Savant
Apr 6 2005, 02:44 PM
These aren’t ‘new’ concerns, so please don’t consider this related to the most recent build. I would also like to add that while I consider this a balance issue; it’s a
RELATIVE balance issue and not a
FUNCTIONAL balance issue. That means even though you may consider the game balanced ‘by the numbers’ now, it has nothing to do with what I will be discussing in principle. Even if you believe the game favors the aliens, please put those thoughts aside. Overall this is a ‘concept’ discussion, but I put it in I&S since it includes suggestions. However, try to treat it as a
concept more than a suggestion please.

With that said…
One of the things that has always concerned me, is the relative imbalance in the continuity of marine team strength relative to key control points.
In looking at how the game is laid out, we have 4 key control points on the map; the active command chair, and 3 hives. The more of these points your team holds, the more likely your team is to win the game. Simple, right? When the game starts each team is given one of these key points, after which they try to capture the other remaining points, as well as take points held by the opposing team. A team MUST hold one point to stay in the game.
The disparity arises with the alien team. While the alien team is given one of these points, it is penalized should it
LOSE any of its points. So an alien team that takes a second hive will gain strength, and that same alien team that loses a second hive will lose strength. Overall, the relative strength of the alien team is very much tied to the number of key points (hives) held. While this may seem logical, there is a flaw.
The marine team can take and hold these very same points, and doing so will prevent the alien team from gaining strength. However, if the marine team loses one of these points, there is no consequence for the loss of that point. While losing a hive will weaken the alien team, losing a hive doesn’t weaken the marine team.
(As a secondary objective, there are a number of resource nodes on the map, varying from 7-10 depending on the map in particular, and those nodes are also of importance to both teams. Again, the alien team is at a disadvantage with respect to resources and resource nodes since their team shares resource flow.. However, it really comes down to the fact that aliens have to change to a ‘builder’ class in order to drop resource nodes. When one considers that every second counts when resources are concerned, the alien ‘builder’ may not have the resources required when a resource node needs to be built, even though other team members do. What's more, with the advent of R4K, the marine team now is less dependant on resource nodes than they really should be.)Nevertheless, the biggest disparity here is that there is
NOTHING that can weaken the marine team in a permanent or significant manner with respect to map control. As the game progresses, the marines can research weapon and armor upgrades. While the arms labs brings the most basic (and significant) enhancements to marine play, they are not subject to loss. Sure an alien team can take out the arms lab and set the marines back momentarily, but all it takes is a bit of res and a quick build to have all of those upgrades back in place. The marine team will continually grow in strength, regardless of how much territory (or control points) they hold at any given time.
This disparity is one of the fundamental flaws that gives marines an inherent advantage in the game. This is most evident when the alien team is trying to ‘finish off’ the marine team. In almost every case, this is usually a long and arduous process, even if the aliens control the entire map. With R4K and one res node, the marine team can continue to provide advanced tech to their players. The arms lab, since it is not affected by marine territory losses, remains at full strength even though the marine team has effectively lost the game. With aliens this is not the case, and one hive aliens (after they have lost their other hives and marines have advanced tech) are quite easy to finish off by comparison.
With the above in mind, I would like to see NS become a more ‘territory’ oriented game, with incentives for BOTH teams to control key points on the map. The incentive for aliens is already there, so what would the incentive for marines be?
The most logical and obvious choice would be arms lab upgrades.
For marines to achieve and maintain arms lab upgrades, they must hold key points (hives) on the map. The weapon/armor 1 upgrades would be available by simply having an active command chair. The weapon/armor 2 upgrades would require the marines to secure one hive. The weapon/armor 3 upgrades would require the marines to secure two hives. For sake of discussion, ‘secure’ would mean having a functioning TF in the hive room near the point where the hive normally resides. So in the ‘refinery’ hive on Bast the marines would have to be at the hive end of the room, they wouldn’t be able to consider the hive secure by camping at the other end.
Once a hive is ‘secure’ the marine upgrade at the arms lab would be available to research if they could afford it. Should marines lose a hive, they would lose access to those upgrades. Gain the hive back and they can re-research those upgrades. This would mirror the same consequence that aliens have by losing a hive. While losing the Arms lab itself would not require re-researching of upgrades, marines would have to research the upgrades again if they lost a hive. Failure should have a price, and I think that this would make marines that much more particular in this respect.
In summary:
no hives=maximum LVL1 arms lab upgrades
1 hive = maximum LVL 2 arms lab upgrades
2 hives= maximum LVL 3 arms lab upgrades
What will this mean?
