Gecko_God_Of_Dooom
Jan 24 2005, 11:16 PM
READ WHOLE POST then opinions
Marines Gain Xp like they normal do with kills.
Was thinking that Aliens Should gain xp over time, But NO XP from kills.
First there will be two xp types for aliens. Personal XP and Team XP.
Default Time set to 13 mins
Aliens Gain 1 team xp every 30 seconds of game time.@4:30 min mark they gain team xp every 45 seconds until game ends.
Aliens Gain 1 xp at the 1 min mark 7:30 min mark and 10:30 min mark for all aliens
Aliens Gain Hive two ability at 7 min mark, and Hive Three ability at 10 min mark.
Personal Xp may only be used on chamber upgrades
Team Xp may only be used on Lifeforms. When a Lifeform dies, that used xp goes back into Team XP pool.
Gorge would use 1 team xp, lerk 2, fade 3, and onos 4.
What this all means. And the Purpose of this:
With this system in place combat will function more like regular NS. For example:
@4:30 aliens will have 9 team xp. and 1 xp per person. With 9 Team xp you can have 1 lerk, 2 fades, and 1 gorge.
Which is pretty normal for an NS game at about 4:30 so at this phase they are theoretically putting the hive up. AT 7 mins the hive is up and 30 seconds later the gorge theoretically has put down another chamber. So @7:30 aliens have 13 team points to spend. (which is like 2 fade, a lerk, a gorge, and an onos). With a third hive theoretically going up)
Now all this is designed to be a balanced 6vs6 game. But here is the idea to make it balanced for smaller and larger games.
Now since games are varied in size. The time scales will work like this. 6 divided by amount of players on team equals the modifier to the time.
I think mathematically it would look like this:
x=number of players on team; y=time modifier; z=30 second timer; a=45 second timer T=how many seconds till next team xp
6/x=y y*z=(T) after 4:30 y*a=(T)
Hopefully that makes sense.
What this should ultimately accomplish:
In competitive play, both teams camp and camp and camp. With this new system Marine are FORCED to attack, with risk. And of course the aliens must defend the hive until they have enough to kill the CC or time limit ends. Thus marines should always be rushing, and Aliens always be defending. Which should make for faster paced games.
ALL NUMBERS SUBJECT TO TWEAK FOR BETTER BALANCE.
Church
Jan 25 2005, 12:13 AM
This is the BEST idea ever Gecko!1
Add in the rule that aliens can't get more than one upgrade int he same branch (i.e, no Carapace+Redemption for example) then everything will be PEACHY.
DragonMech
Jan 25 2005, 02:00 AM
An excellent idea, but I have a question: How do you determine who gets a higher lifeform? To use your example, how does that 9 team xp get split between X many players?
Gecko_God_Of_Dooom
Jan 25 2005, 02:19 AM
basicly who ever clicks it first, or maybe there could be some voting system.
I think who ever clicks first is fine cuase it gets newbs a chance, and since theyll just die, someone else can get it
Quaunaut
Jan 25 2005, 02:23 AM
Therites
Jan 25 2005, 02:54 AM
i must say this is a well thought out idea and intresting
i dont like it.
CO_ isnt as fun as NS for me but i still enjoy it BECUASE IT IS DIFFERENT i woudlnt play NS_ to play CO_ and vise versa why change to different game types more similar that gets rid of the point.
however it isnt an entirely bad idea in fact it isnt a bad idea at all just no point to it.
Gecko_God_Of_Dooom
Jan 25 2005, 03:32 AM
well from my understanding, Combat is suspsoed to be a way for newbies to get used to NS, then ease into actual NS maps
NukeAJS
Jan 25 2005, 09:04 AM
| QUOTE (Gecko God Of Dooom @ Jan 24 2005, 10:32 PM) |
| well from my understanding, Combat is suspsoed to be a way for newbies to get used to NS, then ease into actual NS maps |
True but it doesn't play out like that.
I htink the current system would be fine and dandy if people could respawn as fades, lerks, onos. If a really good marine steps in the hive with a JP he can take out half the team (who are skulks) by himself. This is not very team-like to me.
