Natural Selection: Combat
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
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edit: ack! nvm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Edit2: well, from what the website says, are you adding CS rounds to NS? Dont.
Bad idea. Too much like CS/TS/MS/DOD.
Ns should stay as a FPS/RTS hybrid in my opinion <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Kills give you access to more toys, but do you choose what toys you get as a money/resource-based reward? If not, do toys "unlock" and are then available?
Are toys available on a player-by-player basis or on a team basis?
[edit- clarified original post]
I hate counter-strike.
When you respawn, you come back with all your equipment and upgrades and keep your level.
I don't think it will be like CS, though I love CS. Games will be a few minutes long, and you'll be evolving your tech during the game. It is basically a very condensed and simplified version of NS. You can upgrade yourself in response to the enemy, but you don't have to worry about resources, building or commander mode.
Edit: I can see it being a bit of a "para mode" too. People won't like the change, maybe because its new, or maybe because the gameplay is better suited to how things are now. I don't like the idea really, but i couldn't say why without a bit of thought.
When you respawn, you come back with all your equipment and upgrades and keep your level. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
This sounds a lot like Starcraft 'Use Map Settings' games <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I think marines would be at a serious advantage in the late game if they're even slightly ahead of the alien tech. Simply because:
HA > All levels of Fade.
HA > Most levels of skulk. HA = Xeno.
HA > Most levels of gorge. HA = Webs.
HA > All of lerk.
HA < Onos.
I think NS:C will degrade teamwork, so you'll see aliens having a harder time. And everyone knows the game would be pretty much over when the marines all get shotguns, simply because there's no resource cost attached to them. It'd be a perpetual shotgun rush. And trust me, we held out for 50 minutes against 4 onos, 2 fades, and a bunch of skulks with nothing but 4 turrets and shotguns.
Presumably from the marine point of view, categories would include weapons and armour. From the aliens point of view, they have all the different evolutions plus advanced lifeforms. What categories of upgrades are there for each side?
Another point, Sounds like it would be a good platform to add some more basic weapons, evolutions and then experiment with there balence.
Presumably from the marine point of view, categories would include weapons and armour. From the aliens point of view, they have all the different evolutions plus advanced lifeforms. What categories of upgrades are there for each side? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'm concerned about that too. Let's say the first marine upgrade is level 1 weapons and armor. They'll be fighting on par with upgraded skulks. However, do skulks get movement, sensory, or defence chamber upgrades?
Then, marines get shotguns. Shotguns will completely... r*pe the alien team. In a normal NS game, everyone screams SHOTGUNS SHOTGUNS. You take out, taking heavy losses, the shotgun train. Then you can look forward to a lull in shotguns for a while.
In this version, marines get shotguns and it's like the commander made a massive stack of 1000 shotguns in base. You'll never seen an end to them.
On the other hand, I'd be eager to play a variant of this game. It's an easy break from the resource structure and eliminates the amount of teamwork with makes games with newbies frustrating.
I say go ahead with it, but I don't want "old school" ns replaced <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The problem is if this mode becomes more popular, oldschool ns may die out. I don't want that to happen. NS requires tactical thinking to play throughout, making the mod no longer need that is a complete and utter deathwish. I would leave NS if the need for tactical thinking was removed in favour if getting more players personally.
However, Thinking about it, as long as oldschool NS is more popular, I don't have that much of a problem.
i would have sugested 2 or free new (seminew) modes... maybe some kind of game, where the map is pitch black, apart from emergency lighting in a few areas (res nodes, etc?), and a seccondary objective of the marines is to re-activate power? i think it could teach some marine players on how to use their ears to a greater degree, and listen for threats, and encorage alien players to amush more isntead of rush.
*shrug* or maybe something where marines are stranded, and they have to use res to rebuild parts of their ship, or find parts within the map and return them to base?
hehe.. and a fun one for aliens, where marines have to stop them from slaughtering escapting (AI?) civilians...
- maybe these should be in the sugestions forum, but this thread may be apt.. :/
i am worried about the lack of NEED for teamwork
(talks to self)
wait and see
wait and see
dont be a cynic
:-)
Now im worried becuase im afraid that if they screw this game mode up (it turns out to be crap) this could be the END of ns!
NOOOO! TAKE ME INSTEAD!!!!ononeoen <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
<b>What i dont like is that it mostly kills the teamplay aspect of ns and lots of players will play ns_ like co_ , or just play co_ . "Im not a noob comm, i rock all co maps"</b>.
<b>In 1.04 i invented a "teamdeathmatch map"</b>, you got teleported in (up to) 5 (toggleable on game start) different arenas, fight for 40 seconds, and the winning team steals one resnode from the loosing team. When you loose too often your base gets crunced to death.
It had much more instant action and a complete new teamplay, it made battle gorges essential (in 1.04) for example.
This map had one disadvantage, it needed 1500 entities (1000 trigger_changetarget) to work with 4 arenas, BUT it was really stable and you even could <b>see the arenas from out of the readyroom</b>.
Another sad point was, that it did not allow Phasegates (for phasing between arenas) and so no onoses (to ballance this) , but it did not kill gameplay.
<b>I would like to see tdm_ maps with most of that entities being hardcoded.</b>
this 3 texts were in the readyroom of all tdm maps to explain the new gameplay in 1.04. im not sure if it would work in 2.0
<a href='http://www.df5jz.de/Ollj/tdm.jpg' target='_blank'>http://www.df5jz.de/Ollj/tdm.jpg</a>
Now if we can just get some MvM and AvA going... ;)
<b>What i dont like is that it mostly kills the teamplay aspect of ns and lots of players will play ns_ like co_ , or just play co_ . "Im not a noob comm, i rock all co maps"</b>.
<b>In 1.04 i invented a "teamdeathmatch map"</b>, you got teleported in 4 different arenas, fight for 40 seconds, and the winning team steals one resnode from the loosing team. When you loose too often your base gets crunced to death.
It had much more instant action and a complete new teamplay, it made battle gorges essential (in 1.04) for example.
This map had one disadvantage, it needed 1500 entities (1000 trigger_changetarget) to work with 4 arenas, BUT it was really stable and you even could <b>see the arenas from out of the readyroom</b>. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
sounds like a fun map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I just hope they get it right, cause if they dont soem credibility for NS will be lost.
2) Seeing your team switch from further NS 2.1 developments to something seemingly unimportant shakes my confidence, makes me wonder if your losing ideas? I hope not, lets vote you off the island Flayra!
3) Its multiplayer? Single? Seems like a good single thing.
I hate counter-strike. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I agree and I too loathe counter-strike.
I don't see this as degrading the NS community atmosphere....
...I see this as butchering it with an overly dull claymore then depositing it in a large pot stored away in the oven to ripen, fester, and surprise the old residents when they want to bake some cookies.
seriously though... if you made it I'd try it just for a change of scene/pace =3