If adopted, the marine team would have to hold hives in order to upgrade beyond level 1 ammo/armor. If they hold one hive then they would have access to level 2, and if they hold another hive then they would have access to level 3, which should assure them the strength to take the last hive, since the ‘one-hive aliens’ should be no match for level 3 weapons. Of course the marines don’t HAVE to take hives to win the game, but it certainly would/could/should have an impact.
On the flip-side, it would also allow for a faster end-game progression when aliens are winning. In the same way aliens get weaker when they lose a hive, with each hive they take the aliens would get stronger, and the marines would get weaker. In a 3-hive situation you would only be facing marines with a maximum level 1 ammo/armor. This makes sense from a balance perspective since an alien team that controls all three hives
SHOULD be the stronger team, just like a marine team that controls their spawn/2 hives SHOULD be the stronger team.
This is even more important when you consider that R4K has somewhat diminished the need for marines to be as concerned with res nodes as they used to be. (especially in larger games) Often they can allow aliens to expand at will and just bank in the res from R4K while they tech up. All the while not having taken any territory at all. I honestly don’t think we should reward this.
In conclusion, I think moving to a more ‘map control’ oriented style of play would encourage marines to go for hive locations for the intent of achieving upgrades, and not just to deny the aliens a hive. This would make the importance of hives that much greater for both teams, and likely lead to more linear games that have a steady progression of strength going to the team that controls hives.
As a sub-note, it is quite possible that this suggestion may cause balance issues, and if so, we can address any issues that may arise as they arise. If this would weaken marines then we can buff them in other ways. In other words, if your sole objection is that “it would make the game unbalanced” then please don’t reply. Game balance can always be tweaked, this would be no different.
Regards,
Savant
Swiftspear
Apr 6 2005, 03:40 PM
I don't understand... The two teams are massively different because they are SUPPOSED to be. The easiet way to balance NS long ago would have been to just make the teams clones of eachother. Giant structural and gameplay differences are not something we should be attempting to destroy, we want to look for a way to preserve them while STILL achiving balance between the teams.
The demand for territory to be maintained by marines is fullfilled by the need for res, and the relitive strengh of the alien team if territory is not kept from them (hive one aliens are ALOT easier to kill then hive 2 aliens, any way you cut it)
Try as I might I can't see a good reason why the marine upgrades need to be tied to what locations they have on the map. I would not be opposed to other marine benifits being introduced with added map control, but I don't think upgrades make sense as a factor being tied to the ammount of map area the marine team possesses.
Savant
Apr 6 2005, 04:37 PM
You're missing my point though... Yes I do agree that the teams are (and are supposed to be) different, but they have the same GOAL. Both teams, as different as they are, seek to have and to hold onto as many of the control points as possible. (control points being marine start and hive locations)
There has to be a common goal within which the conflict takes place or there would be no conflict.
Hives have been continually losing importance as the builds have passed. First there was the change to allow aliens to upgrade classes regardless of how many hives they help. Then there was the change to disallow building more than one hive at any given time. Now you have R4K, which again diminishes the need for marines to take hives. I could go on...
While the teams are different, the manner in which both teams gain/lose strength should be
RELATIVELY similar. IE, an alien team that holds 3 hives SHOULD be stronger than a marine team that holds none. A marine team that holds their start and 2 hives SHOULD be stronger than an alien team that has one hive. Hives are the focal point for the game, and it only makes sense (to me) that both teams should have rewards and consequences for taking/losing them.
I think making a change like this would make the game easier to balance because it would allow for a team's relative strength to vary in opposition to the opposing team's strength. As team A gets stronger team B gets weaker and vice versa.
At present the marine team is never weakened until the very last moment of play, yet the alien team can be weakened throughout the game. This disparity leads to inherent balance issues, and only makes balancing the game that much harder.
Regards,
Savant
EPcreep
Apr 6 2005, 04:59 PM
i like the idea alot, but mabey instead of hives held it could be rts, idk i like it but something is nagging at me which i cant seem to comprehend now so i will post back.
edit with marines haveing low starting res it would be hard for them to hold a point at the beggining let alone 2. With that said the aliens could have 2 skulks hold the 2 other hives while 1 -2 gorge harry rines (now i am not trying to make a strat) and the first 4 could lame the hives up. It just seems that rines would be hard presses to gain control, if the aliens knew they needed said hive to upgrade.
Swiftspear
Apr 6 2005, 05:10 PM
The marine team is never weakened until the last moment of play, because they don't put any of thier upgrade structures anywhere but MS. To be fair acctually, it isn't that they are not weakend until the last moment of play, it is just that they don't often end up fighting a defencesive battle over something that can desicively weaken them UNTIL the last moment of play. The aliens have the upper hand in this fight, they are faster, stronger and have more coordination tools. The whole point is the marines come in with the lower hand, and from that they need to expand and lock down enough choke points that the more powerful alien threat doesn't get to be realized. The aliens need at least 2 hive locations to give them the momentum to really win the game, and the marines need to prevent the aliens from getting them. If any part of the marines tech tree is tied more to outer location then res already does, the aliens easily win the game, because when aliens work together, they can fortify any location to the point that it is untakable LONG before the marines have the ability to do so. An alien lockdown is preformed MUCH easier then a marine lock down.
