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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
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Talesin
I've been thinking about this for quite a while; with each progressive version, a bit of the bright-shiny fun that was to be had in 1.0x was lost. Electrification, Devour, non-stacking Spores, useless third-hive weaponry, and so on.

One of the largest just became apparent earlier today, though, when I was thinking about some of the old 6 hour plus battles. At the moment, a confrontation between a Marine and a Skulk lasts approximately 1.5 seconds, on average. Either the Marine goes down to a surprise bite, or the skulk is gunned down before they can get close. During the 1.0x era, the average confrontation time between a single Skulk and single Marine was between 7 and 10 seconds.

The suggestion is to lower the damage dealt by Marine weaponry (and Kharaa, if it is seen as unbalanced... though I doubt it would be), to bring the combat-times back to where you have a chance to realize you're being fired upon, and either escape or start to dodge.
Also, I have to suggest this damage-drop for the Marine side only, given that as of current revisions, the vanilla Marine, solo, is more than a match for a Skulk of equal skill. This was NOT the original idea, which held with Marines travelling in groups for survival; the break-even point was three Marines against three Skulks. Any lower than that, and the Marines were at a distinct disadvantage.

However, with their ability to concentrate fire from across a room, the three (using teamwork) would be able to handle an equal number of Skulks. Whereas the Skulks would be forced to either seperate to handle a Marine apiece (usually losing one before even reaching the group of 'rines) or all rush one in hopes that they can reach the other two before being gunned down.


Yes, we can only balance the game. But a bit of teamwork should be expected from those playing on the Marine side.
Pithlit
nice suqq3stion

needs huge playtesting, but i think its worth it
Crispy
*Agrees*

The way it is will always be playable, you just have to out-think the Marines when playing as a Skulk. I would appreciate it if this was implemented, sensibly, because it would encourage more players to join aliens. (I can't remember the last time I played NS and was autoed to Marines the same amount of times as to Aliens.

It's fine once you get leap, but I do think that you lose too much health just peeking round a corner to see if someone's there. Then you have to traipse back to the Hive/Gorge for health or if you're lazy you give the Commander 1-3 res.

In short, this should definitely be considered.
DragonMech
QUOTE (Pithlit @ Oct 4 2004, 08:30 AM)
nice suqq3stion

needs huge playtesting, but i think its worth it

I agree as well. Usually, a person is dead before he/she even knows he was taking damage. Would this apply to the shotgun as well? All marine weapons?
Zunni
By expanding out the battles, you are also expanding the length of the overall game, Flayra is working to try to squeeze all the same memorable gameplay into a shorter game time.. (Where we are currently is almost perfect in terms of game length )

If we were going back to the much longer game times then I'd agree but at this point we aren't.

I've re-opened this, mostly because I guess there are potentially tedious parts of the game that could be shortened in order to allow the combat to flow..

Meto
I'd love more epic battles and even longer games. Seeing as flayra wants shorter games then to achieve the epic battles we'd have to sacrafice other areas. There are plenty of potential candidates, because NS is all about timing, but some would change the game quite significantly.

Clan games are already fairly snappy but you could take a big chunk out of pub game length by shortening the end game (e.g. marines camp in spawn). There's been suggestions around to do this too wink-fix.gif

You can always decrease research, hive times etc but this means that each era will last for an even shorter period (I'm in favour of them being lengthened).

I like this idea but we need ways to fix the time problem.

Talesin
The problem is, we're sacrificing the part that's supposed to be fun... the part where you're PLAYING the game, in favor of getting to the outcome faster.

Hell, it's almost become instagib, with the times I recorded. And note, I took those with a stopwatch while spectating a 1.04 and 3.0B5 game, respectively.


The game is where the fun lies. NOT the outcome. And this is also why Flayra originally did not want a god-gun. Fast kills... and 1.5s is VERY fast.. feel cheap. It's 'crap, died, time to wait for respawn and run back to die again'.

The question is, should the FUN of NS be sacrificed in favor of making a game last only 20 minutes? I say no. Lower the Marine damage. They have ranged weaponry and teamwork, which means they can fire on the same target from across a room. They need to move in teams and work together to score a win. Kharaa are ineffective until they have crossed the distance to a given Marine. With two Marines, that is moot, because the other one can continue firing even if the Skulk manages to reach them.


Lowered Marine damage would bring a lot of the fun back into the game... the fun of the game is NOT 'which team wins'. It's making memories, running along a wall , dodging gunfire to chomp a Marine. Or defending your teammate, who is unable to track the bugger running along the wall, taking him down just before your teammate gets torn to shreds.

This isn't CS. This isn't DOD. This is NS... that needs to be remembered before complying with ANOTHER game's style (or round-time) screws things up worse than they've become.
Reeke
i agree

you would think that the rines would be the ones that have to think, as there human, an iteligent species, while the aliens are bacteria, but no, as a skulk you gotta always be thinking one step ahead of the rine if hes anyhting better than your average joe

i donno by how much the weapons need decreased, but i really think the pistol needs decreased in streangh, if u watch "good" rines they often use a pistol b4 there lmg, and the skulk is either dead long before it reaches the rine or it only takes 1 or 2 lmg hits to kill. and its even more annoying when a rine clicks 5 times, and gets 10 shots in ya, if ya know what i meen ;/
the_x5
QUOTE (Zunni @ Oct 4 2004, 10:11 AM)
By expanding out the battles, you are also expanding the length of the overall game, Flayra is working to try to squeeze all the same memorable gameplay into a shorter game time.. (Where we are currently is almost perfect in terms of game length )

If we were going back to the much longer game times then I'd agree but at this point we aren't.

