New Ideas For The Game

Oneiric_ZephyrOneiric_Zephyr Join Date: 2003-01-07 Member: 11996Members
<a href='http://www.shambler.net/articles/nsbalance2.phtml' target='_blank'>http://www.shambler.net/articles/nsbalance2.phtml</a>

This guy has made an essay of new changes he finds should be implemented. Some of these changes are big changes, but they should be seriously considered by those who created this game. It is very long but I ask that you read the whole thing if you plan to read it at all. Thank you.
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Comments

  • BergerBerger Join Date: 2002-11-16 Member: 8945Members, Constellation
    edited January 2003
    That was quite a good article. Exponentially better than his first piece. Imagining the game as he describes it, I really start to agree with him. Changing NS to a game of hard counters and on-the-fly strategies would be amazing. Even though, I think this is more deserving of, perhaps, a Natural Selection MOD. It would simply take this game too far away from how it is. Some of his ideas, such as the hives spewing webs and primar roars, are great.

    Everyone really should read this, and think about it a bit.
  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    edited January 2003
    This guy is talkin about 1-shot expedentures: a Fade vs a HA. 1:1
    I think he's missing the whole team game prospect of it there. Aside from that he seems to want to change nearly every aspect of gameplay.

    Defending a hive early on with OCs.
    lol. That's what skulks are for.

    Now he wants marines not to be able to build in or around hive rooms to counter phase rushing and such. Basically what he's saying is that since it's a hard tactic for him to overcome the game should change.

    Carapace is insanely powerful?! wtf?

    He obviously doesn't understand hive sight at all...

    A skulk is too weak right now. Give it 100 life and 50 armor with 200% absorbtion. That's without carapace.

    <b>** I pledge to be nicer from now on or I'll regret it. **</b>

    He keeps talking about the outcome of rushing and skirmishes between both teams, and saying that depending on the outcome something bad will happen for the losing team and should be fixed. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    <b>** I pledge to be nicer from now on or I'll regret it. **</b>
  • FatKaoFatKao Join Date: 2002-11-03 Member: 6385Members
    <!--QuoteBegin--SuperMunchkin+Jan 7 2003, 04:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SuperMunchkin @ Jan 7 2003, 04:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Muwahahhaahah xenoside shouldn't do damage, it should parasite things. LMFAO.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    read->comprehend->post

    also judging by the rest of your reply you totally missed the point of this article... read the whole thing then reply.
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    edited January 2003
    <b>** If I make another nasty post like this, I will lose my forum access. **</b>
  • VashVash Join Date: 2002-11-12 Member: 8333Members
    edited January 2003
    <b>** I pledge to be nicer from now on or I'll regret it. **</b>

    Basically trying to get rid of all the good stuff that, to him, sucks. Regeneration and Scent of Fear are suddenly useless here, although it seems most people prefer Regen over Carapace, and Scent of Fear is really the only GOOD upgrade from sensory. Sensory is almost always the 3rd hive chamber, so you cant really use cloaking for sneaking up on marines, unless you really have an itch to randomly charge marines that cant see your massively cloaked onos self o_o. and Xenocide PARASITING? wtf? Nobody would use it if it was changed to that, I don't think we all want to turn around and look at the marine start and see 329487394793473 yellow circles. Parasiting buildings has no purpose other than to parasite ONE BUILDING and mark that for killing (like the TF or phase gate) And if you've got 3 hives to be paraciding (new ability name! o_o), parasited marines are just gonna die as they spawn, so essentially xenocide becomes useless. AND REMOVE BABBLERS? Oh hell no, babblers are the ****, who cares if they arent uber powerful, they are just the coolest ability. web + babblers = get pwned.
  • Oneiric_ZephyrOneiric_Zephyr Join Date: 2003-01-07 Member: 11996Members
    Maybe it was a bad idea posting that link up there, it seems that the people her dont like reading, or can't do it too well. First of all, the xenocide changing to parasite is completely wrong. If you read at all, you would know that it destroys buildings. It drains the life slowly to 1, such as the "plague" ability of a defiler in Starcraft. Please, only respond if you are somewhat intelligible.
  • FatKaoFatKao Join Date: 2002-11-03 Member: 6385Members
    edited January 2003
    <!--QuoteBegin---Vash-+Jan 7 2003, 04:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Vash- @ Jan 7 2003, 04:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Um...all i can say, is that this article is retard. Basically trying to get rid of all the good stuff that, to him, sucks. Regeneration and Scent of Fear are suddenly useless here, although it seems most people prefer Regen over Carapace,


    Xenocide PARASITING? wtf? Nobody would use it if it was changed to that, I don't think we all want to turn around and look at the marine start and see 329487394793473 yellow circles. Parasiting buildings has no purpose other than to parasite ONE BUILDING and mark that for killing (like the TF or phase gate)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Nobody uses regeneration who is decent as a skulk, carapace is so much better it's not even funny.