No, no, no, and no. Forcing the marine team to turret farm captured hives? Do you like long drawn-out games where the marines just sit on a bunch of turrets and refuse to force the attack, but the aliens can do absolutely nothing. Absolutely not; turret farming two hives is a horrible strategy. Sure it's an excellent strategy gameplay-wise, but it completely sucks the fun out of the game. Forcing the marines to use MORE static defenses is exactly the opposite direction that most of the community would like to see this game take.
Church
Apr 6 2005, 06:21 PM
Worst...idea...ever...
This forces marines to always go with only one set path, namely locking down hives, unless htey plan on killing the first hive within the first 5 minutes of the game.
Look, here is how marines are SEVERELY weakened by losing hives: The lose RES CONTROL! Once Fades show up, skulks are free to chomp resource towers. Once the marines lose a hive, they have 2 minute to reclaim it, and then they are SEVERELY weakened by TWO HIVE ALIENS THAT DESTROY EVERYTHING! bilbebomb, meta, you name it. Itis impossible to hold RTs on most map after aliens get two hives (ns_nothing being a notable exception, and only if they didn't start in cargo). Having to deal with overpowering aliens (and frankly, at hive2, the DEFAULT UNIT THAT IS FREE is already stronger than the light marine with an lmg. GG leap). NS has ALWAYS been about the hives. If the commander fails to prevent the aliens from getting a hive, he LOSES. It's that way 99% of the time. You do NOT need to make it harder for marines to win.
theclam
Apr 6 2005, 06:30 PM
| QUOTE (Savant @ Apr 6 2005, 11:37 AM) |
Hives have been continually losing importance as the builds have passed. First there was the change to allow aliens to upgrade classes regardless of how many hives they help. Then there was the change to disallow building more than one hive at any given time. Now you have R4K, which again diminishes the need for marines to take hives. I could go on... |
Hives are still the most important part of the game, by far. Better armor, better area control, more healing stations, better spawn rate, new abilities, and another chamber are the bonuses that another hive gives you. While the marines don't lose very much by losing a hive, they don't gain very much by securing one. The aliens gain a lot by securing one, but they lose a lot if they lose one.
| QUOTE |
| While the teams are different, the manner in which both teams gain/lose strength should be RELATIVELY similar. IE, an alien team that holds 3 hives SHOULD be stronger than a marine team that holds none. A marine team that holds their start and 2 hives SHOULD be stronger than an alien team that has one hive. Hives are the focal point for the game, and it only makes sense (to me) that both teams should have rewards and consequences for taking/losing them. |
An alien team that holds 3 hives is stronger than a marine team that holds none. A marine team that holds their start and 2 hives is stronger than an alien team that has one hive.
Acid Rocket + Xeno + Umbra + Onos + Bile Bomb, when used together, will slaughter a marine base, regardless of how well the marines defend. The only reason it takes so long to kill a marine base is because aliens in pubs have bad teamwork. In clanmatches, it doesn't take very long for the aliens to take down the marines.
| QUOTE |
| I think making a change like this would make the game easier to balance because it would allow for a team's relative strength to vary in opposition to the opposing team's strength. As team A gets stronger team B gets weaker and vice versa. |
This would be very very bad. It's already too hard to come back from behind. If this gets put in, then once a team managed to get a moderate advantage, then the other team wouldn't be able to do anything to win. It makes the slippery slope even more slippery.
This would also reduce the options for each team. The marines would be forced to use hive lockdowns. The aliens would be forced to focus their attention on hives and MS, rather than on map and RT control.
Kwil
Apr 6 2005, 06:38 PM
I also have to disagree with this idea.
Remember that marines can always build another command chair. So saying that they have only one control point really isn't true. The marines have upgrades, the aliens have control points. The two things are vastly different.
If you want to emphasize territorial control for marines, just drop RfK.
If you want to emphasize set-backs for marines, simply strengthen the tech tree. If something earlier in the tree is eliminated, all benefits that stem from it are eliminated until it's rebuilt and researched.
However, both of these elements serve to increase the RTS side of NS which is something that I fear the devs are becoming more reluctant to do.