I've re-opened this, mostly because I guess there are potentially tedious parts of the game that could be shortened in order to allow the combat to flow..

We don't like Flayra's "short games" Let short be for Combat...

Talesin, seriously how can I give you some money to make this "magically happen"?

~edit~

My solution:

reduce structures' HP (by almost half)
slightly reduce uber-defenses (like turret farming, WoL, easy to get HA in a few min)
slightly increase offensive attacks (skulk bite, fade slash, etc. really hurts, xenocide does damage to structures, grenades do more damage, shotgun is a superior weapon again; offensive > defensive)
remove RFK for ns_ maps for all except: lerks, skulks, fades, and onos
(Gorges and marines never get RFK but gorges get 50% more of the res from the res nodes. Having full res allow you to be skipped; or another way to to think about it is that the non-gorges will recieve about half the res from the res nodes as they currently do, in otherwords instead of once in every four seconds it's once in every 8 secondsas they get skipped every other "tick" I suggest a 50/50 RT/RFK for the combat motile units of the Kharaa collective. You could also make it to where they can eat other things like strucutes or things the comm chair guy has dropped for food too. RFK, res for kills, is incredibly stupid for marines or gorges. It encorages marines to build "turtles" and go rambo, and discourges people from going gorge.)
BlueTorpeedo
I agree as well. I would like to see some extra health, both for skulks AND lerks. Lerks die really quick too. When HA comes out, both become obsolete, unlike LMG light marines, who tend to be usefull throughout the game.

I dont think the changes should be too big though. Maybe let the skulk take 1 or 2 more normal LMG rounds to kill. Lerk, maybe 2-5 more LMG rounds, not sure...

EDIT: Oh... and about the short games thing: BAD IDEA. I dont hang out on these forums too much, but Im pretty sure the commuinity consensus is longer games. Does he want to alienate his own fan base? confused-fix.gif
SentrySteve
QUOTE (Talesin @ Oct 4 2004, 02:06 PM)
But a bit of teamwork should be expected from those playing on the Marine side.

Teamplay on pubs - ha. You can expect teamwork all you want - however with no clear direction to guide the marine team there will be no teamwork. Unless teamwork is forced upon the marines, there will be none.
the_x5
QUOTE (SentrySteve @ Oct 4 2004, 01:36 PM)
Teamplay on pubs - ha. You can expect teamwork all you want - however with no clear direction to guide the marine team there will be no teamwork. Unless teamwork is forced upon the marines, there will be none.

Actually I disagree. When I played on 2.01 servers with my British m8s we use to have astounding teamwork.
SentrySteve
And when I played on old school FR1ENS and the HAM server there was great teamwork too. However, a handful of examples is not good enough of an agrument to offset the clear fact that there is a lack of teamplay.
raqualevangel
QUOTE (SentrySteve @ Oct 4 2004, 01:36 PM)
QUOTE (Talesin @ Oct 4 2004, 02:06 PM)
But a bit of teamwork should be expected from those playing on the Marine side.

Teamplay on pubs - ha. You can expect teamwork all you want - however with no clear direction to guide the marine team there will be no teamwork. Unless teamwork is forced upon the marines, there will be none.

the thing is kharaa are now being expected to travel in groups to counter rambo marines. teamwork somehow has become the kharaa's game.
SinSpawn
QUOTE (x5 @ Oct 4 2004, 07:30 PM)
My solution:

slightly increase offensive attacks (skulk bite, fade slash, etc. really hurts, xenocide does damage to structures, grenades do more damage, shotgun is a superior weapon again; offensive > defensive)

Talesin thread was to lower damage then you start giving your own idea that it should be raised even more than it is now :/
the_x5
QUOTE (SentrySteve @ Oct 4 2004, 01:46 PM)
And when I played on old school FR1ENS and the HAM server there was great teamwork too. However, a handful of examples is not good enough of an agrument to offset the clear fact that there is a lack of teamplay.

Yes but I think you'll agree with me that there is much less teamwork now in 3.0 than there used to be. Right?

I feel strongly that this is encourged by the routine patterns resulting from a deprived level of entropy and encourage by engine based varibles that make bases undefeatable (thus no powershifts) and the game is ended too quickly, with an insanely remote chance of comeback.