    And compaired to silence/cloaking in one i don't see why someone would take scent of fear.


    Also, what is so hard about understanding xenocide as he put it, skulk runs in and xenos... <b>ALL BUILDINGS TAKE DAMGE DOWN TO VERY LITTLE HEALTH</b> and get parasited, now i don't know about you but i wounde't mind seing a huge cluster of red turrets on my hivesite to chomp away at.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    was a nice idea, up to his changes part. I really disagree with most of what was written, but commend him on looking into the problem.

    Remove silence totally <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> psh, I'd get killed a lot easier, then.

    His idea on how to change it as the hives increase was cute, since that's essentially how the upgrade system was meant to work, to assist the other upgrades, but attempting to not give 1 ability the ueber-preference (COUGH COUGH ADRENALINE COUGH COUGH). *shrug*

    Cute, but I'll wait for his 3rd post before thinking of supporting him.
  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    edited January 2003
    Ok, I will elaborate on my laughing at Xenocide.

    <b>** I pledge to be nicer from now on or I'll regret it. **</b>
    Also, it makes the game more like another game that exists, further encouraging people into claiming it's just a copycat of Starcraft/AvP/or whatever.

    Second: it's very powerful. Left as a 3rd hive ability or not. Not to mention he's campaigning about making it more viable for marines to come back from a 3rd hive onos charge and such. Come on, with all the res nodes guarded/unguarded- one skulk could totally take them down. The marines would have to be running all over the map to fix them so they don't lose them- with welders-, making it a costly affair and very time consuming.

    This is just silly to the current state of the game. Maybe the game WOULD work under ALL of his changes- but he's totally reworking the game and would have to go through a lot of playtesting to incorporate.

    I admit, as an alien, I'd love to have a turret farm/resource node down to 1 or 2 health for me to munch on. But as a marine, that would suck utterly. I don't really see the balance with it.

    <b>** I pledge to be nicer from now on or I'll regret it. This is my final warning. **</b>
  • FatKaoFatKao Join Date: 2002-11-03 Member: 6385Members
    <!--QuoteBegin--Speed 2 Dave+Jan 7 2003, 05:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Speed 2 Dave @ Jan 7 2003, 05:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Remove silence totally <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> psh, I'd get killed a lot easier, then.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I fail to see where i called you ignorant, all I did was point out that part of your reply was factually incorrect. And right now 2 skulks chain xenociding can take down turrets fast too.

    Not remove silence, but combine with cloak and make a sensory upgrade instead.


    BTW, I'm not Shambler but I am in his clan
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    I'd rather play HIS version. The only reason you schmucks don't like it is because you're too dull witted about it: You think you just want to keep this game just how it is, cute and fancy. I'll bet you if you played HIS version FIRST, and Flayra posted that article reflecting THIS NS, then you'd say "Those ideas suck!"
  • Evil_TimmyEvil_Timmy Join Date: 2002-11-01 Member: 2350Members
    There's a lot of mistakes this guy makes...fades taking damage vs turrets? What about popping around a corner, long-distance sniping, or using the splash damage? And xenocide damaging structures? I've never used it against structures, as it's much more effective against groups of marines (two xenociding skulks will easily kill a group of HA marines). He's also proposing that jetpack marines become nearly invincible. He's saying that webs and parasites, the truly effective defenses against them, shouldn't affect a jetpacker, and that a fade is a counter to them. Has he ever tried hitting a jetpacker zipping around on the ceiling with a non-hitscan acid rocket? Even with splash damage, they're hard to hit, because if you don't nail them directly, it passes right by them and explodes 15 feet away because of the angle you're attacking at. He seems like an unexperienced player trying to patch away his frustrations instead of developing a counter-strategy.
  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    edited January 2003
    My fault there- Oneiric's second post sort of melded into yours. Yes, my sight is impaired at times.

