Structural Building - Problems and Solutions
Slithers
Join Date: 2010-07-30 Member: 73368Members
Hey guys, not a fan of the fact that you can build massive structures in the middle of hallways and rooms that doesn't give power.
I was wondering if you have any plans to make it so, only 1 armory or 2 maximum per Commander room was allowed, making the game play seem more realistic, rather than seeing armory's being dropped in the middle of some hallways as it blocks doorways and guys grab ammo off it?
I was thinking of an idea that could be more interesting was, maybe the commander could drop a large "technological ammo/med box" that looks more realistic and suitable in teh enviroment. Kind of like how in Call of Duty you would drop from a parachute a box that has a bunch of gadgets and gizmos in it after getting a kill streak.
Make the box limited to a certain amount of ammunation and medical supplies so the commander has to dorp them in key points and in certain situations, that way it looks more realistic, has a more strategic purpose to it, rather than just spamming buildings that make no sense all over the place
I know you can drop medpacks and ammo packs in smaller doses around the map, I was thinking of a better way to solve the spam building structures across the board and have larger ammo/med pack boxes that a team can work off of until it's been used up to keep the resources flowing, or make it so the box drops for each squad, that way the squad can recieve that box, since I see you guys are implementing a squad system, which is a great idea.
Just food for thought, thanks for listening
Keep up the good work and IMPLEMENT BHOPPING like in NS1 for skulks atleast!!!
I was wondering if you have any plans to make it so, only 1 armory or 2 maximum per Commander room was allowed, making the game play seem more realistic, rather than seeing armory's being dropped in the middle of some hallways as it blocks doorways and guys grab ammo off it?
I was thinking of an idea that could be more interesting was, maybe the commander could drop a large "technological ammo/med box" that looks more realistic and suitable in teh enviroment. Kind of like how in Call of Duty you would drop from a parachute a box that has a bunch of gadgets and gizmos in it after getting a kill streak.
Make the box limited to a certain amount of ammunation and medical supplies so the commander has to dorp them in key points and in certain situations, that way it looks more realistic, has a more strategic purpose to it, rather than just spamming buildings that make no sense all over the place
I know you can drop medpacks and ammo packs in smaller doses around the map, I was thinking of a better way to solve the spam building structures across the board and have larger ammo/med pack boxes that a team can work off of until it's been used up to keep the resources flowing, or make it so the box drops for each squad, that way the squad can recieve that box, since I see you guys are implementing a squad system, which is a great idea.
Just food for thought, thanks for listening
Keep up the good work and IMPLEMENT BHOPPING like in NS1 for skulks atleast!!!
Comments
...that looks more realistic and suitable in teh enviroment...
...it looks more realistic, has a more strategic purpose to it, rather than just spamming buildings that make no sense all over the place...<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1829306:date=Feb 3 2011, 01:50 AM:name=Slithers)--><div class='quotetop'>QUOTE (Slithers @ Feb 3 2011, 01:50 AM) <a href="index.php?act=findpost&pid=1829306"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Keep up the good work and IMPLEMENT BHOPPING like in NS1 for skulks atleast!!!<!--QuoteEnd--></div><!--QuoteEEnd-->
Consistent your is reasoning not.
this is exactly why games becomre pure dog###### and never get anywhere now a days.
Flame on flameboys
this is exactly why games becomre pure dog###### and never get anywhere now a days.
Flame on flameboys<!--QuoteEnd--></div><!--QuoteEEnd-->
Ns2 isn't aiming for realism first off. And, we dont need large ammo crates becuase we have ammo packs and carry 6 clips with you. Also, limiting the amount of structures you can build is limiting what the com can do. Final point, dropping buildings in hive room makes perfect sense, because destroying a hive is hard, and it helps the marine team by keeping them alive and full of ammo, and adding another threat to the skulkies there. Granted, it won't make sense realisticly, but realism isn't what ns2 aiming for.
Most of the building spamming doesn't happen in real games. NS2 is still developing, give it some time and you'll never see those buildings spammed since it adds up tremendously in resources. Unless its a custom map (haha those are fun)
- Keep posting ideas though for the game! UW needs all the ideas they can get. Don't let the flames get to you, normally people post some good constructive criticism.. No one I presume posted a good one here? D:
nice catch.
Limiting structures isn't a bad gameplay feature. In fact, its frequently used to prevent spam, which I would consider a good thing to stop.
@op
No game is realistic nor should they be. Some aspire to featuring more realistic effects, but the emphasis should be on creating a game thats fun. If making something more realistic does that, then great. However, I find many realistic features generally translate poorly in making games fun.
Also, I haven't found spam (except for hydra spam) to be a problem in any actual NS2 game (i.e. one where people play rather than test).
this is exactly why games becomre pure dog###### and never get anywhere now a days.
Flame on flameboys<!--QuoteEnd--></div><!--QuoteEEnd-->
Where were people flaming you? One guy said that one of your concerns is being addressed by the devs. The other guy pointed out a genuine inconsistency in your post.
--Cory
Does this mean they'll always be unpowered no matter what? If so I'm unsure about this, especially with vital areas like tram tunnel. It will be more of an annoyance, especially for new and players who are not knowledgable, mare then anything.
I feel the transportable power node should be more of a support device used to either quickly power up and powered down room while waiting for the macs or marines with welders or to power a room covered in DI that hasn't been cleared of the DI yet.
But it shouldn't be a crucial and main device needed just to power certain areas. It will than become just a huge burden and slow down the pace of the combat and game.
In a way, that seems to balance out pretty well (at least in my mind). Plop a portable power pack down, enable power for the <b>whole room</b> and get some MACs/Marines to construct. DI takes time to spread out, but allows automatically growing buildings to be placed.
this is exactly why games becomre pure dog###### and never get anywhere now a days.
Flame on flameboys<!--QuoteEnd--></div><!--QuoteEEnd-->
You know when someone disagrees with you it doesn't automatically mean they're flaming you, flaming is when they hurl insults at you, pointing out flaws in your logic is called debate.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I think there should be a regular PN in alien start, only it should be destroyed at the start of a round. It's rather arbitrary to not have one in there and afaik it was only removed to prevent mass sentry spam rushes in the alien start hive. But those are a thing of the past anyway now. A tech point is a tech point is a tech point, and they should all have a PN.
NO! I'd quit playing the game if they brought Bunny Hopping back!
B-Hopping was never actually intended to be implemented in the Half-life engine. The developers just didn't want to fix it. Way back when it actually use to be considered glitching. B-Hopping would upset what balance there is with how all the new mechanics work in NS2.
B-Hopping was never actually intended to be implemented in the Half-life engine. The developers just didn't want to fix it. Way back when it actually use to be considered glitching. B-Hopping would upset what balance there is with how all the new mechanics work in NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
Lol.
# When destroyed it is just broken until repaired
# Is carried around the map by the MACs
B-Hopping was never actually intended to be implemented in the Half-life engine. The developers just didn't want to fix it. Way back when it actually use to be considered glitching. B-Hopping would upset what balance there is with how all the new mechanics work in NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
So it was a fluke that NS1 has a movement system still competiting with the best, developers were too lazy to just fix the "exploitable" commands and bhopping or similar system would destroy already boring way to move.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
It's cool that there will be neutral zones between controlled rooms, but one thing concerns me. This starts limiting marine placement even more, yet aliens haven't been limited to building on DI yet. (meaning aliens can spam hallways without limit)
Will we be seeing the introduction of some DI-based gameplay before portable nodes are introduced/enforced? Or will we just have to deal with it for a little bit?