Furthermore I feel the "2 hive lockdown" is just as much of an issue as Comm Chair blocking. A hive lockdown by itself isn't bad but when you get two it makes it completely impossible for Kharaa to get something better than a 1 hive, 1 locked chamber ability. It's a catch-22. You can't breakdown the lock until you get your 2 hive abilities and you can't get those abilties until you break the lockdown. (not to mention hives take awhile to go up)

Regardless we need more emphasis on RTs and make them easier to be lost. You agree?
the_x5
QUOTE (SinSpawn @ Oct 4 2004, 01:52 PM)
QUOTE (x5 @ Oct 4 2004, 07:30 PM)
My solution:

slightly increase offensive attacks (skulk bite, fade slash, etc. really hurts, xenocide does damage to structures, grenades do more damage, shotgun is a superior weapon again; offensive > defensive)

Talesin thread was to lower damage then you start giving your own idea that it should be raised even more than it is now :/

I could go either way. I would like it if you aim well or stick you fade spike though somebody skull that they die.

Large LAN wars with Ghost Recon can be quite epic and powershifting even though the damage is high.

~edit~

However in the realm of NS I think Talesin is right. (lowering strucutre Defenses is prefered)
Alkiller
This is a very interesting suggestion talesin... but you can't reduce the marines damage and leave the kharaa untouched.

Could you be more specific as the drasticness of this reduction?
the_x5
I'd like to see structures get the most reduction and keep the offense/defense balance tipped a little more to a offense > defense.

That's what I feel is most important to restoring powershifts and the fun aspect.
BulletHead
QUOTE (Zunni @ Oct 4 2004, 10:11 AM)
By expanding out the battles, you are also expanding the length of the overall game, Flayra is working to try to squeeze all the same memorable gameplay into a shorter game time.. (Where we are currently is almost perfect in terms of game length )

If we were going back to the much longer game times then I'd agree but at this point we aren't.

I've re-opened this, mostly because I guess there are potentially tedious parts of the game that could be shortened in order to allow the combat to flow..

Sorry Zunni... but I have to say this


Bull Farking Shiza


Long games = PWNT
Maveric
I've said it once and i'll say it again:

Longer games give more flex time. [The more "flex" time, the less "omg-gotta-frag-this-skulk-then-that-skulk-then-rush-to-the-hive-and-pwn-them"]

Currently NS is nothing more then a frag fest. Skulks can kill marines in two hits; one with focus if the marine has no armor. Marines can kill skulks with the LMG in under 1/5th their magazine. Devour can "kill" a marine instantly. HMGs can kill skulks nearly instantly...


I really do wish NS would FEEL like a epic battle, even if you're fighting a skulk. Like, the skulk could take 3 or 4 hits to kill you WITHOUT armor, and you could kill it in about 25 bullets. Of course the skulk would still have it's 70 HP and 10 armor, and the marine would have his 100 HP and 35(?) armor.

It'd make people feel invulnerable, like they're some sort of killing machine, when in fact they're just as vulnerable as their enemy. As a skulk you could just walk a line to a single marine and tear his guts out, but you'd stick to the shadows if there were three of them. As a marine you'd s**t your pants if you saw a skulk if you were alone, and feel like some sort of god if you were in a group; until of course you see a pack of skulks equal in number to your own.

(StarCraft referances ahead!)
A marine in StarCraft is not instagibbed; nor is a zergling. It takes several hits to kill a marine, and several hits to kill a zergling. However, if you double the damage both do then it becomes similar to how fast combat progresses; QUITE similar to NS. The marine is at a distinct advantage, having the range AND TIME to do his damage. However, if you halve the damage for both the zergling and the marine, then you get something like Talesin is suggesting where combat is drawn out and exciting.
Chem
This is a bad idea.
The marines ONLY advantage on the aliens is distance. What you're asking is to butcher that advantage and give the aliens a huge boost in their advantage. Marines should absolutely 100% dominate at ranged combat vs skulks. Nothing should touch them. The marines have range and firepower. They have no speed. Limited ammo. Limited mobility. And you want them worse? The problem isn't the combat times it's the overall lack of need for teamplay and cutting the balls off the marine team won't fix teamplay. Putting emphasis on locations and technology would.
I have no problem klling marines provided I can cut as much distance between me and him as possible. Waiting behind corners or on ceilings or behind pipes. That's what being a skulk is about. Ambushing and gaining the element of surprise. Not charging across holoroom with 4 marines vs 4 skulks and complaining how you lost IN A WIDE OPEN AREA. And 1.5s is an eternity when you've got skulks breathing down your neck.

Long games don't = fun. 1.04 had long games when marines failed to succeed in their jp rush. Then they were locked in there base for an hour and a half while fades pummeled them with acid rocket. So did 2.0 except it was just oni running in a devouring and redeeming. Boy that was blast wasn't it.
I've played one long game that was incredibly fun and that lasted about an hr and a half. 3-4hr games aren't fun and alot of people don't want to spend 3-4hrs in a game. 20 minutes is plenty long IMHO


The combat times vs skulks in 1.04 are different because DC's went up extremely fast in 1.04. Unlike now where everyone saves for fade. And whines about not having DC"s. And note that the marines only buff on their lmg was the decreased research costs. Aliens got more speed. So logically yes the time would be shorter since the skulks can close the distance that much faster.