    In any case- his counter system seems to me like it'd be very linear. Whoever reaches the top of the tree first wins or something. This would mean that should aliens lose a hive, they suddenly have NOTHING to counter the marines current force and would be easy pickings- while marines losing a hive room would simply have bigger aliens to worry about. All the marines need are resources to climb that linear counter track.

    Parasite is given to Skulks so that everyone can immediately use it at start. If the marines rush out of the base, one skulk can tag them so the entire team can track them down and ruin their little hive capture. I don't see why that should be changed at all.

    The idea of being able to build a second upgrade tower with 1 hive at a higher cost... hmmm. Depending if they are limited to only having one of those extra towers, or something, I might like this idea. Imagine that. Still don't know how balanced it is though.

    To be honest- the reason I don't like the article in it's entirety is because he's trying to change everything that the NS crew has created over the last two years and states his paragraphs like "This needs to be changed" or "This should be changed"- as if he knows better than the entire staff...? We have all wanted to change something from time to time, and many of us have yelled and baggered about it in the forums. But in the end, they were right.

    I trust the Playtesters and the Dev team.

    Some one suggested it being an NSMod. Mod of a Mod. It could work- if Flayra was willing to release the code <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    <!--QuoteBegin--uranium - 235+Jan 7 2003, 05:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Jan 7 2003, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'd rather play HIS version. The only reason you schmucks don't like it is because you're too dull witted about it: You think you just want to keep this game just how it is, cute and fancy. I'll bet you if you played HIS version FIRST, and Flayra posted that article reflecting THIS NS, then you'd say "Those ideas suck!"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    LOL. I also bet if he actually had the idea and capability to create it first his way- that we'd of all found bugs/imbalances and stuff in it that we would gripe about and this SAME debate would be made of Flayra's work.

    If I were able to play his completely modified version then we could all have a competent debate about it. Just because something SOUNDS good, doesn't make it so.

    To be fair, the opposite can be said as well. Maybe I'll be eating a big plate of crow someday. But only if his version is ever created.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    in the posts about upgrades it states that level 1 "supersilenceOMGH4XX0Rcloak" combo upgrade would allow silence, and none of the others suggest having it.

    Stealth, that was what he called it. I see a lot of people yelling for stealth instead of becoming those long-forgotten Ninja-Skulks of yore <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • EatsEats Join Date: 2002-10-24 Member: 1582Members
    edited January 2003
    Most of you are ridiculous and still aren't reading it even tho you've been called on it repeatedly yet keep responding. My favorite of you is Surge. You defy reason. You call the lerk amazing, its incredible. I choose you above the rest because even though most of the rest clearly didn't read it very well, you shine above them all. It's like not only have you never played Natural Selection, but like you didn't even read the article at all. In fact, its almost like you negative read the article, if such a thing is possible. I say turn the lerk into a support class, not a stronger unbalanced attack class. I mean, it's like you got the opposite of the points.....if such a thing can happen. I'm left speechless, I don't even have a response to what you wrote. You are my favorite because you shine above the rest in your spouting of nonsense. I crown you king of general discussion.


    By the way, I'm shambler. I wrote it.

    <b>** I pledge to be nicer from now on or I'll regret it. **</b>
  • Big_Game_HunterBig_Game_Hunter Join Date: 2002-12-11 Member: 10539Members, Constellation
    edited January 2003
    One of the concepts (among many) I really liked from this article was the concept of making the starting points much harder to kill. If anyone has ever played the Homeworld series of RTS they would remember that the motherships were impossible to kill with any starting units, you had to actually build your way substantially up the tech tree before you even had a chance. It effectively removed the suicide rush.

    In NS, this would mean giving the starting points defenses to begin with, built-in defenses, and/or even more hitpoints. Personally, I love the idea of starting with some buildings pre-made. Making the starting points less of a focus of the game and making it more about the resource points would be a tremendous improvement IMO. It would lead to longer deeper games, and less all-or-nothing aggression.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    If this is going to turn into another flame filled topic (and it's already quite hot), I will not hesitate to lock it.

    People, you need to realize that some of Eats's ideas are good.
    Eats, you need to realize that some of your ideas are not good.
  • SeikedenSeikeden Join Date: 2002-11-02 Member: 5443Members
    edited January 2003
    <b>** I pledge to be nicer from now on or I'll regret it. **</b>
  • XentorXentor Join Date: 2002-11-03 Member: 5877Members
    Well, I'm going to pull away from the trend and not really flame him.... He has a few valid points, but he's trying to tackle too much in one shot, and no one wants to make that many drastic changes...

