+1 Team-Res for a kill

SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
<b>why?</b>
because it should be get MORE punished to get killed.
(skulk) base rushes in the beginning wouldn't be that effective anymore

<b>why is it better than +X pRes for a kill?</b>
because it would favor combat-players playing rambo,
Fade would benefit too much from it

Comments

  • LuitjensLuitjens Join Date: 2010-07-26 Member: 73034Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester
    The gorge should be able to drag dead bodies to nearest cyst and the cyst will slowly regurgitate it for team-res, and marines could use aliens for food as well, not sure how they would get team-res out of that, but I agree that dead bodies should result in some sort of resource collection, but not p-res since that would encourage rambo like you said.
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    awesome idea, can't tell if serious ...
    my suggestion was serious though. any comments?
  • LuitjensLuitjens Join Date: 2010-07-26 Member: 73034Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester
    I was serious! Alien food requires less resources to cook with :) I agree on your statement about punishment for dying, a team-res tick is nice.
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    As tempting as this is, and as rewarding as it would be to score a bit of res for your team when you make a kill, it would mean that the one noob on your team who keeps running in and dying is feeding the enemy a bunch of res. You already hurt your team when dying a lot by taking up spawn time.

    Ideally, the presence of a bad player on your team shouldn't be able to hurt you too much more than being a player down. In games where it can, you see experienced players being really hostile towards newbies.
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    <!--quoteo(post=1918191:date=Mar 26 2012, 08:21 PM:name=serpico)--><div class='quotetop'>QUOTE (serpico @ Mar 26 2012, 08:21 PM) <a href="index.php?act=findpost&pid=1918191"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As tempting as this is, and as rewarding as it would be to score a bit of res for your team when you make a kill, it would mean that the one noob on your team who keeps running in and dying is feeding the enemy a bunch of res. You already hurt your team when dying a lot by taking up spawn time.

    Ideally, the presence of a bad player on your team shouldn't be able to hurt you too much more than being a player down. In games where it can, you see experienced players being really hostile towards newbies.<!--QuoteEnd--></div><!--QuoteEEnd-->
    true, the question is, is a bad player dying, wasting spawntime, being afk, blocking etc. being enough punishment for the team?
    but considering every player on both teams has equal skill, there wouldn't be that much punishment for dying left over, would there?
  • LuitjensLuitjens Join Date: 2010-07-26 Member: 73034Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, Subnautica Playtester
    edited March 2012
    Like to mention that someone could be an asshat as well and just keep throwing their body into the enemy team to troll. In a competitive standpoint, I love the idea, but all a team has to do is turtle hard down a corridor to get res, would just be stalemates on both sides on certain games for sure.
  • RanakastraszRanakastrasz Join Date: 2012-02-26 Member: 147512Members
    Kill bounty, In my opinion, Should never give resources of any time, EXCEPT for a universe where it is a literal bounty, (deducting the resources from a government or similar), Or if it is realistic and preventable, like Suppreme commander mass reclaimation.

    In this game, It also has the effect of prolonging the game, and supporting turtlefests, which noone likes.
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    <!--quoteo(post=1918204:date=Mar 26 2012, 08:38 PM:name=Ranakastrasz)--><div class='quotetop'>QUOTE (Ranakastrasz @ Mar 26 2012, 08:38 PM) <a href="index.php?act=findpost&pid=1918204"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[...]
    In this game, It also has the effect of prolonging the game, and supporting turtlefests, which noone likes.<!--QuoteEnd--></div><!--QuoteEEnd-->
    or it get's faster, going hunting for the res! :) can't tell ...
    atm killing an skulk or equipless marine feels not that epic. giving your team a bonus gives you a good feeling
  • RanakastraszRanakastrasz Join Date: 2012-02-26 Member: 147512Members
    <!--quoteo(post=1918209:date=Mar 26 2012, 03:41 PM:name=Solitario)--><div class='quotetop'>QUOTE (Solitario @ Mar 26 2012, 03:41 PM) <a href="index.php?act=findpost&pid=1918209"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->or it get's faster, going hunting for the res! :) can't tell ...
    atm killing an skulk or equipless marine feels not that epic. giving your team a bonus gives you a good feeling<!--QuoteEnd--></div><!--QuoteEEnd-->

