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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
Dnom
I dont particulary like CO but a lot of other people do. I think a little more strategy should be added into CO maps, by adding an RT for each team.
The RT gives all players a little amount of experience as in the previous beta, but it does it for the marines aswell. If the RT is destroyed, no more experience for nothing. You should also get experiance for attacking the RT's. The RT's will be where the mapper decides to put them, possibly even in the center of the map, right next to each other. These RTS could probably be put into existing maps.

Thoughts?
NolSinkler
I guess it sounds good...when I read the topic title I thought you were talking about using levels to get rts in combat.

So, 1 rt, produces 10 experience points/second which is evenly spread through the team.
SirSmokeALot
Great idea, however I say you put this rt in each side's base. It would just be better that way.
AvengerX
I like this idea, then it'd give both teams expeirence over time IF they protected their RT

CO sucks now anyways so why not try it? what do we got to loose

thumbs up
Jmmsbnd007
Romano has/is working on a mod that incorporates 3 RTs into co maps. Basically, to attack the cc, you have to build all 3 (go up to a nozzle and hit use and it instantly pops out of nowhere and builds), then the shield disappears on the cc/hive. It's been a while since I've played it but I'm pretty sure that's how it worked.
Verthandi
I like how it instills a sense of importance into RTs... but there's something about it that's nagging me, and I can't quite grasp it at the moment.
MEShootHere
QUOTE (Jmmsbnd007 @ Jul 19 2004, 01:22 AM)
Romano has/is working on a mod that incorporates 3 RTs into co maps. Basically, to attack the cc, you have to build all 3 (go up to a nozzle and hit use and it instantly pops out of nowhere and builds), then the shield disappears on the cc/hive. It's been a while since I've played it but I'm pretty sure that's how it worked.

This sounds a lot like the powernodes/powercore idea used in Unreal Tournament 2004 am I right?


I do like the RT idea, would force a bigger push and allow higher upgrades, because with the current time limit for marines, turtling/basecamping is often in order.
And by strategic placement of the RT one could force marines/aliens to defend more than just their CC/hive.

Nice idea!
Trevelyan
QUOTE (Dnom @ Jul 18 2004, 09:48 PM)
I think a little more strategy should be added into CO maps

PLAY NS!

I'm serious... It is a great game mode!!!! biggrin.gif
Dnom
If it lets newbies and noobs level up then good! Plus newbies will be able to gain experience for nothing. smile.gif
Hehe, my first idea where i didnt get flamed for it tounge.gif
DuracellFish
This idea is amazing, I'm surprised no one has suggested it before, its simple and rather effective. It may even make me want to play CO again wink.gif

I'm not sure about other buildings though, part of the point of CO is its death match rather that building.
Dnom
I just think adding RTS in CO for experiance and playing it normally would be OK. I dont want any of this building in CO, its not meant to be like that. smile.gif
Zunni
Defintely an interesting game mode, you can control where the battles take place, by putting a higher importance on the RT's.

Dnom
It may even help newbies into the game by showing them how important RT's are....either that or totally confuse them tounge.gif
Taaketa
As long as the RTs are not placed inside MS/AS but in an open area for marines and a covered area for aliens. May complicated current maps to do so prehaps not fesible to impliment... *shrugs*
Ripur
My number 2 gripe with CO is it doesn't train newbies into some of the more important aspects of NS. This would be helpful if implemented.
cookman
Not only would this help new players (whom of course would begin with CO_ before NS_), to understand the importance of defending RTs, but it would also add and encourage more tactical invention and more welders!

Great idea.
Dnom
QUOTE (cookman @ Sep 14 2004, 12:28 PM)
Not only would this help new players (whom of course would begin with CO_ before NS_), to understand the importance of defending RTs, but it would also add and encourage more tactical invention and more welders!

Great idea.

Exaclty, plus, it will be more fun! biggrin-fix.gif
Avs
First idea: RTs give exp, and are placed strategically on the map

Sounds good. This would allow help towards very new players. They would also give CO a twist so to speak. You know what would help a lot more? Help/Hints that pop up and compare NS to CO while they play. Like, "Resource Towers in Classic give spendable resources instead of experience", "Structures such as the armory are built by players in Classic", "The command chair is only usable by marines in Classic mode". That way they learn about this magical classic mode that so many others talk about. "Shotguns are bought by the Commander and given to players in classic mode".

So when marines secure a node after destroying the enemy RT, or if the node is open, then a RT spawns automatically and it builds itself. The only problem with this is that a if there is only 1 RT, or if RTs are in the middle of the map, one team can camp the RT and slowly up their experience levels while holding off the other side, as opposed to just plain camping outside the MS. However, if RTs gave exp as fast as welding or healing did, it might work.

Second idea: RTs allow you to attack the enemy hive/cc.

I dont like this idea as much because it makes resource towers seem like shield generators instead of well, a resource tower.
Stavesacre
I really like this idea, its a definate step in the right direction for helping new players get into the real game: Classic NS.

Thumbs Up.
RabidWeasel
Back when they first announced co, I envisioned it as being something like king of the hill with RT nozzles as the "hills" so I like this idea.
Maian
Interesting idea. I'd like to try it out smile-fix.gif
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