Otherwise, I like the idea but I think CO and NS should stay as radically different modes for the sake of variety. Sometimes I'm just in a CO kinda mood. I don't want to play a watered down NS mode. CO took on a life all its own and I don't think it is a bad thing.
Fatal_Error
Apr 27 2005, 08:18 PM
I really like the personal XP thing, but, god, team XP is a horrible idea for the XP *****s
niaccurshi
Apr 27 2005, 09:20 PM
It's a very neat idea in some respects...but not in others. I mean combat wasn't built to be a watered down version of classic where there's only one hive and no commander. Quite frankly the idea that aliens will only have had 1 upgrade after 5 minutes is not conducive to tying combat back in to classic anyway, especially as you can't change that upgrade to suit.
The whole beauty of Co, as Flayra once said, was to have these super skulks and super marines going around fighting each other...it's been watered down a bit since then, but I don't see why we have to water it down so much further that going alien basically becomes "being the training bot" and being marines is where the fun is at. Aside from the fact marines should, in this sort of system, be getting much more much quicker than aliens despite how it will often go in classic games...
I think Co works, I just think it works better for one team right now than it does for the other. Can't we examine an idea that doesn't reduce aliens to autonomous and predictable teams?
"We can camp here for X minutes, team, because none of those aliens will have any ability whatsoever to get by us, and...whats even cooler...we can keep leveling up while we slaughter them!"
niaccurshi
Apr 27 2005, 09:21 PM
| QUOTE (NukeAJS @ Jan 25 2005, 09:04 AM) |
| I htink the current system would be fine and dandy if people could respawn as fades, lerks, onos. If a really good marine steps in the hive with a JP he can take out half the team (who are skulks) by himself. This is not very team-like to me. |
This rarely happens...ever.
Gecko_God_Of_Dooom
Apr 27 2005, 09:29 PM
Aliens can choose any upgrade after the first minute. they get thier 2nd hive abilty at 5 mins.
You dont have complete predictabilty. You could have a bunch of lerks, or a fade, and onos, a lerk and no gorge. etc etc.
Also I would like it when the 2nd hive abilty goes up. the aliens also get the armor boost similar to classic.
And there are no super marines. Super means going above and beyond what normal NS games allow. Marine Can not do that in a CO game. While a can get more upgrades than normaly allowed to.
Gecko_God_Of_Dooom
Apr 27 2005, 09:32 PM
| QUOTE (niaccurshi @ Apr 27 2005, 04:20 PM) |
| "We can camp here for X minutes, team, because none of those aliens will have any ability whatsoever to get by us, and...whats even cooler...we can keep leveling up while we slaughter them!" |
Where do you get that idea from?

?
Aliens are gonna be the ones camping since they get XP no mater what. This will force the marines to ALWAYS BE ATTACKING. which is what is suspsoed to happen in classic as well.
By removing the risk of giving XP to the aliens, but making it so TIME IS OF THE ENSANCE the marines would constantly have to be moving out and attacking or THEY will lose. for the aliens will just gain to much power.
Since the marines will always be attacking, Thiers not gonna be any more 2 sided camp fests. which is boring.
Aliens will plan an ambush, and marines eather break through, or Die, thus losing valuable time.
Kendrick
Apr 28 2005, 03:43 AM
if you say that co must be a seperate entity then either ns or co is most likely to die. If you stick with the premis that ns is the game and co it a tool to teach noobs how to deal with the combat aspect so they are more comfotable to learn the stratigy aspect with a better environment then "watered down ns" is nessasary. if co is not to be a tool it needs to be a seperate game. having it kinda sorta linked with ns just screws things up. balances for co mess the play up in ns and vice versa. the best thng to do is figure out wheather co needs to be a tool or a new game. I honestly dont see both coexisting long as it is now. when a half of the game is controling the other by default it causes problems.
