Gorges, Floaters and RTs

RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
edited July 2010 in Ideas and Suggestions
Instead of "stealing" one of the most important roles from the gorge, let both the floaters and the gorges place RTs.

I don't know what's planned, I know that much, but as an attacker I won't have the need to stay near a floater to guard it nor do I really want to as aliens are mostly based on guerilla tactics opposed to the marines.

Marines have the psychological bonus that MA<strike><!--coloro:red--><span style="color:red"><!--/coloro-->S<!--colorc--></span><!--/colorc--></strike>Cs (it's MACs) will repair their armor, which lets them stay close to them by default.
A Floater is for recon, not healing.

Oh dear Lord, I hope you get what I'm trying to say.

Comments

  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    <!--quoteo(post=1787881:date=Jul 28 2010, 02:36 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Jul 28 2010, 02:36 PM) <a href="index.php?act=findpost&pid=1787881"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marines have the psychological bonus that MASCs will repair their armor, which lets them stay close to them by default.
    A Floater is for recon, not healing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You meant MAC's. MASCs are siege tanks.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    Well, yeah. I slipped. :)
  • ATeddyBearATeddyBear Join Date: 2010-07-28 Member: 73294Members
    edited July 2010
    By allowing gorge's to place RT's wont this unbalance things now since Gorges can move much faster and are far more tough then the Marines MAC's. This would give the Alien team a huge advantage by allowing them to take RT's faster then the Marine team and would remove the necessity of having to defend the floater which appears to have a critical game play role in directing players.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Don't the drifters die when they place things anyways?

    Er sry, evolve into structure. While the mac doesn't. And the mac can build many more things.
  • Lemming JesusLemming Jesus Join Date: 2010-04-13 Member: 71385Members
    Only if it takes from the team resources. If it uses the player's own resources it would give a huge advantage to aliens.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    I allways understood the floater as a distraction for marines, not as a core unit for the alien team.
    They're to slow and stupid to be that important, and you lose them when you place something.
    This is especially bad for remote locations when there are battles raging that draw in a lot of alien players, nobody is there to defend the snails.
    From what I've seen yet the marines can take down buildings quickly (I assume its designed and will stay this way), so it's urgent for aliens to spread wide and fast quickly, just as it was in NS1.

    To me, the floaters feel like the fixed resource system of NS1, seriously crippling the alien development if there are many players present.

    I did not have the chance to test the marine version of building placing yet (skulks in base before i am in the CC), but I believe they can still place and build structures without macs, if not: give it to them this option to balance it out for a bit again.
  • ATeddyBearATeddyBear Join Date: 2010-07-28 Member: 73294Members
    <!--quoteo(post=1787915:date=Jul 28 2010, 03:30 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Jul 28 2010, 03:30 PM) <a href="index.php?act=findpost&pid=1787915"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't the drifters die when they place things anyways?

    Er sry, evolve into structure. While the mac doesn't. And the mac can build many more things.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I thought this was a bug similar to the MAC's stop working when they build a structure. If it is this way it would depend on how much resources to takes to build a floater vs a MAC. Which I do not have in front of me right now.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I allways understood the floater as a distraction for marines, not as a core unit for the alien team.
    They're to slow and stupid to be that important, and you lose them when you place something.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well it is the a core unit as in without it you cannot build RT's and other alien structures. Similar to how Marines cant build structures without a MAC and both need to be defended when they go to remote map locations to build or anywhere outside the base area.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->This is especially bad for remote locations when there are battles raging that draw in a lot of alien players, nobody is there to defend the snails.
    From what I've seen yet the marines can take down buildings quickly (I assume its designed and will stay this way), so it's urgent for aliens to spread wide and fast quickly, just as it was in NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well if the alien team chooses not to defend their floater and in turn if the Marine choices not to defend their MAC's then neither team will make much headway. It only takes one player to defend a floater/MAC, unless they are really intent on killing them, and if no one on the team wishes to defend it then that is a failure of teamwork, not a failure of the design.

    The time it takes to down buildings for marines vs aliens I have not exactly looked at, so I cannot say if either team can do it quicker then the other one, but from a quick glance it seems that both teams can take down structures pretty quickly if not properly defended, but this is something that would become more clear when hit detection improves.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->To me, the floaters feel like the fixed resource system of NS1, seriously crippling the alien development if there are many players present.<!--QuoteEnd--></div><!--QuoteEEnd-->

    As I stated earlier this is dependent on the team themselves, if no one chooses to defending the floater/MAC then neither team will make headway as nothing will get built. Its only crippling if the team chooses not to allocate their player resources correctly to where it is needed.


