Infantry Portal Starting.

StarClawsStarClaws Join Date: 2002-11-26 Member: 9974Members
Come on Charlie...

"We're still having lots of confusion and early game endings due to no starting Infantry Portal. Putting it back in...again!"

Just because the commander fails and doesn't know how to build the two starting buildings doesn't mean you need to give them help. If he/she doesn't remember to build an infantry portal, that person needs to be ejected. This should be something that the commander needs to build that way the team knows if the commander is going to help or hinder the team. And then we can eject if need be. A test so-to-speak. Or else you might as well place every building for them. Oh and drop med-packs for them somehow. Oh and scratch their ass for them.

Thanks,
SC

Comments

  • 1stToast1stToast Join Date: 2007-12-02 Member: 63067Members
    Yea, one of my pet peeves in ns is having to type "comm IP now" several times. I don't mind helping a newbie learn the ropes but it get frustrating when the com is the only player alive in the chair surrounded by skulks 1 min. into the game.
  • StarClawsStarClaws Join Date: 2002-11-26 Member: 9974Members
    edited October 2010
    Need to be able to eject while dead without having to use console or a non-default key bind. That way we can feed the comm to the skulks and end the game to start a new one rather than waiting for the command chair to be destroyed. And if there's still the command chair timeban, that commander wouldn't be allowed to command next game.
  • wolffeguardwolffeguard Join Date: 2010-10-17 Member: 74493Members
    Sure hope they have a comm training map
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    Maybe the commander shouldnt be able to do anything else besides placing at least one IP, not even scroll the map. Of course, don't forget the visual cue (like semi transparent red text across the screen "PLACE INFANTRY PORTAL").

    At least until 60 seconds in the game. If there's no com by that time, something's wrong anyway.
  • abYsssabYsss Join Date: 2010-07-16 Member: 72433Members
    <!--quoteo(post=1802541:date=Oct 24 2010, 06:43 AM:name=StarClaws)--><div class='quotetop'>QUOTE (StarClaws @ Oct 24 2010, 06:43 AM) <a href="index.php?act=findpost&pid=1802541"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Come on Charlie...

    "We're still having lots of confusion and early game endings due to no starting Infantry Portal. Putting it back in...again!"

    Just because the commander fails and doesn't know how to build the two starting buildings doesn't mean you need to give them help. If he/she doesn't remember to build an infantry portal, that person needs to be ejected. This should be something that the commander needs to build that way the team knows if the commander is going to help or hinder the team. And then we can eject if need be. A test so-to-speak. Or else you might as well place every building for them. Oh and drop med-packs for them somehow. Oh and scratch their ass for them.

    Thanks,
    SC<!--QuoteEnd--></div><!--QuoteEEnd-->


    You have to start with the infantry portal, anything else is just stupid.

    You don't know how frustrating it is, to join a new game, then you might get interrupted by something for a few seconds and then you can't join anymore until someone builds a portal.

    You are wondering what stupid commander doesn't build a portal, until you realize that your team doesn't even have one. The few players who managed to get in the game in time have gone off rambo style towards the alien base and died within a few seconds.

    There should be <u><b>nothing</b></u> preventing a player from spawning at the start of the game.
    So UWE´s thoughts on this are completely right.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited October 2010
    <!--quoteo(post=1802638:date=Oct 25 2010, 11:24 AM:name=abYsss)--><div class='quotetop'>QUOTE (abYsss @ Oct 25 2010, 11:24 AM) <a href="index.php?act=findpost&pid=1802638"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have to start with the infantry portal, anything else is just stupid.

    You don't know how frustrating it is, to join a new game, then you might get interrupted by something for a few seconds and then you can't join anymore until someone builds a portal.

    You are wondering what stupid commander doesn't build a portal, until you realize that your team doesn't even have one. The few players who managed to get in the game in time have gone off rambo style towards the alien base and died within a few seconds.

    There should be <u><b>nothing</b></u> preventing a player from spawning at the start of the game.
    So UWE´s thoughts on this are completely right.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's far more complicated than you make it sound. You're completely forgetting base layouts, early game marine spreads and such. We know so little about NS2 strategy that it might even be viable to not build the IP within the first minute, many RTS games have far more crazy tricks than that.

    I want to avoid any unnecessary restrictions to the gameplay. Newbie guidance shouldn't shut down creativity from more advanced players.

    The early game respawn issue can be fixed by a dozen ways that don't force players to take any certain approach. For example, extending the game entering period further to the round already ensures that most people don't join dead to an IPless team.