If you go on the premis its a tool there isnt much that needs discussion just figure the res system for a co game and your mostly done.
if you go by it needs its own game start fully seperating it and then balance to taste. both cases not much needs to be done but make a firm decision on what co needs to be.
slipknotkthx
Apr 28 2005, 04:04 AM
So I can go 1000-0 on aliens while the rest of my team hasn't gotten a single kill and still only have the same amount of xp? You are rewarded with xp for kills. That is the point of combat. Combat is balanced, you guys just don't know how to fight certain things. OMG GLS WE DEAD!!!!1 If someone can get 3 levels for a GL a person can get 3 levels for a fade and do far more damage. If You balance Classic, you balance combat. Everything has a counter in one form or another.
Church
Apr 28 2005, 09:10 AM
Have to disagree with you there. Combat is way favorable towards aliens, Slip, and I think this can help a whole bunch by preventing aliens from being able to become super aliens!
niaccurshi
Apr 28 2005, 04:02 PM
| QUOTE (Gecko God Of Dooom @ Apr 27 2005, 09:32 PM) |
Where do you get that idea from? ? Aliens are gonna be the ones camping since they get XP no mater what. This will force the marines to ALWAYS BE ATTACKING. which is what is suspsoed to happen in classic as well. |
In theory, in reality the marine team will camp outside the hive, perhaps sending the odd party in to shoot the hive a bit. Inexperienced and bored aliens will stop hiding in their hive and waiting and will go out to the slaughter. Marine will level up at huge rates and aliens will have nothing for their troubles of defending their hive.
Perhaps if the XP system was changed so that you only got XP within a certain radius of your hive as an alien, then it would make the aliens more defensive while also keeping marines on their toes with regards to caring about being killed.
Gecko_God_Of_Dooom
Apr 29 2005, 05:55 PM
When I frist read your idea about having it so aliens within a certain radius of the hive only get xp. I thought it was good. but then the problem is that if aliens dont set up ambushes farther out, then they have only one place to ambush, which would suck. Idealy the aliens goal is to prevent the marines from getting inside thier spawn and spawn camping them, before fades come up.
THink about it this way, If this change where to happen. Yha you might have a couple of marines camping, but they will prob get yelled at by thier team. and after a few days, most players will understand its a benefit for them not to camp, for more than 5-10 seconds. unless its in thier spawn.
Kwil
Apr 30 2005, 07:56 PM
Ugh.. you'd have the alien players hating each other and spending more time "life-form camping" than playing the game. The fade-wannabes would hate the lerk players, etc, it'd make the games nastier than they are already.
Gecko_God_Of_Dooom
May 1 2005, 12:41 AM
not nessisarly, A team exp I belive is every 30 seconds.
B. If anyone dies, that exp goes back to the group. So the better players get rewarded.
but at least it will be far more balanced.
also life form camping happens already in NS games.
Kwil
May 1 2005, 07:39 AM
Right, one every 30 seconds. So if you get one guy who goes Lerk out of the posts, your fade has to wait an extra minute from what he was planning. But if somebody else gets tired of playing skulk and switches to something else as well. that's yet another delay on your fade.
The other problem is, you force the aliens to sit there and watch for the one evolved guy to die, because if they don't, somebody else will snap up those team points. You don't see aggravation coming out of that?
Some life form camping happens in NS, yeah, but that's voluntary. There's a world of difference from not going fade because someone else called it first and not being able to go fade because two guys you don't know decided to go Lerk.
Gecko_God_Of_Dooom
May 11 2005, 02:55 AM
actualy kwil, you make a very good point.
Would there be a way to make it so this system is only in place with Tourny mode 1
MistenTH
May 11 2005, 11:34 AM
Instead of team XP, you could also continue with XP for kills for the aliens, but reduce it drastically to like 20% of what it currently is. Camping would still be the best option, but the aliens with the most kills would get an advantage.
Probably easier than fighting over who gets the team XP, although the timed system imo would be a good way of teaching newbs about NS.
And there are super skulks/gorges/lerks/fades/onos but as far as I have seen, not a single super marine who can upgrade out of the normal marine tech tree.