Savant
Apr 6 2005, 06:58 PM
| QUOTE (theclam @ Apr 6 2005, 01:30 PM) |
| Hives are still the most important part of the game, by far. Better armor, better area control, more healing stations, better spawn rate, new abilities, and another chamber are the bonuses that another hive gives you. While the marines don't lose very much by losing a hive, they don't gain very much by securing one. The aliens gain a lot by securing one, but they lose a lot if they lose one. |
This is PRECISELY the point I am making here. Marines are able to easily and effectively weaken the opposing team by securing a hive, but there is NO reciprocal weakening of the marine team should they lose a hive.
| QUOTE |
| An alien team that holds 3 hives is stronger than a marine team that holds none. |
I disagree. If you have a marine team with level 3 ammo/armor, then it doesn't matter if they hold no hives, they WILL be nearly equivalent in strength to an alien team with three hives.
| QUOTE |
| The only reason it takes so long to kill a marine base is because aliens in pubs have bad teamwork. In clanmatches, it doesn't take very long for the aliens to take down the marines. |
I'm not going to get into the pub vs clan issue here. The fact that this issue is not as significant in clan matches in no way diminishes the fact that this issue IS significant in pub games. It can often take extended periods of time to finish a marine team that holds nothing but their spawn and LVL3 upgrades. When you add in R4K the marines are able to hold off quite well while tossing out the occasional HMG, GL or shotties, which can then be picked up when the marine holding it dies.
| QUOTE |
| This would be very very bad. It's already too hard to come back from behind. If this gets put in, then once a team managed to get a moderate advantage, then the other team wouldn't be able to do anything to win. It makes the slippery slope even more slippery. |
Yes, it does, and that is intentional. Flayra never designed NS games to last for hours. The idea is that the middle game is *the* battle. When the game starts aliens secure one hive and marines secure another. The battle is now to see who can take one of the other team's control points. (IE hive or marine start) The team that is successful will now be on a fast track to finish the game, without needlessly prolonging it.
Ask yourself, how many times have you played in a game where you said (or heard someone say) "this game is over, the other team has (such and such)", or "OMG, someone did (such and such) we're lost for sure!"
The 'slippery slope' is already here, and this won't change it at all. If anything, this will encourage teams to 'push' instead of sitting on their behinds.
| QUOTE |
| This would also reduce the options for each team. The marines would be forced to use hive lockdowns. |
I disagree. While it would behove the marine team to secure ONE hive, they certainly don't need to worry about securing two in the early game. As it stands, marines don't NEED level 3 upgrades to win. They are often able to do quite well without them. As such, they really only need to take one hive to really secure an advantageous position with which to win the game.
| QUOTE |
| The aliens would be forced to focus their attention on hives and MS, rather than on map and RT control. |
Again, this blows things out of proportion. As it stands, aliens focus on those things NOW. Hives are a key concern in the game right now, and if the alien team doesn't secure hives then they lose VERY fast. As for RT control, the importance of RT control was diminished when marines were given R4K. Marines are not nearly as affected by RT control as they once were.
This won't change that.
Regards,
Savant
NukeAJS
Apr 7 2005, 02:35 AM
Marines are horribly punished for losing a hive EXACTLY because the aliens will gain acess to new abilities/upgrades.
Think of it like this ... a chess player has a rook, a bishop, and a queen. The opposing player has two knights, and a two pawns. All territory aside ... the player with no pawns (the marines) have a HUGE disadvantage from this point in the game on. He can only keep his one queen. The player with two pawns has a massive possible advantage because he could possibly get two queens.
If the player with two knights loses his pawns (the other hives) he can not win the game unless by some really odd tactics (cornering the king.) If the player with the queen, bishop, and rook takes the pawns he is nearly assured a victory.
This isn't a disadvantage. This is called strategy. These players would play very different because they have to play different. The q/r/b player would have to prevent the pawns from reaching his end of the board and the player with two pawns would have to get those pawns to the end of the board.
If the player with the pawns gets even one queen. The game shifts in his direction greatly since a queen and two knights is better (generally speaking but not all situations.) than a bishop/rook/queen.
This, my friend is natural selection, the marines must stop the alien expansion to win. The aliens must expand to win. The marines start with the upper hand but if one of the free hives goes up, they are now at a disadvantage. Think of it as do-or-die strategy.
I don't see how you could even say the marines lose nothing when when they do lose a hive location, a second hive goes up within four minutes and most of the time a lot of alien skulks will be scouting out and when you do attack the unbuilt hive the lerks/fades/onoses will already be there.