    On gorges:

    This is the one class I had a lot of time with, because I always loved playing gorge in NS1 and now NS2 (GOOOOOOOOO Belly Slide!). The gorge as it stands now is a support class, you build hydras to defend locations and heal alien structures/floaters/egg/team members. For the couple of games we had a alien commander I would mostly go gorge and be on guard duty for the floater as I can heal and fight at the same time to help keep the floater alive until it gets to the location and finished building. Then I would switch over to team support when nothing was being built and heal teammates and put up hydras to help stem the Marine advance. All in all the gorge fit this role perfectly, it was a role divided in NS1 due to the building of structures being placed squarely on the gorges shoulders, which turned a lot of people away from playing it because they wanted to get in the action. In NS2 the gorge takes a in-direct building role by helping keep the floaters alive so that they can build structures, which allows him to focus more on supporting the team then being the cornerstone to alien advancement. Also belly slides are really fun.
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    I am really happy that something other than players will be building structures.

    NS1 structure building style = ick. I want to play the game, not press "e" for thirty seconds. That's boring.

    Giving both players and AI bots the ability to build? Bad idea. I don't want meta-game developing which excludes builder bots from building and forces me to build structures. That's a possibility I REALLY do not want to see.

    I disagree with this suggestion on those grounds.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    edited July 2010
    Ok, if youre all against it, I just hope UWE will improve their AI <u>drastically</u>, else I wasted 120$, as a temp employee...
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    <!--quoteo(post=1787996:date=Jul 28 2010, 05:11 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Jul 28 2010, 05:11 PM) <a href="index.php?act=findpost&pid=1787996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok, if youre all against it, I just hope UWE will improve their AI <u>drastically</u>, else I wasted 120$.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, I hope the current game's state becomes more playable. Pretty natural desire, I guess.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Hm.

    Allowing Gorges to place RTs would be very beneficial. It would give them a bit of something extra to do.

    Just healing and setting up their Wall-o-Lame isn't terribly exciting, and I don't think their battle prowness has improved much at all. At least by dropping RTs you can feel like you're adding to the whole economy in my mind. This also alleviates the Glowie restraint though, and if that is an intentional balance mechanic we will need to re-think some things.
  • SwampRatSwampRat Join Date: 2003-02-10 Member: 13369Members
    I'd vote (not having played experienced it as it is) to have the gorge being able to build at least res towers - if cost/speed is an issue how about having it cost the gorge personal resources plus still cost the team the same amount as normal. It could even be that the gorge could produce a drifter that the alien commander then turns into something - at least then the gorge would have been independent(ish) and helped out, plus it allows more sneaking / replacing RTs at outposts etc.

    That said, I don't know how the resource model works in NS2 so probably shouldn't comment at all.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    I've been reading some other comments about how the Gorge is still uber vital as a mobile healing station and the AC will probably be a more temporary position instead of the dedicated Marine Comm.

    Also, perhaps the real strength of the Gorge will be that even though a Floater has to start building the RT, the Gorge perhaps is the only other alien with build speed-up abilities. This would definitely make them very special since they have to get those RTs up ASAP.
  • scott.exescott.exe Join Date: 2010-07-15 Member: 72394Members
    I vote for drifters making the rts and the gorges not making the rts

    building buildings was always the most boring part of ns1. and adding npc buildings to both sides is super cool imo.
    From what i remember they dont cost anything to make, so theres nothing to worry about there. If your worried about them getting killed off in remote locations then defend them.

    I think it will add a whole new level of teamwork and strategy to have these npcs running around doing important (yet boring) tasks while players fight to kill/defend them (the fun part).

    I want to know who came up with the idea for the npc builder because i want to give them one of my ice cream sandwiches
  • scott.exescott.exe Join Date: 2010-07-15 Member: 72394Members
    as for the gorges, it seems that they would fall into more of a support healer role, which doesn't seem that bad. If you've played tf2 think engineer meets medic, sounds pretty fun, no?
  • abYsssabYsss Join Date: 2010-07-16 Member: 72433Members
    If anything I would like to see the Gorge having some influence over the dynamic infestation that will be added at some point.
  • RedDragonGeckoRedDragonGecko Join Date: 2002-12-11 Member: 10564Members
    edited July 2010
    Allow the Hive commander to give the Gorge "build rt here" orders while the cost comes from the hive as if a floater built it. But only let the gorge build rts that the hive has 'placed' so we as gorge can go to a rt point and spam "need orders" like the marines of old.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1788392:date=Jul 29 2010, 10:01 AM:name=scott.exe)--><div class='quotetop'>QUOTE (scott.exe @ Jul 29 2010, 10:01 AM) <a href="index.php?act=findpost&pid=1788392"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it will add a whole new level of teamwork and strategy to have these npcs running around doing important (yet boring) tasks while players fight to kill/defend them (the fun part).