Gecko_God_Of_Dooom
May 12 2005, 03:29 AM
because in NS, your first upgrade doesn't come around till 2 mins into the game (generly) and your hive isn't up before 6th min. (usualy)
Real_PUA
May 27 2005, 03:26 PM
Keep everything the same, but reduce alien upgrade to 8 or 9 instead of 10
RBS
May 28 2005, 09:37 AM
Too complicated. The reason CO favors aliens is because aliens can get more upgrades in CO then in classic and there aren't any restrictions as far as what upgrades you can combine. A simple fix for that, place the same restrictions that are in classic into CO for alien upgrades. Meaning, you can only get 1 upgrade from each chamber type (no regen+cara or regen/cara/redemp). What this effectively does is makes it so that the strongest alien would have 1 upgrade from each chamber and both hive abilities. It also makes it so that walker fades drop like flies and aliens actually have to defend. Which means marines have to attack, because if aliens defend and ambush (they're supposed to early game) then marines can sit and camp a corner all day and get parasited to death.
Kwil
May 29 2005, 09:58 PM
Remember that the reason aliens can take more than one upgrade is to make up for not having chambers like they do in NS.
Considering that marines spawn with any equpiment they've already bought, restricting aliens to one upgrade from each tree and no chamber-effects would make them little more than fodder in the late game.
RBS
May 30 2005, 11:46 AM
| QUOTE (Kwil @ May 29 2005, 04:58 PM) |
Remember that the reason aliens can take more than one upgrade is to make up for not having chambers like they do in NS.
Considering that marines spawn with any equpiment they've already bought, restricting aliens to one upgrade from each tree and no chamber-effects would make them little more than fodder in the late game. |
Heh, if that is the reason aliens can get so many upgrades in CO then something is really wrong. That's a terrible way to compensate for lack of chambers. To use an example, you can't really compare a classic fade with chambers to a fade with full upgrades in CO without chambers. It isn't like the fade that is in classic is constantly surrounded by all of those chambers either, the one in CO can be if they pick the correct upgrades.
As for your point about marines respawning with their upgrades, aliens respawn with all of their upgrades as well. The only tiny disadvantage is that they have to re-evolve. If you die in CO as a higher lifeform you lose nothing but the time needed to re-evolve, if you die in classic as a higher lifeform you're going to pay a whole hell of a lot more for it.
The only reason a player would be cannon fodder in CO when they can't get 40 upgrades is because they are doing something wrong. CO is supposed to be a teaching platform, if a player is constantly allowed to use a lifeform incorrectly and do well then what are they learning? Using my previous example of the fade, I can say with absolutely certainty that a player who is a cara, redemption, adrenaline, focus, celerity fade isn't going to learn jack about fading. You don't have to conserve energy, you don't have to blink out when you're almost dead and you don't have to do any of the things that are a requirement for survival that you have to do in classic.
Kwil
May 30 2005, 07:35 PM
| QUOTE (RBS @ May 30 2005, 05:46 AM) |
| Heh, if that is the reason aliens can get so many upgrades in CO then something is really wrong. That's a terrible way to compensate for lack of chambers. To use an example, you can't really compare a classic fade with chambers to a fade with full upgrades in CO without chambers. It isn't like the fade that is in classic is constantly surrounded by all of those chambers either, the one in CO can be if they pick the correct upgrades. |
3 points to fade. 3 points for hive weapons, that leaves 4 points. You can get one upgrade extra -- if you don't pick focus.
| QUOTE |
| As for your point about marines respawning with their upgrades, aliens respawn with all of their upgrades as well. The only tiny disadvantage is that they have to re-evolve. If you die in CO as a higher lifeform you lose nothing but the time needed to re-evolve, if you die in classic as a higher lifeform you're going to pay a whole hell of a lot more for it. |
And marines don't even have to do that. They pop out in their spawn with a JP, GL, and an aimbot commander on their side.
| QUOTE |
The only reason a player would be cannon fodder in CO when they can't get 40 upgrades is because they are doing something wrong. CO is supposed to be a teaching platform, if a player is constantly allowed to use a lifeform incorrectly and do well then what are they learning? Using my previous example of the fade, I can say with absolutely certainty that a player who is a cara, redemption, adrenaline, focus, celerity fade isn't going to learn jack about fading. You don't have to conserve energy, you don't have to blink out when you're almost dead and you don't have to do any of the things that are a requirement for survival that you have to do in classic. |
Spare me. CO is no more a teaching platform for NS than model rocketry is for being an astronaut. Anybody who believes otherwise is either stretching to prove a point, deluded, or both. The two things are essentially separate games for the exact reasons you list, as well as many others.
