room (and perhaps no starting in a double-res node room!). Marines should choose their start location also. This way, each game is different; different areas become vital, different strategies must be used, and things would be more fun.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I was just pointing out that a rts from blizzard can't handle the multiple starting positions completely. I wonder if a fps/rts hybrid with probably much more balance issues can do it. Its fine if it can be implemented in ns:s, but I'm not going to be disappointed if a feature like that doesn't suit the new gameplay.