If you wanted to say that the aliens can lose more time because it takes four minutes to put up a hive but 10 seconds to SG rush a hive we would have a valid arguement (except that the obs then CC can be killed almost as fast.)
theclam
Apr 7 2005, 02:51 AM
| QUOTE (Savant @ Apr 6 2005, 01:58 PM) |
| QUOTE | | An alien team that holds 3 hives is stronger than a marine team that holds none. |
I disagree. If you have a marine team with level 3 ammo/armor, then it doesn't matter if they hold no hives, they WILL be nearly equivalent in strength to an alien team with three hives. |
If you pit 2 teams of equal skill against each other, with the aliens having all 3 hives and 3 of all 3 chambers, and the marines having a full tech tree, I guarantee that the aliens will win 9 times out of 10. Acid Rocket + Spores + Xeno + Umbra + Onos + High Spawn Rate + Armor Multiplier + 3 Upgrades = Alien dominance. The aliens can drop OCs around MS and the marines won't even be able to take back any territory without being slaughtered and losing tons of equipment.
| QUOTE |
| QUOTE | | This would be very very bad. It's already too hard to come back from behind. If this gets put in, then once a team managed to get a moderate advantage, then the other team wouldn't be able to do anything to win. It makes the slippery slope even more slippery. |
Yes, it does, and that is intentional. Flayra never designed NS games to last for hours. The idea is that the middle game is *the* battle. When the game starts aliens secure one hive and marines secure another. The battle is now to see who can take one of the other team's control points. (IE hive or marine start) The team that is successful will now be on a fast track to finish the game, without needlessly prolonging it. |
Games only last 20 minutes now. If anything, they need to be longer. There should be a very shallow slipper slope, otherwise every game will be decided in one battle alone, which is a bad thing.
| QUOTE |
Ask yourself, how many times have you played in a game where you said (or heard someone say) "this game is over, the other team has (such and such)", or "OMG, someone did (such and such) we're lost for sure!"
The 'slippery slope' is already here, and this won't change it at all. If anything, this will encourage teams to 'push' instead of sitting on their behinds. |
The slippery slope IS already here and it's a problem. I do agree that the middle game should be more important, but your idea would make it even shorter, because one decisive battle would end the game. I want games to end quickly, after the victor has been decided, but I don't want the victor to be decided the second one team falters. Games with come from behind victories are much more fun than games without them.
Gecko_God_Of_Dooom
Apr 7 2005, 03:01 AM
| QUOTE (Savant @ Apr 6 2005, 01:58 PM) |
| QUOTE (theclam @ Apr 6 2005, 01:30 PM) | | Hives are still the most important part of the game, by far. Better armor, better area control, more healing stations, better spawn rate, new abilities, and another chamber are the bonuses that another hive gives you. While the marines don't lose very much by losing a hive, they don't gain very much by securing one. The aliens gain a lot by securing one, but they lose a lot if they lose one. |
This is PRECISELY the point I am making here. Marines are able to easily and effectively weaken the opposing team by securing a hive, but there is NO reciprocal weakening of the marine team should they lose a hive.
| QUOTE | | An alien team that holds 3 hives is stronger than a marine team that holds none. |
I disagree. If you have a marine team with level 3 ammo/armor, then it doesn't matter if they hold no hives, they WILL be nearly equivalent in strength to an alien team with three hives.
| QUOTE | | The only reason it takes so long to kill a marine base is because aliens in pubs have bad teamwork. In clanmatches, it doesn't take very long for the aliens to take down the marines. |
I'm not going to get into the pub vs clan issue here. The fact that this issue is not as significant in clan matches in no way diminishes the fact that this issue IS significant in pub games. It can often take extended periods of time to finish a marine team that holds nothing but their spawn and LVL3 upgrades. When you add in R4K the marines are able to hold off quite well while tossing out the occasional HMG, GL or shotties, which can then be picked up when the marine holding it dies.
| QUOTE | | This would be very very bad. It's already too hard to come back from behind. If this gets put in, then once a team managed to get a moderate advantage, then the other team wouldn't be able to do anything to win. It makes the slippery slope even more slippery. |
Yes, it does, and that is intentional. Flayra never designed NS games to last for hours. The idea is that the middle game is *the* battle. When the game starts aliens secure one hive and marines secure another. The battle is now to see who can take one of the other team's control points. (IE hive or marine start) The team that is successful will now be on a fast track to finish the game, without needlessly prolonging it.
Ask yourself, how many times have you played in a game where you said (or heard someone say) "this game is over, the other team has (such and such)", or "OMG, someone did (such and such) we're lost for sure!"
The 'slippery slope' is already here, and this won't change it at all. If anything, this will encourage teams to 'push' instead of sitting on their behinds.
| QUOTE | | This would also reduce the options for each team. The marines would be forced to use hive lockdowns. |
I disagree. While it would behove the marine team to secure ONE hive, they certainly don't need to worry about securing two in the early game. As it stands, marines don't NEED level 3 upgrades to win. They are often able to do quite well without them. As such, they really only need to take one hive to really secure an advantageous position with which to win the game.
| QUOTE | | The aliens would be forced to focus their attention on hives and MS, rather than on map and RT control. |
Again, this blows things out of proportion. As it stands, aliens focus on those things NOW. Hives are a key concern in the game right now, and if the alien team doesn't secure hives then they lose VERY fast. As for RT control, the importance of RT control was diminished when marines were given R4K. Marines are not nearly as affected by RT control as they once were.
