No free repair from armoury; must buy it instead
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Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
<div class="IPBDescription">Half-baked idea</div>Basically, the armoury would allow you to buy an instant full fix for some small cost, <u>instead of</u> repairing armour just like it restores health.
I was thinking a static 2-3 p.res, though it could also increase with how much armour you've lost (do note, this'd mean marines would spend more p.res as they get more armour upgrades).
The option to get fixed up by a teammate for free would still exist, but since it requires another person and isn't instant that should be fine.
I was thinking a static 2-3 p.res, though it could also increase with how much armour you've lost (do note, this'd mean marines would spend more p.res as they get more armour upgrades).
The option to get fixed up by a teammate for free would still exist, but since it requires another person and isn't instant that should be fine.
Comments
What I mean is, this will make a marine die quicker, but is that what we want, more marines dying quicker, or do we want to keep the marine alive as long as they are, and make the aliens survive a bit longer?
Any nerf or boost must be considered against how long the average lifetimes of the players are. I don't think currently marines are living too long, and this would shorten their lives. I would rather see a few boosts to the aliens and keep this as it is.
More armory energy for 'advanced armory' etc.
It would also mean that a newly built armory will have only default energy saved and will not be used as offensively.
"just throwing ideas"
"just throwing ideas"<!--QuoteEnd--></div><!--QuoteEEnd-->
Dude, you sound like a corporate exec; "How about we make the people pay for their oxygen?"
This is a space-war not a fuxxing wal-mart!
What I mean is, this will make a marine die quicker, but is that what we want, more marines dying quicker, or do we want to keep the marine alive as long as they are, and make the aliens survive a bit longer?
Any nerf or boost must be considered against how long the average lifetimes of the players are. I don't think currently marines are living too long, and this would shorten their lives. I would rather see a few boosts to the aliens and keep this as it is.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't see how it would affect lifetimes, since the get-armour feature remains with the armoury.
This suggestion is more about making marines spend their P.Res, meaning they have to balance getting armour right away against other concerns like saving for equipment and purchasing mines - they have to make that choice, it introduces a greater degree of the concept of opportunity cost (though mostly, armour would be the imperative choice, and saving for equipment a close second, while mines would be lower on a player's priorities).
This suggestion is more about making marines spend their P.Res, meaning they have to balance getting armour right away against other concerns like saving for equipment and purchasing mines - they have to make that choice, it introduces a greater degree of the concept of opportunity cost (though mostly, armour would be the imperative choice, and saving for equipment a close second, while mines would be lower on a player's priorities).<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly, most won't pay to refill their armour, they will wait until they can get bigger guns. Therefore, without the armoury replenishing their armour, they will die quicker :) Also repairing other marines for free also makes this change not viable.
Rather than take something that is currently free for marines, and make them pay for it, why not look at making a change to the aliens that gives them an increase.
Essentially, I don't want the FPS side of the game to become too RTS. I don't want too much, do I take this upgrade or this upgrade, that is the comm's job. If I wanted to have to think about stuff, I'd jump in the comm chair. In FPS mode, I want to follow orders, shoot and build. I don't want to think if I don't get armour in this life, then once i've died I'll have enough for a shotgun next time. I want to focus on that life in FPS mode, not be planning my future lives. It breaks the sense of realism to be thinking across lives when you are FPS'ing.
Yeah.. And hoe many people do you think would be willing to fight for you, buddy?
Absolutely, there is thinking involved already, I just don't want to add too much to the shooter side. You already have to think about teamwork and tactics, res and lifeform/weapon choices. That's a lot for me to deal with and fight as it is. Too much time thinking means too much time standing around being vulnerable, means I die more often. I die enough as it is, don't make it too hard for me to stay alive. I'll be spending 10 mins at the armoury weighing up whether to get the armour or not and I'll be killed from behind :)
I love that NS requires tactics and thought, but IRL the marine doesn't concentrate too much on doing anything other than following orders, most of the thinking is done up at the top of the command chain. They have to think on their feet while out in the field sure, but not pondering whether to carry a gun or some extra armour, that thinking is done at the command level, and I think thats where it should stay in NS :)
I love to think, but about things more directly in the FPS side, like staying alive and supporting my teammates, not making choices at an armoury.
I know it's horses for courses, but there is enough choice for me on the marine front as it is, plus the new gamers that come into this after release will be overburdened with the options they are presented with anyway, do we want to make the game too difficult for newbs, even long-term newbs like me.
I see a lot of really good ideas on this forum, which would really work in an organised scene. I really feel a lot of these ideas, this and the allow com to also drop weapons idea for example, would make a really good pro-mod of NS. NS has a really high level of player and I think some of these ideas will be too much for the young CoD and BF3 players who will come across this game. It needs to be more entry-level friendly than NS1 in my opinion, but I think a pro mod of NS would be great with these ideas.
1) Repair armour,
2) Save for shotgun/whatever,
3) Buy mines/whatever
You do 1) in most situations because you want to stay alive.
You do 2) if you are especially desperate for a shotgun/whatever, or just *that close* to getting one.
You do 3) because you have excess resources, or you see great immediate need for them.
It's not really the difficult, time-consuming choice you make it out to be. You see, the thing is, you will most of the time have made your decision <u>BEFORE</u> you even get to the armoury (if you even decide to go to the armoury), while doing other things.
This is an aside, but for me, I think the ground player needs to know MORE about the metagame situation, and needs to be MORE involved in the decision making process. Maybe it's because the last games I played to any relative extent were DotA/HoN, where you are just one player in a team, but you have to understand and react to the situation around the map if you want to succeed. That kind of thinking is good for a player in any RTS-style game - whether that's DotA or NS2.
edit: realised suiciding would be a problem here :(
edit: realised suiciding would be a problem here :(<!--QuoteEnd--></div><!--QuoteEEnd-->
You mean suiciding to regain armour? Then you pay the penalty of time spent being a useless piece of hello, and bogging up the spawn queue in case someone unexpectedly dies while you're respawning (assuming you bothered to make sure it was clear in the first place), so that doesn't seem too bad a trade for 2-3 res.
Wait... so... to regain survivability... the player kills himself? Seems kind of... counter-productive.
And what if he's already spent some cash on other equipment? That would be a significant blow to them.
I think some people might suicide, but I think most people will choose to spend 2/3 res or simply go without.
The welder becomes an even more important mechanic, because it actually saves people money.
This confuses me. How does the welder save money when you can weld team-mates armour for free anyway, without the cost of a welder?
I thought the welder was for repairing HA.
I thought the welder was for repairing HA.<!--QuoteEnd--></div><!--QuoteEEnd-->
The current implementation is placeholder. Eventually, it'll take owning a welder in order to get the current +use behaviour.
I thought the welder was for repairing HA.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was operating under the assumption that the welder would cost money in future (<a href="http://www.ns2hd.com/2011/12/builder-and-welder.html" target="_blank">it will</a>).
Or what DarkOmen said.
So this would be an addition to that. You have three options:
1) Get repaired by the armoury for a small cost.
2) Get repaired by a teammate for "free" (they had to have bought a welder).
3) Forego armour repair, for whatever reason (too poor, saving money, need to buy other things instead).