And out of curiosity who were you playtesting this 1.04 vs 3.0b5 stuff with

EDIT

QUOTE
A marine in StarCraft is not instagibbed; nor is a zergling. It takes several hits to kill a marine, and several hits to kill a zergling. However, if you double the damage both do then it becomes similar to how fast combat progresses; QUITE similar to NS. The marine is at a distinct advantage, having the range AND TIME to do his damage. However, if you halve the damage for both the zergling and the marine, then you get something like Talesin is suggesting where combat is drawn out and exciting.

Except that the marine isn't having his view knocked around and the zergling isn't bouncing off walls and running behind him. They both stand there hitting eachother never missing and eventually one dies. They're nothing alike. Try this. Edit the marine damage so he does half now make it so the zergling can kill him in 2 hits. Watch what happens.
Maveric
QUOTE (Chem @ Oct 4 2004, 01:49 PM)
This is a bad idea.
The marines ONLY advantage on the aliens is distance. What you're asking is to butcher that advantage and give the aliens a huge boost in their advantage.  Marines should absolutely 100% dominate at ranged combat vs skulks. Nothing should touch them. The marines have range and firepower. They have no speed. Limited ammo. Limited mobility. And you want them worse? The problem isn't the combat times it's the overall lack of need for teamplay and cutting the balls off the marine team won't fix teamplay.

Then lets give them rail guns with 12x magnification scopes with self-regerating ammo!

If the marines own at long range, what the hell then is supposed to get the aliens from the long range marine advantage to the close range alien advantage? And even then you have SHOTGUNS to deal with!

QUOTE
Putting emphasis on locations and technology would.


If you put emphasis on locations and technology all you put emphasis on IS locations and technology!!!

QUOTE
I have no problem klling marines provided I can cut as much distance between me and him as possible. Waiting behind corners or on ceilings or behind pipes. That's what being a skulk is about. Ambushing and gaining the element of surprise. Not charging across holoroom with 4 marines vs 4 skulks and complaining how you lost IN A WIDE OPEN AREA. And 1.5s is an eternity when you've got skulks breathing down your neck.


Marines should win because they concentrate their firepower on a single target, then moving to the next and the one after that until there are no more targets left. Talesin said that 3v3 was about even, so 4v4 would be in the marine's favour anyways. What this idea improves is the 2v2 and 1v1, because even THEN, the marines STILL own skulks. [AND you can't hide that effectively when the marines get something like Motion Tracking, which can denote your presence quite nicely.]

QUOTE
Long games don't = fun.


True, but long games give more chances to be fun then short games do!

QUOTE
QUOTE
[SC example]
Except that the marine isn't having his view knocked around and the zergling isn't bouncing off walls and running behind him. They both stand there hitting eachother never missing and eventually one dies. They're nothing alike. Try this. Edit the marine damage so he does half now make it so the zergling can kill him in 2 hits. Watch what happens.


Then take that same marine and put him in a group of 5 for a total of 6 against a few extra zerglings. At first have them rush the marines, and then have them unburrow underneath the marines.
Talesin
The main difference is that in older versions, just as with the Onos, more shots were missed than hit.
Skulk bite damage and speed were not changed. The LMG was tweaked slightly to compensate. However, even with those tweaks (1.04) it still took between 7 and 10 seconds to kill a Skulk.

Add more Marines (fireteams) and you have why Marines used teamwork or died in the 1.0x era. Why rambos were a bad thing, which did not survive long.
The original concept was that a single Marine would be killed with relative ease by a skulk player of the same skill level. Two and two, advantage was still with the Skulks, but less so. Three and three was an even match, and was the estimated optimal Marine fireteam size.

As it stands now, a single Marine will kill a Skulk more than half the time. Add a second marine, and the old synergistic balancing scheme still kicks in, making it MORE unlikely that the Skulk will survive.


As for who I was playing, I wasn't. I was spectating a 1.04 game, with a stopwatch. Numbers may have been slightly skewed due to reaction and/or perception time, but even in an in-close combat, with fly-across-the-room knockback, the Skulk still had a decent chance, rather than being blipped to the respawn in 1.5 seconds, as with 3.0B5.

Lowering the Marine damage would not weaken them. It would require a return to teamplay. Combat is there for the fragfesters; NS Classic needs to remember its roots.


The playing of the game is what makes it fun. NOT the outcome. And that's what has been focussed on recently... making the outcome arrive faster.
BigD
QUOTE (Zunni @ Oct 4 2004, 08:11 AM)
By expanding out the battles, you are also expanding the length of the overall game, Flayra is working to try to squeeze all the same memorable gameplay into a shorter game time.. (Where we are currently is almost perfect in terms of game length )

If we were going back to the much longer game times then I'd agree but at this point we aren't.

I've re-opened this, mostly because I guess there are potentially tedious parts of the game that could be shortened in order to allow the combat to flow..

I think allowing the battles to last longer would be much more beneficial. Maybe reducing the alien damage a wee bit wouldn't hurt too. (For the sake of balance)
I think Talesin is on the right track here and zunni makes a good point about speeding up the other more tedious parts.

We don't need to go all the way to 1.04 levels, but something closer anyway.

But if we lengthen the battles, we need to shorten the war. How about making res flow faster? Instead of one tick per 5 seconds (or whatever it is) make it one tick per 3 seconds? I'm sure there are other ways to speed up the game as well.

