Long Games

Andrew_WigginsAndrew_Wiggins Join Date: 2003-08-07 Member: 19151Members
<div class="IPBDescription">Having just played several...</div> Right, I *know* that the Suggestions forum is off for a reason. But I've been playing NS 2.0 for several days, played on the 2.01 beta server a bit, etc. This isn't a random comment, and it's not one about how a team is the pwnzor and something needs nerfing.

In every boringly protracted game (one side bunkered down, the other side owning the map), it's always very clear who has won- it's just a matter of actually fininshing them off. This determination can usally be made based purely on the res towers- the score will be 1v7 or 1v8.

So, suggestion- let the admin have a server configurable widget which compares the ratio of res towers between teams. When it reaches a certain threshold, the losing team has X minutes to correct the ratio, one way or another.

I'd suggest a ratio of 6 to 1, and 5 minutes. 5 minutes is plenty of time in a Normal Game to either build one new res tower OR tear down an enemy's, if that enemy hasn't already won.

Comments

  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    It takes a little effort, yes. Before you were attacking fractions of marines throughout the map in order to win, now it breaks down to defeating all of them, in one place, on their turf. You think you can beat that without everything you've got ?
  • GlideGlide Join Date: 2002-12-11 Member: 10545Members
    Not easily with lvl3 turret farms...
    Its fustraiting when the game is prolonged more than it has to be. Because the rines will never make a come back, whats the point of continueing?
  • Alpha_1Alpha_1 Join Date: 2002-12-18 Member: 11041Members, Constellation
    There should be a turret limit at the marine start and at the alien hive locations so that there are not 50-100 turrets to go through to get to the marines.
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    How about this: new mapping entity.

    func_buildlimit or something.

    Set a limit to it, and there can only be a set # of buildings within it's boundaries.

    Let mappers decide how many is too much.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    although 30+ turrets are a real pain, most endgames can be sped up quite a bit by the neglected class of 2.0 - the lerk.
  • JohnnySmashJohnnySmash Join Date: 2003-08-04 Member: 18870Members
    A huge resource advantage should provide enough of an advantage to quickly and easily win in the first place. While artificially forcing the win is a good idea, it would be much better for them to tweak the real issues.

    It's not like they're gonna ignore it- it's likely the most complained about topic. Just thank god there aren't REAL balance issues.

    -JohnnySmash
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    I've played on various servers, including clan servers and pub servers. If you don't count the rounds where the marines get rush-killed in the first few minutes, I would say that 75% of the games I've played in have been over one hour. Even more disturbing is that of those long games, at least 50% go over two hours, with some lasting as long as three! There is a point at which everyone gets plain tired of playing the same round. In the past (1.04), a long game (over two hours) was fun because they didn't happen very often. Now, most long battles are just plain boring.
  • JohnnySmashJohnnySmash Join Date: 2003-08-04 Member: 18870Members
    I've played a lot of BF1942 so the long games don't really bother me. Mindless turret farming without any chance to win on the Marine's part sucks- often if the commander would group everyone they could probably take out a res if they worked at it. If that doesn't work, game over.

    Bottom line is game length is fine except for huge turret farms. Unless you're specifically talking about teams turreting themselves in, I think you've just gotten used to the old NS and haven't adapted to the new game lengths.

    -JohnnySmash
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    I have actually found the average game time to be around 25 min. Not all that long. The only time you get a REALY long game is where the marines relocate to a hive and set up a turret farm and dish out HA HMG whenever they get enough res...then your in for a long game.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Lerks. Skulk bombs. Bile bomb. COORDINATED ATTACKS.

    Sending in a carapaced or regen Onos will not win you a base. Sending in ONE skulk bomb will not break a deadlock.

    Team efforts do. Coordination works. I sat for 30 minutes in normal armour with an LMG shooting onos with 11 of my teammates. Onos. Onos. Onos. Only ONCE do we see the spark of a bright idea and finally lerks appear. ONE lerk.

    In the end I'd to beg them to lerk and skulk bomb us en masse. And guess what. They broke the deadlock.

    Before rushing straight into the "endgame too long" crowd, I ask everyone to consider if they actually tried a proper endgame. If you were the one lerk with a team of Onos, chances are the Onos are your problem. If they're all outside the base with Onos waiting to stomp devour a rambo, then you're watching the problem in action.

    If its endgame, and the marines are dug in, they WILL NOT be breaking out. They spam HMG and GL and more turrets. They have plenty of time to do so if you INSIST on choosing the wrong baserush tools.

    You all have 100 res. Why not switch to a skulk bomb and all of you rush the base together with perhaps ONE or two onos outside to rush in and crush the IP after you kill everyone with 7 skulk bombs. If that doesnt work after 20 minutes, and you're definitely using skulk bombs properly (ie actually getting into range) THEN feel free to start about long endgames.


    Sorry for the rant, but seriously, all I ever see as either a marine or kharaa is an Onos "rush" of one onos.
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    how about teamwork?

    (see sig)
  • InsiderInsider Join Date: 2003-04-27 Member: 15894Members
    edited August 2003
    Hmm, interesting topic. I have recently have had several encounters of this topic. In one such case i was on the bunkered side, clearly not trying anymore, and waiting for the aliens to wipe us off the map. But i think the real problem is teamwork. Come 2.0 we have seen a tremendous improvement on the Marine side, and have seen some amazing things happen. But the aliens still seem to rouge alot, and thats were problems arise.

    To adress the problem in the game above, we sent over to the aliens one of our best players (and cordinators), and only then did the aliens see improvement. What we need isnt so much a nerf or a plugin to get the bunkered team out of the base and die (heh), its getting the team together and cordinate an assault, teamwork is a key feature now, and it really needs to be used. And of course it wont always work every time, but constant assaults with a little thinking behind them usualy work.

    Understanding that there are alot of "new" players to ns and i have no intention of knocking them for there skill, but mabe some of the more experienced people should show them the right way to do things, instead of possable yelling at them for there noobish mistakes.

    So i guess what it comes down to is good commanders and good listeners, and of course the problem solving tactics i know most of us can come up with.
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