    Edit: Wrote some <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=105038&view=findpost&p=1802643" target="_blank">extra thoughts</a> on twitter thread
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    Rather than a traditional "infantry portal", let the marines start with a "waygate" (or whatever you want to call it). This could be written into the NS story as the method by which the marines get on the ship.

    The waygate would act like an infantry portal for a short time (one minute?), and then close. This would allow for marines to join in and respawn during this time, after which an infantry portal would be required.

    The waygate could show itself "going out" for the last 15 seconds, and a warning could be broadcast to the entire team if the waygate is about to expire.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1802651:date=Oct 25 2010, 04:14 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ Oct 25 2010, 04:14 PM) <a href="index.php?act=findpost&pid=1802651"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rather than a traditional "infantry portal", let the marines start with a "waygate" (or whatever you want to call it). This could be written into the NS story as the method by which the marines get on the ship.

    The waygate would act like an infantry portal for a short time (one minute?), and then close. This would allow for marines to join in and respawn during this time, after which an infantry portal would be required.

    The waygate could show itself "going out" for the last 15 seconds, and a warning could be broadcast to the entire team if the waygate is about to expire.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think learning curve wise it's just easiest just to have the IP right away as the safe standard approach. That way newbies have a solid starting routine that gets the base running for the rest of the game, but anyone can still get creative if necessary. Strategically way gates might offer some extra flexibility if implemented right, but that's all guessing at this point.
  • StarClawsStarClaws Join Date: 2002-11-26 Member: 9974Members
    edited October 2010
    <!--quoteo(post=1802638:date=Oct 25 2010, 06:24 AM:name=abYsss)--><div class='quotetop'>QUOTE (abYsss @ Oct 25 2010, 06:24 AM) <a href="index.php?act=findpost&pid=1802638"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You have to start with the infantry portal, anything else is just stupid.

    You don't know how frustrating it is, to join a new game, then you might get interrupted by something for a few seconds and then you can't join anymore until someone builds a portal.

    You are wondering what stupid commander doesn't build a portal, until you realize that your team doesn't even have one. The few players who managed to get in the game in time have gone off rambo style towards the alien base and died within a few seconds.

    There should be <u><b>nothing</b></u> preventing a player from spawning at the start of the game.
    So UWE´s thoughts on this are completely right.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You're not at the start of the game. You're a few seconds into the game. Probably quite a few if someone's already died. There's a difference.

    Well, you see, NS usually has a beginning round freeze time. It allows you to call out commanders, plan strategies, and wait for slow joiners. Even after the game starts, you usually spawn for a little while in marine start when joining the team. All of this can be altered by the server of course. But really why deny a successful push for the aliens by giving free respawn ability after a death 0 seconds into the game? The rush is sometimes a great tactic knowing that most of the marines went out into the field and left base.

    But really... they are testing NS2 with a smaller than normal map and an even faster Skulk than before. It is a new game. Marines just have to secure a starting point before pushing out as a group now. How hard is it to have patience in base and defend your entrances while someone builds an infantry portal? If there's no teamwork 5 seconds into the game then there is a problem. And... You can't rambo as much anymore anyways.

    And then there is, as mentioned, building placement strategy... Preferably far away from command chair and alien starting hive. More important now with leap so commander has a bit more time to react.
  • FuzionMonkeyFuzionMonkey Join Date: 2005-05-04 Member: 50889Members
    Just have a big warning in the commander view that says no IP has been built.

    When the commander builds an IP, the warning goes away.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    Guys, you do realize that this is the alpha map?
    It's a freaggin testmap, not something carefully engineered with every feature in mind.

    And last but not least, the mapper should be responsible to decide if there's an IP for start.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Why should it be the mappers choice?
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    edited October 2010
    because he designs the map? because he can predefine some of the tactics employed?
    if theres an ip at start, people can rush out. if theres not they have to defend long enough for the trashcan to build it.
    on the alienside, if there's an ip for marines, they have to be more defensive, if theres none they can spread out more thinly.

    thats the most basic strategy layout of course, I never was a top-level competive player so I don't even know what crazy they will breed for ns2.
  • FuzionMonkeyFuzionMonkey Join Date: 2005-05-04 Member: 50889Members
    <!--quoteo(post=1802688:date=Oct 25 2010, 08:49 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Oct 25 2010, 08:49 PM) <a href="index.php?act=findpost&pid=1802688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Guys, you do realize that this is the alpha map?
    It's a freaggin testmap, not something carefully engineered with every feature in mind.

    And last but not least, the mapper should be responsible to decide if there's an IP for start.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It shouldn't be the mapper's choice. Its a gameplay element that shouldn't vary map to map.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Mappers should only be able to place possible spots for the start-IP.
    But it's already random within the cc radius, afaik.
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