NS 1.04 wasn't the epitome of balance by any means, but (with the 1.1 mods) I had a lot of fun. I'm all for progress (and there has been a LOT of good progress) but in the fun department (and IMO fun > all) the game has lost something. I'm sorry but being insta-gibbed (or at least insta-gibbled) isn't fun.

Chem
Skulk speed was increased with the 2.0 patch by 10%
LMG damage has not been touched EVER. Skulks died the same as they did in 1.04 infact in 1.04 they had bigger hitboxes. There was no 7 second battle between a skulk and marine. Only if they were 2 incompetent fumbling idiots the battles were usually over within 3 seconds or less.
You're trying to balance this like an RTS. Don't. Marines won't focus fire on one skulk. There's not that much communication between marines. Not even in clanplay.


QUOTE
f the marines own at long range, what the hell then is supposed to get the aliens from the long range marine advantage to the close range alien advantage? And even then you have SHOTGUNS to deal with!

Patience, Leap, Ambushing, Celerity, Sillence. SKULKS DO NOT CHARGE ACROSS ROOMS. They flank they ambush they skrmish. As a scouting unit They're perfectly fine.

QUOTE
If you put emphasis on locations and technology all you put emphasis on IS locations and technology!!!

Which in turn focus battles at key areas increase battle intensity and maybe increasing gameplay length. Atleast it's putting an emphasis on something other than killing the 4 minute fades and spawn camping with the shotguns.

QUOTE
Marines should win because they concentrate their firepower on a single target, then moving to the next and the one after that until there are no more targets left. Talesin said that 3v3 was about even, so 4v4 would be in the marine's favour anyways. What this idea improves is the 2v2 and 1v1, because even THEN, the marines STILL own skulks. [AND you can't hide that effectively when the marines get something like Motion Tracking, which can denote your presence quite nicely.

Marines should win because they teched up to a higher level and kept the aliens out of striking distance.
How can Talesin say it would be balanced when noone has even tried this. It's like saying OMG B7 IS SO BALANCED. It makes no sense and hold no ground.
1v1 A marine should win AT A DISTANCE
2v2 The marines should win AT A DISTANCE
and so on and so forth. Seeing the pattern? You don't play into the marines advantage you force them to play into yours. It's basic battlefield tactics.
And you brought up motion tracking. Sure they may spot you around that corner but in order to kill you he's got to come into your kill zone. You're dictating how the battle will be fought not him. That's how you win.
And there's a counter to that ya know. We call it a sensory chamber

The only thing that should be tweaked weapon wise on the marines is the shotgun. Give it a slightly slower ROF so it's not an autoshotgun. But other then that the weapon damage is fine.


And also you have to realize the skill level has dramatically increased over the almost 2 years NS has been out. People are more accurate can dodge more effectively now.

Another thing. In 1.04 rambos were actually useful for gunning down gorges right off the bat and getting those super phases in 1.03. Rambos right now are worthless in all aspects as killing a gorge is not a major setback for the alien team (When it should be)
the_x5
QUOTE (BulletHead @ Oct 4 2004, 02:54 PM)
Sorry Zunni... but I have to say this


Bull Farking Shiza


Long games = PWNT

LOL!

I second that. biggrin-fix.gif (co_ is supposed to be for the short game scrims, ns_ is supposed to be an RTS and not another team deathmatch mod)
Chem
QUOTE (x5 @ Oct 4 2004, 09:54 PM)
QUOTE (BulletHead @ Oct 4 2004, 02:54 PM)
Sorry Zunni... but I have to say this


Bull Farking Shiza


Long games = PWNT

LOL!

I second that. biggrin-fix.gif (co_ is supposed to be for the short game scrims, ns_ is supposed to be an RTS and not another team deathmatch mod)

Funny how the most popular RTS's known to mankind only last 20-35 minutes......
the_x5
QUOTE (Chem @ Oct 4 2004, 04:53 PM)
You're trying to balance this like an RTS. Don't. Marines won't focus fire on one skulk. There's not that much communication between marines. Not even in clanplay.

This is an RTS/FPS hybrid isn't it?

Why don't we just reduce structure HP, uber-defenses, etc...?


Chem you tell us how you would make ns_ maps into longer, more powershifting, fun games. Please, I want to hear how you think it would be done.

~edit~

QUOTE (Chem)
Funny how the most popular RTS's known to mankind only last 20-35 minutes

That's your opinion and I disagree. Besides NS's history proves that was not necessary to have short games for them to be fun. Please just tell us how you would make the games more "epic" as some people call them. Non-linear. The first one to gain advantage isn't a clear winner and a team can survive a near loss to comeback and win.
Chem
http://www.unknownworlds.com/forums/in...showtopic=82157
http://www.unknownworlds.com/forums/in...showtopic=79263
Those 2 ideas right there would go a long way.

And yes it's an RTS/FPS So you balance it like one. Not one or the other.