    I don't claim to be very good at balancing, so I won't get into the specifics... The one overall problem I've noticed is that in any sustained battle, the aliens are at a serious disadvantage. This article basically changes the marine team so that, except for jetpack and welder, every marine spawns fully-equipped. You have to remember that an alien still has to spend a considerable amount of resources and TIME to evolve and upgrade every time it dies.

    If a level 2 marine is designed to equal a fade (If I remember correctly), what happens in a 2-on-2 battle? Assuming the players fight intelligently and don't pretend it's a pair of one-on-one fights, marines A and B fire on Fade A... Fades A and B fire on marine A.... Marine A and Fade A are killed. Marine B and Fade B fight it out, and, according to the article (And with equally-skilled players), the fade would end up retreating to heal, and both survive. Net result: Aliens lose 44-48 resources, marines lose 1 (The price of a marine respawn).

    Anyway... I'm probably missing something there, but you get the point...

    Also, I think these suggestions really move away from the original intent of the hive setup... When the aliens have 1 hive (Apart from early-game), the marines are in control... 2 hives is supposed to be somewhat balanced... Once the aliens get 3 hives, the marines are SUPPOSED to be at a serious disadvantage, forcing them to make a last-ditch effort to recapture a hive.

    Ah well... Just trying to give some constructive criticism instead of the growing trend of "These ideas suck!"...
  • EatsEats Join Date: 2002-10-24 Member: 1582Members
    edited January 2003
    "Also, I think these suggestions really move away from the original intent of the hive setup... When the aliens have 1 hive (Apart from early-game), the marines are in control... 2 hives is supposed to be somewhat balanced... Once the aliens get 3 hives, the marines are SUPPOSED to be at a serious disadvantage, forcing them to make a last-ditch effort to recapture a hive."


    This is not true, talk to Flayra if you don't believe me. He does not want this, and I'm glad because its not a very good model.

    "If a level 2 marine is designed to equal a fade (If I remember correctly), what happens in a 2-on-2 battle? Assuming the players fight intelligently and don't pretend it's a pair of one-on-one fights, marines A and B fire on Fade A... Fades A and B fire on marine A.... Marine A and Fade A are killed. Marine B and Fade B fight it out, and, according to the article (And with equally-skilled players), the fade would end up retreating to heal, and both survive. Net result: Aliens lose 44-48 resources, marines lose 1 (The price of a marine respawn)."


    Both fades would hit and run the marines. The fades may be damaged severely but they should both survive and go heal, then come back and finish off the marines, unless the marines healed which wastes money. But this is ok because they are "about equal" in a plain fighting condition with no healing. NS doesn't actually work like that though and the fades would win at least economically if not outright if they could flee and heal. This is fine though because marines are free while fades cost money. Marines need to rely on turrets for defenses in battles like this, just like they should.
  • Big_Game_HunterBig_Game_Hunter Join Date: 2002-12-11 Member: 10539Members, Constellation
    I do think Xentor brought up a very good point in that making pretty much all the marines' one shots into permanent upgrades, while leaving the aliens' one shots as is, gives the marines huge long term advantages. Once they are upgraded they can simply fight a war of attrition against the aliens until they wear them down. Since they would basically have no other real expenses they would be able to build up tons of turrets and other buildings while the aliens would be forced to continue dividing their resources between buildings and evolutions.
  • XentorXentor Join Date: 2002-11-03 Member: 5877Members
    There ya go... See, Hunter knows what I'm trying to say.... Heh...
  • EatsEats Join Date: 2002-10-24 Member: 1582Members
    Unusually focused thoughts are flying around for general disc.