    True, but both are relatively easy to kill with good equipment. Also, both deny the, often discounted resource of time to the other team.
  • AnticeptAnticept Join Date: 2006-12-03 Member: 58875Members, Constellation
    This used to be in the game a few builds ago, it was removed BECAUSE of turtlefests.
  • RanakastraszRanakastrasz Join Date: 2012-02-26 Member: 147512Members
    <!--quoteo(post=1918217:date=Mar 26 2012, 03:54 PM:name=Anticept)--><div class='quotetop'>QUOTE (Anticept @ Mar 26 2012, 03:54 PM) <a href="index.php?act=findpost&pid=1918217"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This used to be in the game a few builds ago, it was removed BECAUSE of turtlefests.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Oops, I forgot to bring that point up

    QFT
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    <!--quoteo(post=1918217:date=Mar 26 2012, 08:54 PM:name=Anticept)--><div class='quotetop'>QUOTE (Anticept @ Mar 26 2012, 08:54 PM) <a href="index.php?act=findpost&pid=1918217"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This used to be in the game a few builds ago, it was removed BECAUSE of turtlefests.<!--QuoteEnd--></div><!--QuoteEEnd-->
    do you mean Res or pRes for a kill?
    if yes, can you remember which build it was?
    in Build 194 it was "Disabled res for kills to simplify the game"
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    Haha man i would LOVE to see the GORGE dragging a marine corps to the hive or harvester :D

    Would be nice that ur team gets like 0,25 for each kill so but not "-0,25" in death.
    Just the 0,25+ so people wont "FEED" and "suicide".
    Would be more action :)
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    edited March 2012
    There's a part of the game I don't like. When the winning team (either race) stops attacking the buildings and starts farming kills. It grinds the game to a standstill and that's when you see people ragequit. Then it's less fun for everybody.

    Adding p.res or t.res for kills incentivises farming and for that reason I'm against it, even if you argue that it might end the game sooner.

    <!--quoteo(post=1918165:date=Mar 27 2012, 05:49 AM:name=Solitario)--><div class='quotetop'>QUOTE (Solitario @ Mar 27 2012, 05:49 AM) <a href="index.php?act=findpost&pid=1918165"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->because it should be get MORE punished to get killed.
    (skulk) base rushes in the beginning wouldn't be that effective anymore<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't really think there is a problem with skulk rushes. It's more fun if there's more combat. You don't want to make skulks too afraid to attack.

    If anything, marine behavior needs to change in the early game - stop this nonsense with every marine running out of base before anything's built. (At least that's how it is on Aussie servers)
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited March 2012
    Yep, RFK is an important part of NS and it's pretty insane that it was removed from NS2. It creates a lot of artificial 'strategy' where FPS skill is de-emphasized, to cater to thin-skinned players who are ineffective in combat. In before mad.
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    <!--quoteo(post=1918321:date=Mar 27 2012, 10:29 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 27 2012, 10:29 AM) <a href="index.php?act=findpost&pid=1918321"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yep, RFK is an important part of NS and it's pretty insane that it was removed from NS2. It creates a lot of artificial 'strategy' where FPS skill is de-emphasized, to cater to thin-skinned players who are ineffective in combat. In before mad.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nah, that's pretty much all backwards.

    RFK is a purely gameplay mechanic (no basis in lore or real life) so there has to be a solid reason for <u>including</u> it. The devs did well to realise that, rather than dogmatically persue NS1 features.

    Chosing to add RFK creates a lot of 'artificial' strategy.

    To suggest they removed RFK to stop people's feelings from being hurt is laughable.