There's very very very very few near loss comebacks in RTS's and FPS's. Once you gain a clear advantage the game should be swinging heavily into the hands of the people with the advantage. There's no surprise comeback. It's a mop up unless the other team can rally and make a good last or not so last stand. You want NS to be like an RTS/FPS the first thing you need to get out of your head is that There's no comebacks except in rare extreme cicumstances.
Length doesn't equal Intensity. I've had 30minute matches in NS that rivaled that of any 4hr game of NS. If you can have an intense balls to the wall gameplay in 20minutes . It would be awesome in every way imaginable.
Now I have played 1 game out of 600 plus games played that was long and fun. It lasted an hour and a half and on the marine team we were grasping at straws as we lost the lockdown on hive3. We ninja phases 3 hives before the server finally crashed. And the only reason it was fun is because it was intense as hell holding onto double for 5 minutes while shooting oni trying to devour us.
DragonMech
QUOTE (Chem @ Oct 4 2004, 04:24 PM)
There's very very very very few near loss comebacks in RTS's and FPS's. Once you gain a clear advantage the game should be swinging heavily into the hands of the people with the advantage. There's no surprise comeback. It's a mop up unless the other team can rally and make a good last or not so last stand. You want NS to be like an RTS/FPS the first thing you need to get out of your head is that There's no comebacks except in rare extreme cicumstances.

And NS has to be like other games.... why?
BigD
QUOTE
Skulk speed was increased with the 2.0 patch by 10%

Umm... I think that speed increase ended up being removed by the second or third version of 2.0.

QUOTE
And also you have to realize the skill level has dramatically increased over the almost 2 years NS has been out. People are more accurate can dodge more effectively now.

Oh? So you mean to say that people back then sucked as compared to now? I think people know the maps and the strategies better but skill wise, I'd say there is no real difference.

Chem, you make it sound as though the skulk should only ever ambush, which I agree should happen more often but let's face it, you can't always avoid being seen, heard, or detected. And when that happens, you're basically a fish in a barrel. You need to be able to go toe-to-toe some times.

I think your point is probably more valid with the fade, as it can be real tank thanks to it's fast speed, medium size and metabolize ability. The only units of decent strength are the onos and fade. And by the time they roll out, HMG's and GL's should be on the table.
Chem
Because it's common sense. What the hell would be the point of even attempting to gain an advantage when you knew it meant diddly squat? Infact what would be the point in even playing the game if you knew at any minute you could lose due to blind luck. How much fun would that be. It sure as hell wouldn't be fun for losing team on that one would it. Once you gain a major advantage the game should be all but over. If the aliens lost their 2nd hive or their 3 DC"s they should be at an extreme disadvantage with a minimal chance of having a comeback. The intensity comes from defending those precious items just long enough to get reinforcements and then the massive battle that ensews. That's epic. Not having 5 HA marines sieging your last hive only to lose because we gave the marines rubber bullets to make battles longer....

Battle length should be determined by number of particapating people and the amount of time it takes someone to gain an advantage. Not how long it takes to kill a lifeform
Maveric
QUOTE (Chem @ Oct 4 2004, 02:53 PM)
You're trying to balance this like an RTS. Don't.

QUOTE
Natural Selection is an action-strategy game for the PC.


["About" page, first line.]

QUOTE
Chem, you make it sound as though the skulk should only ever ambush, which I agree should happen more often but let's face it, you can't always avoid being seen, heard, or detected. And when that happens, you're basically a fish in a barrel. You need to be able to go toe-to-toe some times


Due to map construction, you just can't always ambush forever. In fact, most maps that are currently in rotation REQUIRE you to go toe-to-toe against enemies, simply because the designer didn't put enough places to ambush from. Some areas are too well lit, some are too poorly lit, and the list goes on with map-based problems.
semipsychotic
I think Talesin has a good point.

It's the rambos that, in my opinion, have really changed the game. I plopped a thread in beta discussion a while back about giving the kharaa a much larger raw, physical power advantage over the marines like they used to in 1.0. My mistake was directly aligning the thread with 1.04, causing people to scream "JP/HMG RUSH!" and other people to scream "1.04 > ALL!".

A Kharaa power advantage would alter the marine gamestyle but not the Kharaa's. My experience on pubs is that aliens are highly individualistic, which I feel is the way it should be. However, I've found that out of experience that the aliens only win if they match the coherence and tact of a moderately well-commanded team with a few rambos in the mix. This marine team I speak of isn't your average clan or pug team; I'm talking about a team that is basically sheperded around by the commander (which sometimes I feel like that's exactly what I'm doing). But, the aliens in pubs absolutely refuse to assault points of interest coherently. It seems that alien playstyle has stubbornly resisted evolving.

This is a clan balance and pub balance issue. Clan alien teams have a chance because they can match the level of teamwork and nearly match the overall playstyle of a marine team: move in groups and have a pair or so of skulks weed out loners, whether accidental or ordered. Pub alien teams simply don't want to do that.

I wish there was an easy solution to help the pub balance without obliterating organized balance. I'm going to grab a meal and see if I can come up with any ideas other than what Talesin suggested.
Chem
QUOTE (BigDXLT @ Oct 4 2004, 10:33 PM)
QUOTE
Skulk speed was increased with the 2.0 patch by 10%

Umm... I think that speed increase ended up being removed by the second or third version of 2.0.