    Ok, you guys are assuming lower prices and build times on the upgrades then I intended basically. By adjusting the prices through play testing in clan settings these problems could be resolved. Also this game still does have 1 shots. The only way to counter an onos is by using a 1 shot jetpack, which would have an increased price. Also a fade lerk team would be harsh to deal with without a shotgun. Both sides would be spending money. Also consider that once gorges have 3 hives up and all upgrades, all their resources go towards towers as well. The differences in the two resource systems would also help to solve this problem.
  • Dr_ShaggyDr_Shaggy Join Date: 2002-09-26 Member: 1340Members, Constellation
    I <i>wanted</i> to read this essay thing, I really did! I'm sure theres some valid points in here, I just never got past this:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A fade is a one shot, as is a ha hmg marine(who moves even slower then the average marine). Now a fade can both run faster then a marine, and teleport to add to his mad speed advantage. This, coupled with healing from hives and defensive chambers, means a fade could never lose a straight encounter with a ha hmg marine in a realistic game setting.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Without really getting into this discussion (re: flame war), there aren't many "realisitc game settings" where this is true. How often is an HA, HMG marine walking around, bumping into a fade, which deals some amount of damage to the marine while taking considerably more damage. Then this fade runs away, heals, and returns to find the same marine (without backup, hasn't been repaired/healed) and repeats the cycle...

    As I said, I really <i>wanted</i> to read your ideas but....
  • WeedkillerWeedkiller Join Date: 2002-11-22 Member: 9644Members
    A problem I have with the article is that he keeps saying that sometimes less is more. And he's right about one thing - sometimes. He's cutting things left and right while offering no replacement. Under his system towards the end ALL marines would basically be HA/HMG for free, except for a few with shottys and GLs. Aliens would only have about two abilities each, with only two six choices for evolutions. The problem with this is that it reduces the number of choices teams have for tactics. Fewer choice = fewer ways of winning

    I've thought a lot about how the game is structured now, and I think I see a large way it could be improved: add more. I'll explain.

    Each team basically has three different stages: early, mid, and late-game. For marines it's lmg/la, ha/shotgun or la hmg (or variations), and ha/hmg and ha/gl. For aliens it is skulks, fades, then onos. The problem is that as soon as a team hits the next level it is a big enough leap in power that its effects are felt immediately and devastatingly for the other team. To make things worse, usually marines just skip mid-game and head right for ha/hmg, and fades are powerful enough (for whatever reason. skill, too much damage, whatever). As soon as something new becomes available BAM!! it hits the other team like a ton of bricks and the game will soon be over. Suddenly you have an unstoppable group of 3-marines in ha/hmg or 3 fades (I know they aren't unstoppable, I'm just talking about the majority of pub games). Usually the only way the game does go on is if the two teams happen to hit the next level at the same time, which doesn't happen often.

    My suggestion is to add more technologies to create "buffers": early-mid level and mid-late level games. Then each step wouldn't be such a leap in power. It would more or less force teams to actually use these technologies instead of skipping over them or risk falling behind too far. Because teams

    This would require more things: more aliens, more weapons, more buildings. I believe that just a few new thing would be required to create these new levels. I know this would be a challenge, both in coding and in balancing, and maybe there is a way around adding things. I also realize that being an FPS may require a shorter and simpler tech tree than regular RTSs. But I believe that this will create more enjoyable, longer lasting games. More possible tactics paths to take because there are now more "classes." People are encouraged more to actually get lots of resources because going thru the whole tech tree now requires way more resources, and this cuts down on rushing (which I don't think is very enjoyable for either team).

    Just my 3-cents (I believe all the time I spent typing is worth another penny).
  • WeedkillerWeedkiller Join Date: 2002-11-22 Member: 9644Members
    I did think several of Eat's ideas are good ones. Starting with some minimal defenses at the starting locations to cut down on rushes. Marings not being able to heavily fortify hives. And I especially agree that three hives should not equal a large disparity in power. If the aliens are at three hives, the marines shouls also have lots of territory and lots of upgrades and outfitted grunts. Think of Starcraft. When one side has reached the end of their tech tree the other side has too, and therefor they are still relatively equal.

    In this case the Kharaa just happen to have their tech tree tied to certain spots on the map.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    sorry to bring back the ghosts, but last I checked the lerk was an awesome support unit already? I fail to understand the person complaining that the guy's ideas as to make it more of a support unit are bad? I don't really remember the fades, I was still trying to figure out whether or not the one-shot system would be fair or not (I'm a marine comm at heart). If I remember correctly the lerk ended up being something like another support unit for the fade (another combat gorge, etc.) but like most people, I think the lerk class does this stuff just fine already, the problem is that you don't see much teamwork in pubs. Forcing them to work together won't solve the problem, it'll just make the rambo's worse, and you might as well just remove the lvl 3 alien.