This won't change that.
Regards,
Savant |
I understand your logic, but your logic is inherantly flawed. Aliens have mobility, It takes One skulk to run around and kill rez nodes of marines. One marine Will not survive long enough to run around alone kill rez nodes.
Also, Aliens heal for free, at a hive. And since Aliens have mobiltiy so its easy for them to hit a marine , get hurt some, and run back to the hive. Aliens also have a mobile healing unit, thats also a builder. This unit heals for free. but cots rez. He completely heals heath and armor
marine have medpacks which heal any where instantly, but a medpacked marine can easly be taken out with focus. Thus marines need to constatly move in groups of two with welders. 2 welders cost 10 rez, while a gorge costs 10 rez. so that part is even.
but for them to get healing they need to spend 2 rez a medpack. usualy costing 4 rez to fully heal a marine.
Now here is the thing, Marines need to travel in groups of 2 or 3 to survive, at all. now in a balanced 6 vs 6 game, that means you have 1 group of 2. and 1 group of 3.
Now heres the problem, and the inharent weakness of the marine team. a group of 3 or 4 aliens can run around and take out the groups of 2 or 3 marines.
How ever, 1 vs 1 a skulk is supsosed to win. This means for every Single skulk biting rez nodes, you need to send out 2 marines. and since the marines DO NOt have mobility they will usaly lose the node, and have to chase the down the skulks. The single skulks can easly mark the 2 marines with para before dying.
Now the parasighting is marking for the early lerk to come by and spore the heck out of em till a 2 man skulk team arives. now its 2 marines vs a lerk and 2 skulks.
the lerk gases which costs prob about 6-8 rez worth of medpacking, and while the marines are welding the 2 skulks are moving in. and of course during this time 2 other skulks are killing rez towers. If the 3 other marines start attacking a node, you can send this group to go kill them, and any freshly spawned skulks too. Basicly by have an early lerk, and 1 skulk completely devouted to RT chomping, and 1 skulk half devouted. You should be able to win just about every time with correct team work as aliens.
Basicly I completely understand about your point of how Aliens Weakness is that They need territory, But thier stregth is that they do not need tons of rez to win.
They only need 3 nodes total.
While marines they Can Not win off of 3 nodes, they need at least 5 to have a chance.
Also, try attacking marine start with 3 skulks and a lerk, I garentee you the marine will be very badly hurt if you destroy thier base.
Look at it this way. if you pit 3/3 marines, with MT, against a team of 2 hive aliens with no higher life forms, but MCs, and Sensorys and no rez nodes. The Alien team will Always Win.
Savant
Apr 7 2005, 03:43 AM
| QUOTE (Gecko God Of Dooom @ Apr 6 2005, 10:01 PM) |
| Aliens have mobility, It takes One skulk to run around and kill rez nodes of marines. One marine Will not survive long enough to run around alone kill rez nodes. |
This thread isn't about res nodes, it's about hives. Regardless, with R4K, marines don't need to hold nearly as many nodes as they used to.
| QUOTE (NukeAJS @ Apr 6 2005, 09:35 PM) |
| Marines are horribly punished for losing a hive EXACTLY because the aliens will gain acess to new abilities/upgrades. |
I'm sorry, but I disagree. Marines aren't punished at all. You can't compare REAL consequences with POTENTIAL consequences. If the marines lose a hive it only gives the aliens the POTENTIAL to build a hive, and even if they build the hive, there is no guarantee that the hive won't be destroyed by the marines prior to completion. Of course this also requires the aliens to have someone with enough resouces to build the hive, and for that person to be able to change to gorge class. Suggesting that this is somehow a 'punishment' to marines is a gross exageration.
| QUOTE (theclam @ Apr 6 2005, 09:51 PM) |
| If you pit 2 teams of equal skill against each other, with the aliens having all 3 hives and 3 of all 3 chambers, and the marines having a full tech tree, I guarantee that the aliens will win 9 times out of 10. |
That's not the issue. I never said that aliens were losing games in that situation, my assertion is that marines cannot normally be weakened in typical gameplay. So regardless of what level tech marines reach, they will not lose that tech prior to the end of the game. The same can't be said of aliens though, and that is my issue.
| QUOTE |
| Games only last 20 minutes now. If anything, they need to be longer. There should be a very shallow slipper slope, otherwise every game will be decided in one battle alone, which is a bad thing. |
Flayra doesn't want long games, and he has said as much. However, I think it's intellectually dishonest to suggest that any game would be decided in one battle alone. Even with this suggestion in place there would still be plenty of action.
| QUOTE |
| I want games to end quickly, after the victor has been decided, but I don't want the victor to be decided the second one team falters. Games with come from behind victories are much more fun than games without them. |
While a 'come from behind' win can be enjoyable, we can't make the game that flexible or there will be many games that will never end.