QUOTE
And also you have to realize the skill level has dramatically increased over the almost 2 years NS has been out. People are more accurate can dodge more effectively now.

Oh? So you mean to say that people back then sucked as compared to now? I think people know the maps and the strategies better but skill wise, I'd say there is no real difference.

Chem, you make it sound as though the skulk should only ever ambush, which I agree should happen more often but let's face it, you can't always avoid being seen, heard, or detected. And when that happens, you're basically a fish in a barrel. You need to be able to go toe-to-toe some times.

I think your point is probably more valid with the fade, as it can be real tank thanks to it's fast speed, medium size and metabolize ability. The only units of decent strength are the onos and fade. And by the time they roll out, HMG's and GL's should be on the table.

If you can't always ambush use the environment to your advantage. Pillars boxes corners. All that can be used to help limit the distance between you and him. A skulk has to use his brain if he wants to come out ontop. God help us if you have to think other then barrel down a corridor at a marine with an LMG
If the marines are preventing you from closing then distance then they by all rights should win. You're playing into their advantage. So by all means you deserve the loss.

And yes in 1.04 alot of people were pretty crappy until towards the end of it when the skill started to really pick up. And for an informational note. 1.04 forced teamplay not because the aliens were hard to kill but because they knew what was needed to win and everyone agreed on getting those 2 extra nodes to rush jp/hmg. The aliens knew they needed to prevent this. It forced teamwork by a common desire to win and not get spawn camped/fade rushed. 2.0 eliminated all that. There was no reason to secure the hives because the fades were going to come one way or another. All that matters now is killing their fades when they appear and spawn camping.

EDIT

QUOTE
Natural Selection is an action-strategy game for the PC.

Yeah and unlike a pure strategy game. People miss. They don't blindly obey orders. So no you can't balance NS just on the RTS aspect alone. You have to come to terms that there's other people playing. And making them shoot rubber bullets giving the skulk the ability to still 2 HIT KILL a marine in close quarters is by no means an effective way to balance it
the_x5
Yes Chem but as anyone who studies video game design history you will know that linear is pwned by non-linear.

(not to mention non-linear maps, gameplay, depth, etc. enchances immersion and fun)

For that reason I want to see powershifts. It goes along with the non-linear attribute in sucessful games. A linear gameplay is like co_ or the current ns_ in which who ever gain the advantage first wins. Exceptions are very very few and epic powershifts in the current version are unheard of. I want to change that. NS doesn't have to be like every other RTS or FPS. I don't want yet another team deathmatch style HL mod. I don't want another cheesy RTS game with quater to half an hour matches. I don't want a game based more on the supernatural can claiming to be a SciFi. (keyword being science, based on logic and fact)

QUOTE
Battle length should be determined by number of particapating people and the amount of time it takes someone to gain an advantage. Not how long it takes to kill a lifeform


Yeah ok maybe... but for ns_ maps you do not want who ever gains that advantage first to have a assured victory. If we are going to make NS "epic" using teamwork, you need to incinerate the linear way of thought. Please, stop arguing for arguments sake Chem and help us work together as a team.

~edit~ typos befuddle me from time to time
the_x5
QUOTE (Chem @ Oct 4 2004, 05:24 PM)
http://www.unknownworlds.com/forums/in...showtopic=82157
http://www.unknownworlds.com/forums/in...showtopic=79263
Those 2 ideas right there would go a long way.

Hmm...

I like SentrySteve's idea but agree with the following:

QUOTE (|ds|meatshield)
Remove RFK = good.

Screwing over relocations = bad.
Chem
If an advantage didn't give you a distinct chance of winning. We wouldn't call it an advantage now would we. Non-Linear in a RTS/FPS should be determined by strategy and tactics. Not dumbing down one of the marines only clear advantages so the aliens can play even more stupid.
I want to see Powershifts aswell but over critical locations. Losing double res a hive stuff like that. Not because the marines got butchered because someone saw it fit enough to eliminate their advantage.
And all this change will do is cut the balls off the marine team and pretty much cause alien dominance. Couple that with the unchained life forms. And what you get is a massacre not an epic battle.

And no I won't work with you as a team on this idea because I do not agree with it in anyway shape or form
DragonMech
QUOTE (Chem @ Oct 4 2004, 05:09 PM)
Not because the marines got butchered because someone saw it fit enough to eliminate their advantage.

They will still have the advantage of range. Also, they *should* have the advantage of multiple guns focusing on one target.

I essence this kills off the rambo, as skulks don't die in a heartbeat to one guy. Instead they will be able to kill a loner much more dependably. However, if you have two guys watching your back (like you should) they should be able to take down a skulk that attacks you. And then weld you back up so you are good to go with a medpack or two.
Chem
Skulks should die at range. To one guy or 2 guys or to how many every guys. It's like playing Age of Kings and complaining how you can't mass cavalry and kill pikemen super easy. The skulks speed and damage output is countered by range firepower and teamwork. Force that rambo to go into a small room near vents or anything. But when you get caught out in the middle of a damned hallway and get gunned downed. Don't blame imbalance but your own carelessness for being caught with your pants down
DragonMech
QUOTE (Chem @ Oct 4 2004, 05:20 PM)
Skulks should die at range. To one guy or 2 guys or to how many every guys. It's like playing Age of Kings and complaining how you can't mass cavalry and kill pikemen super easy. The skulks speed and damage output is countered by range firepower and teamwork.

