About the whole RFK thing (yes, another one)
ShadowFang
Join Date: 2002-05-01 Member: 565Members
<div class="IPBDescription">tossing out an idea to possibly get some sort of gathering</div>alright, everyone has been talking about how they hate "no res while dead", but yet RFK not much better back in ns1, although more gratyfying.
so how about this, since there are 2 resource types, how about killing anything with a cost returns a partial amount of its cost to a team/players.
for instance, killing a extractor (15Tres) will give 1.5 tres to your team. or killing a JP/shotgunner (20Pres) will spread out 2 Pres amongst the team (divided, not 2 each)
this may give a more see-saw type gameplay, but will need further expansion on how to make skulks/nilla-rines from being the safest alernative to not feed pres (maybe count as .5Pres?) but lets see if this can be fleshed out
so how about this, since there are 2 resource types, how about killing anything with a cost returns a partial amount of its cost to a team/players.
for instance, killing a extractor (15Tres) will give 1.5 tres to your team. or killing a JP/shotgunner (20Pres) will spread out 2 Pres amongst the team (divided, not 2 each)
this may give a more see-saw type gameplay, but will need further expansion on how to make skulks/nilla-rines from being the safest alernative to not feed pres (maybe count as .5Pres?) but lets see if this can be fleshed out
Comments
People dislike "no res while dead"?
I thought that was a masterstroke of balance for the game and prevented a lot of lifeform spikes
It's just so boring to know that pres is directly attached to game time. Doing nothing is sometimes better than risking death.
People dislike "no res while dead"?
I thought that was a masterstroke of balance for the game and prevented a lot of lifeform spikes<!--QuoteEnd--></div><!--QuoteEEnd-->
i am aware of that aswell and have thought, maybe no res while dead can be modified in some way. like you dont earn player kills res while dead, or dont earn res ticks while dead.
im sure each of these instances may be better for one team than the other, or maybe... have differing effects for each team?
Kills reduce your opponent's pres so in essence you are gaining advantage for kills
The setup prevents "feeding" which is often a major complaint for games that do reward it
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Kills reduce your opponent's pres so in essence you are gaining advantage for kills
The setup prevents "feeding" which is often a major complaint for games that do reward it
-<!--QuoteEnd--></div><!--QuoteEEnd-->A diffuse team advantage, at best. At the significant risk of you dying, thus incurring the same penalty. Actually worse, since Aliens seem to take ages to spawn.
Feeding can be reduced by making players who feed worth progressively less pres.
As I said, the problem with no way to accelerate your pres intake is that it makes the game feel like you're staring at a timer most of the game.
Don't get me wrong, I think skulk is fun, but the proportion of time that you'll be a skulk in an NS2 game is too high, unless you can convince your commander to buy you an egg. Even if he does, one mistake and you're back to skulk (and your comm probably won't buy you another egg).
I understand the snowballing arguments, but removing all the direct rewards for good play is, imo, giving up.
i believe that tres for killing structures may not be too bad, and would promote expansion denial for both side in order to help bolster your own teams expansion.
pres on the other hand is more difficult given how both teams purchases are. weapon are cheaper/reusable, whereas lifeforms are expensive and usable until death.
there has to be a way to be able to smooth out purchases with rfk/rfd