Commander jolities

Kry0MekKry0Mek Join Date: 2002-04-14 Member: 438Members
<div class="IPBDescription">Some questions</div>Hi all  <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

Ive looked around the site and the commander aspect of the game seems to be one of the central aspects of the game.
I was wondering how important they are to the team and have some questions  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

1- Does a team NEED a commander? would there be any advantage at all not having one?

2- i get the impression there is only 1 commander per team. If this is so, will there be any way for the team to vote off or nominate a new commander if the current one is a bit "rubbish"?

3- does the commander actually "exist" on the map? i.e can you kill the commander?

Also one final point is that its been said the maps cant have differing levels on top of each other. This could have some consequences in making the maps feel a bit flat...

ps. will it be possible to make maps in which there is no commander? it could open up some differing possiblities...

Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--QuoteBegin--Kry0Mek+April 14 2002,16:12--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Kry0Mek @ April 14 2002,16:12)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin--><!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    1. i dont think they NEED one, just they are pretty useful. advantage: none that i can see.
    2. you betcha.
    3.ya, its a guy at a console or something like that. he can get up and become a marine and let someone else be the commander at any time. and he can get mauled by an angry bob just as well <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    welcome to the board, and  1 level maps are for the commander. i think.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Welcome <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  Glad you found this awesome mod, you might want to check out some reading material, most notably <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=1;t=35" target="_blank">here</a> and <a href="http://www.readyroom.org" target="_blank">here.</a>

    Anyway, to answer your questions:
    1)The marines are slower and weaker than the aliens.  If they didn't have a commander to coordinate them, they'd be in deep doo-doo.  Besides, the commander is the one who gives the marines their guns and allows them to respawn.

    2)There will definitely be an option to vote off the current commander if he's doing a less-than-admirable job.

    3)The commander disappears from the map once he logs into his commander console, but if the aliens destroy the console, he'll reappear, fresh for the eating.

    Anyway, welcome to the forums <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Commanders build structures, research technology and weapon upgrades, and manage resources (including, I believe, respawning in the form of buying reinforcements&#33<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->.  Not having a commander will put you at a serious disadvantage.  While he's in command mode in the Command Module, the commander does not exist on the map.  If aliens breach the module, the commander reappears and can be killed.

    You're by no means restricted to one level in building maps... you just can't have multiple floors.  But feel free to have ramps, stairs, elevators, drop-offs, etc.  Also, I imagine (someone correct me if I'm off-base here) that you could have a not-too-wide bridge crossing over another area, as long as it doesn't significantly impede the commander's view.  Check the Mapping Forum and accompanying FAQ for more detailed map design specifics.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    but the cool thing about this is when the command console is destroyed, the marines can do one last effort with the weapons they have to destroy the hives.. or they can camp and make a perimeter and try to kill as much aliens as possible before they die...
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    While the guidelines do ask that 'crossover' areas or level-over-level designs be avoided, this doesn't mean that you can't vary height.  I think everyone that has played them can tell you that neither ns_hera nor ns_bast feel anywhere near flat.

    That question was the first one that I asked Flayra before I began mapping for NS.  It's not nearly as much of a limitation as I had originally thought it would be.
  • Kry0MekKry0Mek Join Date: 2002-04-14 Member: 438Members
    Thanks for the replies!

    I know that the maps dont have to be 'completely' flat, but maps with multiple layers add a LOT more tactics and stuff to the game.
    The game will work alright with a single layer, but the variety of maps wont be as great as with other mods imo
    (im a mapper and also multiple layers allows larger maps to be created which also adds more tactix  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Hehehe.. you haven't seen some of our maps, have you.

    <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=4;t=1538" target="_blank">Try checking THIS one out, and telling me it ain't 'big' enough for tactics.</a> (And that's only HALF of the layout! )

    And you know what? Almost all the NS maps are about that size, or slightly smaller. They have to be, to be effective.



    <!--EDIT|Moleculor|April 14 2002,17:01-->
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    Yeah, I dont think we have to worry about a lack of tacti"cality" in this game. NS has some of the most innovative and skilled mappers along with built in innovations to up the strategy (Func_Weldables, The Immense Diversity of the classes and teams). Also, I dont think theres anything wrong with level over (or under) level gameplay as long as only the aliens can use it. Many levels have vents high up and out of reach. It must be remembered that marines can get jetpacks eventually, and this has been brought up before but I dont remember how it got resolved. Basically, avoid level or level if you can, but of you do, make it minimal, alien only, and not too advantageous. I think Narby had a small "Alien Highway" over part of one his map (dunno if thats still there though)
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    There's definitely level-over-level gameplay in NS.  You're right, it's too good to give up.  Luckily, we don't have to.  Both bast and hera have areas like this.  The maps really don't feel flat, weird or boring in any way because of it.  There are elevators, bottomless pits, cliff faces, walkways, catwalks, etc.  It's not like Space Hulk with just a bunch of flat corridors and rooms connected by bulkheads.
  • Spyder_MonkeySpyder_Monkey Vampire-Ninja-Monkey Join Date: 2002-01-24 Member: 8Members, NS1 Playtester, Contributor
    Bottomless pits, eh? Can I have an Alien with the force 'push' power? I'll just wait for the CTF objective maps. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Seriously, all the screenshots I've seen have looked beautiful, and I doubt that ambience of the maps, the particle effects, and the sounds will leave me wishing for anyhing more.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    <off topic>Push r0xx0rz j00! Grip iz teh SUCK!</off>
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    Bah, I'd just drain you then kick you off the edge...
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Drain suxx0rz!

    They're gonna nerf drain, ya know. That, and heal. And prolly grip and lightning too.
Sign In or Register to comment.