    And guys, play nice, the mods have had to edit at least 3 posts that I saw when I reread this thread!
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    I agree with a few of his points, most notably the Onos stuff. Primal Scream is more of a "support" function and doesn't fit well with the thundering destroyer that is the Onos. Also, I like his thoughts on countering Onos with jetpacks... reducing damage dealt by Onos to JPers, and removing paralyze from the Onos. This would give marines more of a fighting chance end-game.

    His thoughts on Silence and Cloaking and Stealth are intriguing as well.

    I think the problem lies in that compared to the aliens the marines have less toys to play with. At my count, the marines have:

    1. Pistol
    2. LMG
    3. HMG
    4. Shotgun
    5. Mines
    6. Welder
    7. Grenade Launcher
    8. Jetpack
    9. Heavy Armor
    10. Knife

    While the aliens have...

    1. Bite
    2. Parasite
    3. Xenocide
    4. Leap Attack
    5. Lerk Bite
    6. Spike Shooter
    7. Umbra
    8. Spores
    9. Claw swipe
    10. Acid rocket
    11. Blink
    12. Bile bomb
    13. Gorge spit
    14. Web
    15. Healing spray
    16. Babblers
    17. Onos bite
    18. Onos charge
    19. Paralyze
    20. Primal scream

    Upgrades do not count, since they are not 'factory installed' on each alien type or marine, but instead require towers/research.

    Clearly the aliens have more options, and this may seem unbalanced. In terms of sheer variety, it is, but I can't accurately claim if it is unbalancing statistically or not.

    Good point on the "dynamics" from NoImagination, too. NS games are decided by what is done within the first few minutes of play - a slow commander dooms his team, a clueless gorge sabotages just the same. If things move smoothly.. i.e. your team works effectively.. comebacks on the other side are only possible through luck, preying upon the other team's skill weakness (if you're effective, this isn't an option), or players leaving the game (on either side). The final round of the game.. 3rd hive aliens, or uber-upgraded HMG HA's.. is so depressing that most players just up and quit. I know I've done it, simply because it becomes so frustrating to not only lose but be beaten into submission <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    edited January 2003
    Some comments:

    Marines:

    Looks like a lot of one-shot stuff is gone. So what will the commander be doing? He now has health, shotgun, welder, and jetpack to hand out. HMG and Grenades are gone. I guess it will be less of handing out stuff and more just clicking upgrade buttons (and telling marines where to go).

    Shotgun just feels wrong as a secondary weapon. And one-handed?!!

    I have some worries. I wonder what the commander role will be like when there are a LOT fewer one-shot things to dispense. Perhaps it will be more laid-back, less micro-manage. Or maybe it will just be a boring job that nobody will want to do.

    Upgrade-based improvements are fine, but what that also means is that these improvements are PERMANENT, which is very dangerous unless the strength was reduced. At the same time, it makes the team a lot more BLAND and homogenous. The thing that fosters creativity and teamplay is disparate strengths that force people to work together. If everybody has the same identical upgrades, there is no difference, and hence less teamplay. Why stick around the HA guy to weld him? He is basically free, as you are, so you might as well go out and rambo. (Edit: this is one of the advantages of one-shot stuff - you have to use strategy to protect the resource investment!!) Also you lose the ability to totally suit up a handful of players, leaving the others, and instead everybody gets the exact, presumably weaker compromise upgrades. For instance, I might want to suit up 3 HA guys and have them be a vanguard, with 3 other light guys. In the new scheme nobody would be "heavier" or "lighter" than anybody else, so I lose this ability to differentiate (maybe I only want to use resources on those who have proven they know what they are doing).

    <b>I think differentiation is important</b>. It makes players feel "special" and actually can have uses <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Aliens get this obviously with their various classes. In this scheme there is no "support" role for marines. All are alike basically.

    Aliens:

    Does Lerk start with umbra, or ONLY get it after a 2nd chamber upgrade? If it's only after the upgrade then I agree, shotguns (or *something*) should be more affective against it. Seeing as GL is gone, this has to be shotgun, which makes sense - more bullets/pellets in a very short time than LMG can deal. <b>I like this idea a lot, and think it should be put in the as a minor addition to the current game, regardless of whether any design changes are made. Shotgun is unfortunately underused, and GLs being the only counter to umbra increase the "spammishness" of the game.</b>

    I agree that BileBombs are "spammish". Maybe two modes of fire for acid rocket or something? meh
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