The other issue (that I have mentioned in other threads) is that if you make the game forgiving of 'small mistakes', then clan games will likely never have a clear winner because it's the small mistakes that the clan depend on to help secure a win.
If we use the chess analogy that was use dabove, it's like making chess 'flexible' so that you can lose as many pawns as you like and still not be at a disadvantage. I'm sorry, but while desireable, that just isn't reasonable.
Regards,
Savant
theclam
Apr 7 2005, 03:56 AM
| QUOTE (Savant @ Apr 6 2005, 10:43 PM) |
| QUOTE | | QUOTE (theclam @ Apr 6 2005, 09:51 PM) | | If you pit 2 teams of equal skill against each other, with the aliens having all 3 hives and 3 of all 3 chambers, and the marines having a full tech tree, I guarantee that the aliens will win 9 times out of 10. |
That's not the issue. I never said that aliens were losing games in that situation, my assertion is that marines cannot normally be weakened in typical gameplay. So regardless of what level tech marines reach, they will not lose that tech prior to the end of the game. The same can't be said of aliens though, and that is my issue. |
|
I don't care that marines don't lose their tech. I really don't. I only care that the game can be finished quickly. Plus, in many games that I play, fades take down an advanced armory, reducing the marine tech. In endgame situations, the armslab is often the second structure to go, after the obs.
| QUOTE |
| QUOTE | | Games only last 20 minutes now. If anything, they need to be longer. There should be a very shallow slipper slope, otherwise every game will be decided in one battle alone, which is a bad thing. |
Flayra doesn't want long games, and he has said as much. However, I think it's intellectually dishonest to suggest that any game would be decided in one battle alone. Even with this suggestion in place there would still be plenty of action. |
There would be small skirmishes, but the game would come down to one pivotal attack against a hive location or marine base. The team that loses that attack would lose the game, while the team that wins the attack would win the game. The team that wins a large battle already gains a large enough advantage, lets not make it so that comebacks are almost impossible.
| QUOTE |
| The other issue (that I have mentioned in other threads) is that if you make the game forgiving of 'small mistakes', then clan games will likely never have a clear winner because it's the small mistakes that the clan depend on to help secure a win. |
I don't want the competitive scene to be unhappy with the game. Still, if the average game would last 10 minutes longer, I think it would be a better experience overall. I don't want to make small mistakes meaningless, but I do want a team that has a great deal of map control and resource flow to be able to stage a comeback, even if they lost a major battle.
The argument that rfk has partially replaced rt res flow is ridiculous. In a normal game, there are probably around 50-70 marine kills. That's 100-140 worth of res. Whoop-dee-friggin-doo. In that same game (a 20 minute game) the single marine starting node gave the team about 300 res. So rfk counts for less than half of an rt, AND it's unreliable. I'm sorry, but half an rt's worth of res is NOT enough to swing the game in your favor, especially if you're losing. RFK is not a replacement for res control.
Swiftspear
Apr 7 2005, 08:45 AM
| QUOTE (Savant @ Apr 6 2005, 10:43 PM) |
| QUOTE (NukeAJS @ Apr 6 2005, 09:35 PM) | | Marines are horribly punished for losing a hive EXACTLY because the aliens will gain acess to new abilities/upgrades. |
I'm sorry, but I disagree. Marines aren't punished at all. You can't compare REAL consequences with POTENTIAL consequences. If the marines lose a hive it only gives the aliens the POTENTIAL to build a hive, and even if they build the hive, there is no guarantee that the hive won't be destroyed by the marines prior to completion. Of course this also requires the aliens to have someone with enough resouces to build the hive, and for that person to be able to change to gorge class. Suggesting that this is somehow a 'punishment' to marines is a gross exageration. |
I missed the part where every frigging marine player wasn't getting owned by leap skulks, and every locked down position the marines had wasn't getting blasted by metabo fades and bilegorges. If the marines had the res sunk into a 2 hive lockdown, and they lose it (unless in the VERY late game) they have pretty much given the game to the aliens. At 2 hives the marines lose. How do you not call that a real consequence?
MistenTH
Apr 7 2005, 04:22 PM
Example of securing a hive: Getting PG, some turrets to hold it.
Benefit: A hive cannot be put up easily (control of alien tech tree)
Secures 1 RT node (hive RT node)
Territorial control around the hive i.e. nearby RTs (marines patrol more easily)
Loss of this outpost:
Kharaa gain the opportunity to build a hive in this location
The hive node RT and nearby RTs will be hard to reinforce as marines need to walk from another location. Chances are skulks can keep marine RTs away.
