What will marine commanding in ns2 be like?
invader Zim
Join Date: 2007-09-20 Member: 62376Members
<div class="IPBDescription">predict the future</div>Given what we know about commanding in ns1 and what we've seen of NS2. I was woundering what people predict commanding in ns2 be like in terms of tactical decisions?
What we 'know' about ns2
sieges will be mobile
players will select their own arsenal
welding will be more important (or at least better)
you will have mr zaps
flame throwers
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the aliens will have their own comm,
glowienymph scouts
dynamic infestation
IN ns1 on pubs the comms decisons/actions may (very roughly) look something like this:
cap nodes
secure double and or hive positions
connect your self up with phase gates
research weapon and armour upgrades
get better guns
either siege, heavy train, or jet pack assult alien key positions and hive
key decisions are the order of research tech, what points on the map are significant, whether to do somehting unorthadox like shotty rush at the start.
Unless the aliens select sensory chamber first you make not make that may differnet build order/tech tree decisions from one game to the next
You can disagree with anything ive said ive never been a pro comm. What i want to know is what are the key decisions comms of ns2 are anticipating having to make and how to people see the game playing out from the comms pov?
Obviously we dont know everything about ns2 yet so people will have to make assumptions
What we 'know' about ns2
sieges will be mobile
players will select their own arsenal
welding will be more important (or at least better)
you will have mr zaps
flame throwers
----
the aliens will have their own comm,
glowienymph scouts
dynamic infestation
IN ns1 on pubs the comms decisons/actions may (very roughly) look something like this:
cap nodes
secure double and or hive positions
connect your self up with phase gates
research weapon and armour upgrades
get better guns
either siege, heavy train, or jet pack assult alien key positions and hive
key decisions are the order of research tech, what points on the map are significant, whether to do somehting unorthadox like shotty rush at the start.
Unless the aliens select sensory chamber first you make not make that may differnet build order/tech tree decisions from one game to the next
You can disagree with anything ive said ive never been a pro comm. What i want to know is what are the key decisions comms of ns2 are anticipating having to make and how to people see the game playing out from the comms pov?
Obviously we dont know everything about ns2 yet so people will have to make assumptions
Comments
But I had an idea for the commander, which I might as well could put in the suggestion part of the forum but I'm too bored to make a new thread <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
A.) Being able to add security cameras to the level design, which then would make it able for the commander to switch between regular map view and some sort of camera view - either switch from full map to full camera view, or just being able to pick a couple of cameras 1-3 or 1-5 and have them in the top right corner or something. <-- If placing cameras in three different areas in the middle of the map, this might be how you could spot where the first hive is. As I'm sure the development team will remove all sounds from the command chair.... no?
B.) When making teams, the team leaders of team 1-3 or 1-5, depending on how many teams you want to be able to make, could have their camera view in the top right corner or something. <-- I prefer this idea the most myself.
Telling me this would be "weird" or "difficult to pay attention to" is going to be a stupid thing to say, as the commander chair is difficult for new players to use in the beginning anyway, you might as well get used to something new yourself if you're an oldschool commander.
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AND it would be nice with a couple of other "Energy"- options, new ones.
We use this technology today, so I cannot see why cameras would be unavailable in the "future", like NS. And yeah, if there's a question of camera slots (several players = filing up the commander window) they can make it so that only the team leaders camera will be displayed in the commander chair. Like 1-3 camera slots would be great, top left or top right.
This could also be an option you could turn on/off, e.g. if you feel the cameras are only in the way, you could turn them off. If you want the option, to see exactly what the team leaders see, you could turn it on...