    Fortunatley for you FPS skill is still way more important than strategy in NS2. I don't have strong feelings one way or another, both are important parts of NS.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    This system will all but eliminate come backs, as a team that is losing, and most likely dying, will be steadily crushed under the weight of the opposing team's massing resources.
  • RanakastraszRanakastrasz Join Date: 2012-02-26 Member: 147512Members
    <!--quoteo(post=1918339:date=Mar 26 2012, 08:14 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Mar 26 2012, 08:14 PM) <a href="index.php?act=findpost&pid=1918339"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This system will all but eliminate come backs, as a team that is losing, and most likely dying, will be steadily crushed under the weight of the opposing team's massing resources.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Better than artificially extending the life of a rotting base defence until it caves in an hour later than it should...
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1918339:date=Mar 26 2012, 08:14 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Mar 26 2012, 08:14 PM) <a href="index.php?act=findpost&pid=1918339"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This system will all but eliminate come backs, as a team that is losing, and most likely dying, will be steadily crushed under the weight of the opposing team's massing resources.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Whereas a team that skillfully fights back the attack gains more res from the defence than the attackers got from the attack. They deserve a boost to get back into the game since they worked hard to survive against overwhelming opposition. In the current game, they don't get that. Hey, look! It's your pal KDR again.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    <!--quoteo(post=1918410:date=Mar 27 2012, 04:05 AM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 27 2012, 04:05 AM) <a href="index.php?act=findpost&pid=1918410"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whereas a team that skillfully fights back the attack gains more res from the defence than the attackers got from the attack. They deserve a boost to get back into the game since they worked hard to survive against overwhelming opposition. In the current game, they don't get that. Hey, look! It's your pal KDR again.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You think fighting back an enemy attack means having a higher KDR? Have you ever even played this game?

    At the end of the unsuccessful siege it will be 50 kills to the attackers, 20 to the defenders, but the defenders were able to get the phase gate. You don't seem to understand that winning means stronger. You will not beat them in KDR because everything they have is better. But you can have perseverance, which means a lot of deaths.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    <!--quoteo(post=1918319:date=Mar 26 2012, 07:24 PM:name=Khyron)--><div class='quotetop'>QUOTE (Khyron @ Mar 26 2012, 07:24 PM) <a href="index.php?act=findpost&pid=1918319"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's a part of the game I don't like. When the winning team (either race) stops attacking the buildings and starts farming kills. It grinds the game to a standstill and that's when you see people ragequit. Then it's less fun for everybody.

    Adding p.res or t.res for kills incentivises farming and for that reason I'm against it, even if you argue that it might end the game sooner.


    I don't really think there is a problem with skulk rushes. It's more fun if there's more combat. You don't want to make skulks too afraid to attack.

    If anything, marine behavior needs to change in the early game - stop this nonsense with every marine running out of base before anything's built. (At least that's how it is on Aussie servers)<!--QuoteEnd--></div><!--QuoteEEnd-->


    Love how these days the marines run off in two diff directions, asks for extractors, die before building them, then the main base is half wrecked by 1 minute mark
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited March 2012
    I kinda miss RFK - but i see that its very problematic.

    I mean you play with ppl on a pub server, they maybe dont even play play bad, listen to orders etc. but they are just not really that good at killing stuff - you are, so you end up with a good amount of kills... but it doesnt matter.

    You are frustrated, you know you will lose because the kills you made cant pull your team out of the ######, your team lost a lot of rts or other important structures (you <u>cant</u> be everywhere, and you also maybe died in or before some important situation)

    So all you can do is trying to get more even balanced teams next round. (and cry a little inside)

    With RFK you maybe would have gotten the res to get some equipment or evolve into a higher lifeform again to help your team out, but there is none.

    The problem is RFK doesnt work that nice with the pres system, and it also has some kind of snowball effect... so you get some quick early kills and can evolve into a higher lifeform way earlier, and kills from that lifeform without the enemy team having a chance to have tech to counter it will get you even more res again to quickly reevolve back in case you die or whatever.

    Especially for marines RFK is a bad idea, since we have mines there... its already way too spammy, and rfk will only speed up the time it takes to get the relative small amout of pres they cost.


    PS: even 1pres per kill is already too much... a good skulk player could half the time it takes to get the res to evolve into an onos.
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