Also, you are looking at hives as a deciding factor for marines. Well it is, by the abilities it grants the Kharaa. But you want to link marine tech to hive tech!
You view the marines not losing any upgrade investment even if they lose a hive location. But you forget about MS. I'm sure you guys have seen games where marines cap 3/4 of the map, lockdown 2 hives, AND ARE THEN WIPED OUT as a skulk rush decimates the weakly defended MS, wiping out ALL the tech.
The 2 sides play differently in this way. And at any rate, atm marines are at a disadvantage against the Kharaa. Forcing marines to hold hives will wind up causing games to become lockdowns, which limits the strategy involved. Making it harder for the marines will make NS unplayable.
You can argue that the whole game can be changed to be balanced around this change. Well, if you read the Flayra interview, there are some parts of the game that did not turn out as he wanted it.
To follow his vision, the game needs to be changed. But he says that he will not because it will take too long to balance the game. So realistically, not going to happen.
Bad idea.
MrBananaMan
Apr 7 2005, 08:37 PM
the post makes perfect sense. even though the two teams are very different in styles there MUST be some common ground for them, otherwise the team who has the advantage (like the marines in this case) should naturally obliterate the other team.
MistenTH
Apr 8 2005, 02:10 AM
Common ground? Resource Nodes.
Marines focus too much on locking down 2 hives and have few upgrades. Resource rich Kharaa fade and onos early and rape L1 shotguns.
Kharaa don't kill marine RTs. They see L2 HMG and a siege outside their building hive.
Marines concentrate on node killing. 1 node 2 hive aliens try to take out HMG and GL equipped marines assaulting their hive after their fade has died, and no one has the rez to refade.
Kharaa focus on killing nodes. Marines succeed in sieging the 2nd hive, but are left with MS and the hive node. Kharaa have rez to fade and obliterate the res poor marines. Once initial weapons are lost due to death, remaining LMG marines attempting to recap nodes are mere cattle waiting to be slaughtered.
Savant
Apr 8 2005, 02:48 AM
| QUOTE (MistenTH @ Apr 7 2005, 11:22 AM) |
| you are looking at hives as a deciding factor for marines. Well it is, by the abilities it grants the Kharaa. But you want to link marine tech to hive tech! |
Not at all. The hive AREA is the key control point, and that is no different than it is now. Marines often make a presence in the hive rooms, which has a direct impact on alien tech.
| QUOTE |
| You view the marines not losing any upgrade investment even if they lose a hive location. But you forget about MS. I'm sure you guys have seen games where marines cap 3/4 of the map, lockdown 2 hives, AND ARE THEN WIPED OUT as a skulk rush decimates the weakly defended MS, wiping out ALL the tech. |
Yes that happens, and that could happen even if my suggestion was implemented. If marine start gets wiped out then that is a marine commander error, plain and simple.
| QUOTE |
| Making it harder for the marines will make NS unplayable. |
You're trying to use a fallacy to justify rejection of this idea, and that just won't fly with me I'm afraid. The fact that you feel marines are 'weak' right now is not relevant. If (and this is subjective) the marines are indeed weak, then they need to be fixed regardless of this suggestion and the implications it has.
| QUOTE |
| You can argue that the whole game can be changed to be balanced around this change. |
Actually, this would be quite easy to balance. All we are doing is directing gameplay, not changing balance. Of course this may impact the game's balance overall, but that would only require some small tweaking to adjust.
| QUOTE |
| The 2 sides play differently in this way. And at any rate, atm marines are at a disadvantage against the Kharaa. Forcing marines to hold hives will wind up causing games to become lockdowns, which limits the strategy involved. |
Actually, this won't limit strategy at all, it will actually expand strategy options. You seem to assume that every game must end with the marines teching up to level 3 before they win. If that was the case games would last forever.
If we simplify this suggestion to the lowest common denominator, then it really only prevents the marines from having level 3 tech when they have no hives. In almost EVERY game I have played the marines will always get ONE hive, which means they will have access to level 2 tech. So this suggestion is really only a restriction on what the marines need to do in order to obtain level 3 tech.
Level 3 tech should be HARD to get. It is a significant boost to marines, and they should have to 'earn' it on the map, and not just have it handed to them. In the same way it is HARD for aliens to get three hives, and that is by design. Both level 3 tech and 3 hive alien tech represent the top of the tree, and both teams should have to work to get there.
Right now marines can secure level 3 tech without holding ANY of the map, which really is rewarding a weak team with a strong upgrade. I'm sorry, but it doesn't make a lot of sense to me.
Regards,
Savant