I Love 2.0..i Really Do..but The Medpacks..
TheWumpus
Join Date: 2003-02-03 Member: 13053Members
<div class="IPBDescription">really really have to go..</div> Seriously, the only problem I have with the game has to do with marine healing. Namely, the medpacks. There is still the commander medpack spam going on that there always has been, and there still isn't an alternative to healing for the marines. Sure it's nice that the commander interface makes it easier for a commander to drop medpacks, but it almost seems like cheating. It makes sense that a commander can point to a location and request a structure to be built there by his marines. It makes absolutely no sense that a commander can make ammo and medpacks magically appear wherever he wants on a map.
Not only does it not make any logical sense, I feel that it is a serious flaw in the gameplay. It reminds me of why I had a problem with Dungeon Keeper long ago. It just seemed unfair that I could simply pick up all my creatures that have occupied my dungeon and drop them at the feet of any intruders. Where are the tactics in that? Spamming medkits is nearly the same thing. There was a mod for NS that allowed medpacks to be gotten by players when they access the armory. A LOT of people liked the idea. Marine players already have very little control over their situation; they are entirely at the whims of the commander for acquiring any other weapons than the basics. I don't personally have a problem with this. But there really should be some way for players to heal themselves. When your requests for a medpack go ignored by a commander and your death made certain, it negatively affects the gameplay experience.
A commander should not have to micromanage to this degree. There should be some alternative method of healing for marines in the game, and commander spamming ammo and medpacks need to looked at. Who here agrees?
Not only does it not make any logical sense, I feel that it is a serious flaw in the gameplay. It reminds me of why I had a problem with Dungeon Keeper long ago. It just seemed unfair that I could simply pick up all my creatures that have occupied my dungeon and drop them at the feet of any intruders. Where are the tactics in that? Spamming medkits is nearly the same thing. There was a mod for NS that allowed medpacks to be gotten by players when they access the armory. A LOT of people liked the idea. Marine players already have very little control over their situation; they are entirely at the whims of the commander for acquiring any other weapons than the basics. I don't personally have a problem with this. But there really should be some way for players to heal themselves. When your requests for a medpack go ignored by a commander and your death made certain, it negatively affects the gameplay experience.
A commander should not have to micromanage to this degree. There should be some alternative method of healing for marines in the game, and commander spamming ammo and medpacks need to looked at. Who here agrees?
This discussion has been closed.
Comments
To the ability of medpack spamming and whether or not it's fair:
Quoting myself from the last thread I locked about medpack spamming, located <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=39926' target='_blank'>here</a>
<!--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-->From myself, in <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=37922&st=40&hl=' target='_blank'>this thread about medpack spam</a>:
QUOTE
I don't have a problem with it being possible, but I'm rather convinced that 9 times out of 10, it's not the best option the commander can take. A commander who plans ahead more will generally use the resources to simply get an armor upgrade ahead of time. Medspam in a concentrated area may make one marine "invincible" for as long as the meds keep coming, but that's generally not as valuable [edit](or as cost-effective; from Grendel's post it looks like we're on the same wavelength)[/edit] as a long-term investment for the whole team in the form of a new upgrade or structure.
From Grendel, playtest lead in the post directly below:
QUOTE
Whilst I appreciate the sentiments that spawned this thread...
The issue is not medpack spam if you think about it, but the fact that the marines can afford to blow 20 res on one marine just to keep him healthy.
This is an issue with the resource model that is fixed in 2.0 (FYI), marines will now need to own a hell of a lot of nodes in order to afford med spam more than once or twice.
And for bringing it up again when it's been answered, *locked.*
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Guess what's <span style='color:orange'>*happening*</span> to this one too?