I'm commander, BUT is it fun?

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Comments

  • oldassgamersoldassgamers Join Date: 2011-02-02 Member: 80033Members, Squad Five Blue, Reinforced - Shadow
    I understand the concept between alien commander and the gorge. But what I don't like is that I have a feeling about alien commander being addicited to gorge. If a team starts out without non gorges it will effect the alien commander prestanda in a game. I'm hoping that it won't be like that, instead it will effect less support to the team members.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    <!--quoteo(post=1862359:date=Jul 22 2011, 02:48 AM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Jul 22 2011, 02:48 AM) <a href="index.php?act=findpost&pid=1862359"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure if it already came up (didn't read all posts), but the aliencommander is here to stay.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm not saying the Alien Commander shouldn't be here, just that he needs a little more to do than he currently has. Marine commanders can act offensively... they run scans, move ARCs into locations, can drop ammo/meds to assault marines, and can even deliver 8 turrets and a power pack to a couple of ninjas who snuck into Alien Start (which didn't save us the game, but made for a really amusing hive kill). Alien commanders, on the other hand, are stuck only really being able to play on Croach and they don't have access to Hydras, which limits their offensive posture noticeably. And there's the whole "what's a gorge supposed to do?" thing, where their roles sort of but don't really overlap.

    If maps start having more interesting details to interact with (like lockable doors, controllable vents, etc) and Croach starts being able to do things like decide who controls that door, drain/destroy power nodes, etc, then the commander might have some more entertaining things to do. I'm not sold on his current implementation.
  • SquidgetSquidget Join Date: 2003-06-13 Member: 17334Members
    <!--quoteo(post=1862359:date=Jul 22 2011, 05:48 AM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Jul 22 2011, 05:48 AM) <a href="index.php?act=findpost&pid=1862359"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure if it already came up (didn't read all posts), but the aliencommander is here to stay.
    You may ask why.
    The main reason is to balance the game.
    The builder gorge and thus the alien team in NS1 was only balanced with the marine team on a 6v6 game. If there are less players alienteam has the advantage and if there are more players the marines have.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1

    More generally, this applies to many of the drastic changes in NS2, such as Alien comm, split resource model, MACs and Drifters.

    NS1's core gameplay simply CANNOT scale from 6x6 to 16x16. It's fundamentally incompatible.

    As the game gets bigger, the Gorge's biggest flaw is that he can only be in one place at a time, and only see what's happening at that one place. You are going to NEED a comm who can keep the overview of the entire map, and take action over the entire map.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1862421:date=Jul 22 2011, 05:39 PM:name=Shrike3O)--><div class='quotetop'>QUOTE (Shrike3O @ Jul 22 2011, 05:39 PM) <a href="index.php?act=findpost&pid=1862421"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If maps start having more interesting details to interact with (like lockable doors, controllable vents, etc) and Croach starts being able to do things like decide who controls that door, drain/destroy power nodes, etc, then the commander might have some more entertaining things to do. I'm not sold on his current implementation.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Even with notably increased map interaction it's all still very situational and map specific amusement. Certainly it's a cool addition, but the way I see it it's too situational and inconsistent to be the core of challenging commander experience. I think alien commander needs more interaction with the 'regular' fights and skirmishing that don't necessary revolve around a controllable door or such.
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