You ever notice that even with the "multiple upgrade" ability, a decent team of marines can still pull out a victory fairly often? Especially if they get their buts in gear and actually work as a team early on. So what do you think the effect would be if you just dropped the "multiple upgrade" ability without giving the aliens any kind of compensatary buff?
| QUOTE (Kwil @ May 30 2005, 02:35 PM) |
| QUOTE (RBS @ May 30 2005, 05:46 AM) | | Heh, if that is the reason aliens can get so many upgrades in CO then something is really wrong. That's a terrible way to compensate for lack of chambers. To use an example, you can't really compare a classic fade with chambers to a fade with full upgrades in CO without chambers. It isn't like the fade that is in classic is constantly surrounded by all of those chambers either, the one in CO can be if they pick the correct upgrades. |
3 points to fade. 3 points for hive weapons, that leaves 4 points. You can get one upgrade extra -- if you don't pick focus.
| QUOTE | | As for your point about marines respawning with their upgrades, aliens respawn with all of their upgrades as well. The only tiny disadvantage is that they have to re-evolve. If you die in CO as a higher lifeform you lose nothing but the time needed to re-evolve, if you die in classic as a higher lifeform you're going to pay a whole hell of a lot more for it. |
And marines don't even have to do that. They pop out in their spawn with a JP, GL, and an aimbot commander on their side.
| QUOTE | The only reason a player would be cannon fodder in CO when they can't get 40 upgrades is because they are doing something wrong. CO is supposed to be a teaching platform, if a player is constantly allowed to use a lifeform incorrectly and do well then what are they learning? Using my previous example of the fade, I can say with absolutely certainty that a player who is a cara, redemption, adrenaline, focus, celerity fade isn't going to learn jack about fading. You don't have to conserve energy, you don't have to blink out when you're almost dead and you don't have to do any of the things that are a requirement for survival that you have to do in classic. |
Spare me. CO is no more a teaching platform for NS than model rocketry is for being an astronaut. Anybody who believes otherwise is either stretching to prove a point, deluded, or both. The two things are essentially separate games for the exact reasons you list, as well as many others.
You ever notice that even with the "multiple upgrade" ability, a decent team of marines can still pull out a victory fairly often? Especially if they get their buts in gear and actually work as a team early on. So what do you think the effect would be if you just dropped the "multiple upgrade" ability without giving the aliens any kind of compensatary buff?
|
I've seen marine teams win even when aliens had numerous super fades, onos, lerks, etc. And everytime it is a result of the same reason, the aliens are doing something wrong. If the alien team does something wrong then there should be some penalty for that. I've also seen marine teams get dominated even after they had 40+ more kills in the early game.
As for your question, I think the effect would be that aliens actually have to work as a team and learn how to use each lifeform the correct way.
SentrySteve
Jun 3 2005, 08:18 PM
Although I think its a well thoughtout and uuquie idea - I think it's not what Combat needs now.
NS Combat is not NS Classic, and what this idea boils down to is making Combat a clone of Classic - without buildings.
Combat is, I think, very well balanced as of now. (Compared to Classic at least...) There are just a hand full of things (about 3) that I think unbalance Combat. If these problems were to be corrected I think we'd have near perfect balance in Combat.
The changes you suggest completely destroy what Combat is now, and it would make the game a whole lot more predictable.
Combat is fun because a player can do whatever he wants - this suggestion limits that. (or at the very least, puts a timer on it)
This is one of the more creative idea's I've heard - but I can't say I'd be too thrilled to see it in place.
Electrical_Tape
Jun 8 2005, 02:29 PM
| QUOTE |
Team Xp may only be used on Lifeforms. When a Lifeform dies, that used xp goes back into Team XP pool. Gorge would use 1 team xp, lerk 2, fade 3, and onos 4. |
I like that idea. Everything else seems to... Linear.
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