Certainly, but in those games you have the ability to make your own counters (archers for pikemen, usually...) but in NS you don't. Sure you can ambush, but one marine who can aim can make an entire corridor a death zone for anything less than a fade. And those don't come as easily as archers would, to use your example.

QUOTE
Force that rambo to go into a small room near vents or anything.
Ok. How? There are a number of large open rooms that make easy camping spots. A rambo can sit in certain rooms and literally stop the entire alien team from getting by until a fade shows up or 4 skulks rush him - in which case 2 or 3 skulks would die.
Chem
Wait. A marine is using his advantage to gain the upperhand on you and deny you access to the rest of the map. Failing to see the issue here.
Here's an idea. Don't let it get to that point. Using valid tactics and strategy that plays into your advantage does not to be changed. If anything it's the mappers fault not the games.
Maveric
QUOTE (Chem @ Oct 4 2004, 04:37 PM)
Wait. A marine is using his advantage to gain the upperhand on you and deny you access to the rest of the map.

A marine.
ONE marine.

QUOTE
Don't let it get to that point


Not a valid argument. "Dont let them get HA" "Dont let them get onos"
Yeah sure, and while you're at it try and make their resource income 0. //sarcasm
The fact of the matter is is that it WILL get to that point at one time or another... Then you're screwed over when it happens.

QUOTE
If anything it's the mappers fault not the games

True. However, it is also always in part a problem of gameplay; skulks, if they wall-walked more, would be able to kill marines easier by having freedom of movement. But because you can't wall walk that easilly you're mostly stuck to the floor.


[edited for clarity]
SmoodCroozn
A difference between NS and other RTS such as starcraft is NS is meant to be filled with 6 players while most rts have 100 or so units. Now 1 unit that dies in starcraft will be minimal as opposed to losing a teammate in ns. 5/6 your power or 99/100 your power, which is more devastating.

There are just too many factors in NS such as the difference of RTS units having autoaim as NS players are balanced on missing.

What I'm trying to say is if it took too long to kill players, the game would not progress as smoothly. Less damage would make the game flow slower, and
I think the devs want games to be around 30 minutes to an hour (if I'm not mistaken).

And Maveric: Haven't you seen those 50-1 vets? They make an equal game ultimately biased. Those players, even one of them, can tip the game with the RFK.
Maveric
QUOTE (Maveric @ Oct 4 2004, 04:56 PM)
Yeah sure, and while you're at it try and make their resource income 0.

//sarcasm
SentrySteve
QUOTE (Maveric @ Oct 4 2004, 11:56 PM)
QUOTE
Don't let it get to that point


Not a valid argument. "Dont let them get HA" "Dont let them get onos"
Yeah sure, and while you're at it try and make their resource income 0. //sarcasm
The fact of the matter is is that it WILL get to that point at one time or another... Then you're screwed over when it happens.

So if using the skill / actions of your team to counter the progression of the other team is not a valid argument then what is?

What do you expect should happen during a game? Everyone spawns then sit still in their bases?

If the aliens get rocked everytime they try to do something - guess who should win.

If the aliens cant keep an RT up for more than a few minuets - guess who should win.

If the aliens have one hive and the marines are suiting up in HAs/HMGs/GLs - guess who should lose for letting them get that?

DragonMech
QUOTE (SentrySteve @ Oct 4 2004, 06:15 PM)
So if using the skill / actions of your team to counter the progression of the other team is not a valid argument then what is?

Slowing the progress of the enemy team is an acceptable argument. Having an, "OMG they got X we lose!" item or tactic is not. No one item, strategy, alien, gun etc. should be unstoppable.

At times, the rambo is fairly unstoppable. Sure he can be killed, but to kill a skilled rambo (with equally skilled skulks) can cost the aliens far more than his death will cost the marines.
the_x5
QUOTE (SmoodCroozn @ Oct 4 2004, 06:58 PM)
I think the devs want games to be around 30 minutes to an hour (if I'm not mistaken).

Correction, Flayra. The devs are his minions who are there to serve and be glad he hasn't executed them yet, thus "evil overlord."

And the community does not want his shorter ns_ games BS. As I've said for the millionth time: When many of us we opposed to the creation of co_ we went along with it under the assumption that it was to please those few clanners who wanted short scrim style matches. Personally, I feel that by futher shortening ns_ games is a way of insulting, "Haha look we can screw you over and you can't do anything about it."

Server admins, game design, maps, etc. they are there to sever the client.

I often make an analogy that server administration is very similar to being a restaurant manager. You have clients/cutomers and your job to to make them happy and want to give you business. The admins serve the clients, not the other way arround.

The best philosophy for developers, forum moderators, tech support, administrators, GMs, and the like should keep in mind and always try to remember is:

QUOTE (my old man)
Have fun, and do your best.
God_Killer
You can change damage percentage when starting a server, but I have yet to see a server that doest go 100%, 75 percent I would like to see one day.
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