    I want to know who came up with the idea for the npc builder because i want to give them one of my ice cream sandwiches<!--QuoteEnd--></div><!--QuoteEEnd-->

    I didnt find it boring at all to sneak my rts into enemy territory, off the heavily patroled routes.
    You cant imagine the funny chatter when they found I plastered half their "secured nozzles" with RTs already.

    And I would serve him the special "the offspring" type sandwich.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    A compromise I posted in another forums is perhaps Forges have the ability to speed up building speeds. That way Glowies/Drifters as a resource are still in effect, but Gorges can take an active role in RT capturing.
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    edited July 2010
    Here is my take.

    Making both teams to rely on their "SCV" to build their Resource Structures, Tech Structures, and Upgrade Structures, makes both sides even and easy to Command for both teams.

    Also, it provides a sense of importance to actually "Escort" another object.

    In NS1, most Players just leave their Gorges to do their own thing, since they can fight back. The Drifter and MAC cannot, so it makes it actually important to protect them(since they can not protect themselves).

    It also means all actualy real Players can be used for combat, and not forced to sit in base waiting to unlock the Tech Tree for the Commanders.

    *****

    Conclusion: Vastly superior to NS1. Commanding is more like a good RTS(Starcraft). There is no cross-babysitting required.
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    edited July 2010
    *BONUS INFO*

    This is why the Gorge can only build the Hydra(so far), because it is a purely Offensive Structure that does not unlock any Upgrades.

    So anything that the Gorge gets to build(added in the future), will probably have no actual effect on the Commander's(s') role.

    The Gorge might get an "Aura Chamber/Structure/Turret", which its sole purpose would be to buff the stats of Alien Players in a radius, but not unlock anything in the Tech Tree.

    NS1 Conversion Example:

    A chamber that Cloaks nearby Kharaa, increases Adrenaline Recharge, and Heals nearby Players. But it does not unlock the Upgrades Carparace, Regeneration, Redemption, Adrenaline, Silence, Celerity, Cloak, Focus, and Scent of Fear.

    Awesome sauce.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1787909:date=Jul 28 2010, 03:25 PM:name=ATeddyBear)--><div class='quotetop'>QUOTE (ATeddyBear @ Jul 28 2010, 03:25 PM) <a href="index.php?act=findpost&pid=1787909"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By allowing gorge's to place RT's wont this unbalance things now since Gorges can move much faster and are far more tough then the Marines MAC's. This would give the Alien team a huge advantage by allowing them to take RT's faster then the Marine team and would remove the necessity of having to defend the floater which appears to have a critical game play role in directing players.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Exactly what i was thinking, and exactly what is wrong with NS1... the alien team had to much freedom to adapt 1000x faster then the marine team to conditions in the map. Couple this with the super high speed movement abilities, or extreme armor abilities, and it's no surprise why NS1 was such an crippled concept. And the fact that some people want to re-implement these ###### up game design choices in NS2 (when even the devs said NO) makes me want to ::facepalm::.
  • CarbonSnackCarbonSnack Join Date: 2004-09-24 Member: 31898Members
    edited July 2010
    How about giving the Gorge another chamber that both helps the AC and buffs nearby structures? It could be called...

    <b>Infestation Chamber </b>

    and it could do the following:
    - expand infestation in a radius around itself, buffing all structures built on top of the infestation
    - provide slow healing (or damage resistance) for structures and aliens on that infestation
    - allow the Alien Commander to generate a Floater from the infestation chamber (at a much slower rate, say one per minute?)

    This would allow the Gorge to still be able to tend to his "garden" as well as expand his role as a support class by helping the commander get Floaters into remote locations without having to float them all the way there. Now obviously this could only be fully implemented once dynamic infestation is in the game, but the ability to generate floaters and buff nearby structures could be implemented sooner.

    Just a thought, enjoying testing the alpha so far :)
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1788867:date=Jul 30 2010, 01:07 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Jul 30 2010, 01:07 AM) <a href="index.php?act=findpost&pid=1788867"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Exactly what i was thinking, and exactly what is wrong with NS1... the alien team had to much freedom to adapt 1000x faster then the marine team to conditions in the map. Couple this with the super high speed movement abilities, or extreme armor abilities, and it's no surprise why NS1 was such an crippled concept. And the fact that some people want to re-implement these ###### up game design choices in NS2 (when even the devs said NO) makes me want to ::facepalm::.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Go and abuse an armory, or think before you type.
    also, show me where they posted a no to the designs i loved in NS, that made NS unique in my eyes.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    FocusedWolf strikes again.
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