Aliens Start Off With So Many Res... Necesary?

Cowman1Cowman1 Join Date: 2002-11-03 Member: 5813Members
Every game, each alien starts with about 25 res, yes? If there are 10 aliens on a team, in less than a minute the aliens can get every single node in the map. Bleh. -_- That's the reason why marines usually lose unless they have a good com and a good team.

What would happen if aliens started with NO res? Would they have to resort to attacking the marine base very early, killing the marines anyway? If that would happen, what's the solution? If the game truly is about res, then doesn't that mean that aliens are almost guarenteed victory from the start?

Comments

  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    edited August 2003
    The solution is obvious... diminish starting res <i>and</i> res for kills <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    Besides , rush > expansion , which means a group of determined (or shotgun wielding) marines can chop early alien RTs and possibly relocate to a hive/doubleres after that , costing 15 to 50+ ressources to the aliens and controlling more ground.

    I tend to think that large servers should see a greater number of marine wins in the future , since it is so easy to bring 8+ marines in the double res spot or res-locking hive location. OCs are weak and sensories can be countered by scans , meaning the aliens are unlikely to hold important positions on larger games. Besides , 5+ HAs in a train = havoc.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    If they had NO res, aliens would be crippled. Completely crippled.

    I think the solution would be more along the lines of the marine team starting with an amount of res dependant on the nomber of players on the team. 15-20 res per marine, maybe.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Hmm, a one-time res bonus for the rines based on how many aliens join within the first minute? But in a 2 on 2, look at it the other way around: If marines would start out with res equaling the aliens (i.e. only fifty), doesn't that make for a terribly slow start?
    It is known that starting res is a problem in very large games. NS is supposed to be balanced for 6 on 6 games though, not 10 on 10. I can see that the starting res considerably strengthens a large alien team, on the other hand, it gives them considerably less on small teams, so doesn't that cancel each other out? After all, games with small teams are possible on any server, while the server has to allow for large games for them to happen.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited August 2003
    Jeah right.
    We need a beta patch with aliens starting with less res.
    Dont forget that flay.

    10 gorges in early game are shootgun food btw.
    most times leads to aliens F4ing.

    edit: good, CutterJoe didnt get the sarcasm.
  • CutterJoeCutterJoe Join Date: 2002-12-30 Member: 11594Members, Constellation
    <!--QuoteBegin--Ollj+Aug 9 2003, 09:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Aug 9 2003, 09:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Jeah right.
    We need a beta patch with aliens starting with less res.
    Dont forget that flay.

    10 gorges in early game are shootgun food btw.
    most times leads to aliens F4ing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Good point ollj. Most games I play theres usually a max of 3-4 gorges on a 10 man team. That means that most are hording for lerk, fade, onos. So starting with none would be too damaging to the aliens. Nah maybe just down the starting to no less than 20 that gives them the option of waiting a couple of mins for an rt or just dropping an upgrade chamber.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Don't drop it lower. Think about it this way, with 10 gorges dropping 10 res, you now have the equivalent of 1 res per gorge... However, since marines can get upgrades, they're both attacking your res, and getting res at what is effectively much more, since it can be funneled into upgrades for the WHOLE team.
  • Cowman1Cowman1 Join Date: 2002-11-03 Member: 5813Members
    But the problem seems to always be the beginning of the game. If the aliens get too many res and secure a hive early on, the game is pretty much over. I think making it so that somehow it takes at least a minute to get enough res to get a RT would work, so that the aliens don't get as much as a beginning advantage.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->If the aliens get too many res and secure a hive early on, the game is pretty much over.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yeah. However, I don't think this is the solution! Early game is the problem, but just simply dropping res isn't much of a fixit.
  • Cowman1Cowman1 Join Date: 2002-11-03 Member: 5813Members
    Could you explain a bit more on that? =p

    I actually did some thinking today, and i've realized that the marines still use the same strategies as in earlier versions it seems. That could just be the reason why the suggestions and ideas thread isn't open, because no one has even tried a different strategy... but that's completely besides the point of this topic!!!

    Anyway, you're right about the beginning being more than just res, but having less MIGHT just slow it down, yes? But I can see how it can also depend on the alien team's strategy. If the players don't use teamwork and protect their res towers and expand quickly and secure a hive, that has much more to do with it. And it also depends on what chambers are built... i've seen the marines win one game because a sensory was built first, then a movement, but the person who built the movement didn't realize that the third hive was secured by the marines... then blah blah blah lots of pointing around, calling people newbies, telling them how to learn to use movements chambers, blah blah blah... and the marines won. . . . . .
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I would agree with dropping it to 20. Honestly, the first thing everyone does is drop a res node and within the first minute you have marines with 1 or 2 nodes, and aliens with 6 or 7.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    <!--QuoteBegin--Cowman109+Aug 10 2003, 09:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cowman109 @ Aug 10 2003, 09:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But the problem seems to always be the beginning of the game. If the aliens get too many res and secure a hive early on, the game is pretty much over. I think making it so that somehow it takes at least a minute to get enough res to get a RT would work, so that the aliens don't get as much as a beginning advantage. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->

    First, If anything, not enough ppl go gorge in the first 5 mins, 2 or 3 on a 10 man team.
    I agree that the gorges get the nodes, but once you spend that res, that Nod is defensless for a good 10 mins, 1 OC can't even be placed for about 4 mins after you place that RT, its open season that RT and that Gorge!

    Its only too easy to play back and forth with a RT, a Gorge will get it and then a Rine will take it back, then again until either the Gorge puts up OCs in number or the COmmander drops a PG or a TF and turrets.
  • El_Pollo_LocoEl_Pollo_Loco Join Date: 2003-06-11 Member: 17255Members
    Instead of lowering Alien Starting Resources. Why not raise the amout of resources that the marines start with and/or raise the cost of the Alien Res tower. Lowering the alien starting res just seems like asking for more problems because it also messes up early chamber placement by the Aliens.
  • Mad_DogHive_HunterMad_DogHive_Hunter Join Date: 2003-08-06 Member: 19143Members
    I think small games are very unbalanced. even a 6v6. yes the aliens only get 2 or 3 nodes while the marines are building, but they come back to the aliens really fast compared to the larger games. Usualy by the time i can get an arms lab up i have an onos in my base. Which is why i should remeber to spawn mines to protect the base. Aliens IMHO should get a small res nerf. even if it is only 2 or 3. Though this will drasticly alter the start game.
  • grafgraverkegrafgraverke Join Date: 2003-08-09 Member: 19246Members
    edited August 2003
    Yes, 25 res at start IS necesarry! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    really, a good marine TEAM will whoop any alien setup besides the all-"elite" teams.. then it's a drawn out battle..
    what I see too often as Gorge is that the marines ALLOW the aliens to hold on to those respoints.. marine teams with 2 - 3 welldefended respoints (like in overkill time) will win against Aliens easily IF the marines then proceed to lay waste to any respoint they happen upon and keep doing this! and when most Alien res has been grinded to a halt, there is still time to expand..

    /me beats himself against the head for sharing all this hardwon info, especially since it is my speciality to fight AGAINST marines that honour the turtle method.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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