Help - Search - Members - Calendar
Full Version: Bloody Co, Slow Down Dem Aliens
Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
niaccurshi
Excuse this, as I just need to state what I want changed about Co (yes it's selfish) and it'll make me calm down and be all happy and flowery again... (plus it's Yo Regs night and I can't get on the server *grumbles*)

Co, unbalanced as shite...why?

Lifeforms are got too quickly and also too "super powered" too quickly, this in comparison to how hard it is to get any success out of marines without taking the A2-->jp route (basically) that is.

Solutions (a combination of, not necessarily all)..

- Make lerk, fade and onos one point more expensive?
- Make the shotgun available straight away, without a weapon upgrade (to tie in with NS:Classic)
- Actually make what you're killing count, it's absolutely unnacceptable to spend so long trying to kill a redemption onos only to get a pitiful amount of experience for it, when them slaughtering you gives them the same gains
- Fix redemption (see other peoples suggestions I guess)!
Edit: - Only allow aliens experience within a certain radius of their hive.

*breathes* thanks, feel much better now.
Gecko_God_Of_Dooom
I figured it out Here
the_x5
QUOTE (niaccurshi @ Apr 27 2005, 02:38 PM)
- Actually make what you're killing count, it's absolutely unnacceptable to spend so long trying to kill a redemption onos only to get a pitiful amount of experience for it, when them slaughtering you gives them the same gains

*sigh* talk about going in the opposite direction from what one of my goals for NS is: "putting the fear back into NS." Gee thanks Combat...

I think you do have some good suggestions here, probably need some tweaking but otherwise they might make things more balanced.

My two very important additions to this idea are that armor values in Combat needs to be lowered and damage from player weapons needs to be increased. There is very little defense in Combat, the primary emphasis and what makes it fun is the offensive aspect. Much in contrast to NS.

If we could take Gecko's idea, combine with some of the things in yours, and my two additions we might have the perfect adjustment for CO.
Sky
Two points get you a nuisance lerk that's basically countered by resupply.
Three points get you a paper fade that dies to two shotties.
Four points get you a target sign of an onos.

The lifeforms cost more than their respective point values. Unless you're just hanging around the hive, a base higher lifeform just won't get as many kills as a skulk with some upgrades.

I do think redeeming should give just a tad bit of experience to the marines....I've redeemed 7 times in a row as a skulk with cara, dammit. That's just sad.
BulletHead
QUOTE (Sky @ Apr 27 2005, 09:44 PM)
Two points get you a nuisance lerk that's basically countered by resupply.
Three points get you a paper fade that dies to two shotties.
Four points get you a target sign of an onos.

The lifeforms cost more than their respective point values. Unless you're just hanging around the hive, a base higher lifeform just won't get as many kills as a skulk with some upgrades.

I do think redeeming should give just a tad bit of experience to the marines....I've redeemed 7 times in a row as a skulk with cara, dammit. That's just sad.

you are joking...

take that paper fade, give it metabolize + focus...


and you have a 4 foot thick nano-steel wall...
NukeAJS
QUOTE (BulletHead @ Apr 27 2005, 10:05 PM)
QUOTE (Sky @ Apr 27 2005, 09:44 PM)
Two points get you a nuisance lerk that's basically countered by resupply.
Three points get you a paper fade that dies to two shotties.
Four points get you a target sign of an onos.

The lifeforms cost more than their respective point values. Unless you're just hanging around the hive, a base higher lifeform just won't get as many kills as a skulk with some upgrades.

I do think redeeming should give just a tad bit of experience to the marines....I've redeemed 7 times in a row as a skulk with cara, dammit. That's just sad.

you are joking...

take that paper fade, give it metabolize + focus...


and you have a 4 foot thick nano-steel wall...

A paper fade doesn't have metab+focus ... that's just by definition. You only proved his point ...

All he was saying that a skulk with some upgrades will turn out more kills early on (silence/cloak+focus for instance.)

Of course if you do that you have to wait until level seven to get faded up and inbetween when skulks start sucking (shotties, and a welder?) and you getting fade you'll die like ... 80 times so I guess he doesn't really have a point ... whatever I'll shut up.
NEX9
omg sky i know jsut what ya mean, drools, its even so viable in NS maps only problem is most of hte tiem it takes you miles away from the fight, dat can be a bit rigarous and time consuming but still it smashes moral, and furiates people to the point were there consertration is broken by it allowing them to slip up, allowing other aliens and you to take advantage


err sorry to this thread no comment
PRTe
some excellent points there. most importantly
QUOTE
how hard it is to get any success out of marines without taking the A2-->jp route
Savant
The issue I have with aliens (on CO) is that there is no prerequisite for higher level aliens, unlike with marines for HA and/or HMG. An alien can go straight from skulk to fade, and not need to take anything in between.

I think it would be better to require aliens to take some upgrades before they can upgrade classes, and maybe make it so that the upgrades are from specific categoeies.

-For lerk, they need one upgrade from movement chamber tree before going lerk. While only a small requirement, this will delay early game lerks a little bit.
-For fade, they need one upgrade from movement chamber tree and one upgrade from defense chamber tree before going fade.
-For onos, they need one upgrade from each chamber tree before going onos. While this will mean it takes 7 upgrades to go onos, that is exactly the same number of upgrades it takes a marine to reach JP/HA with an HMG/GL.

I would prefer this instead of increasing the cost for other classes. Since marines are forced to take other upgrades before making it to a 'key class' (like JP/HA/HMG/GL etc) then I think it would be reasonable to require aliens to take a one or two upgrades before evolving to certain classes.

Regards,

Savant
niaccurshi
Good idea Savant, ultimately it is just that these classes come in. It's all well and good saying a "paper fade" dies to two shotties...but if the marines have gone for ammo 1 and shotties, that's two levels gone. Plus resupply for that lerk? and what about armour one (despite 3.03) to stop the parasite one bite kills.

Just to tackle that "counterable" lerk, and destroy that "paper fade" as well as avoid focus skulks in the early game, you need to spend 4 points.

Marines have to cover all of their bases too early. They can't get in to the game because their upgrade path is so limited. It's armour armour armour until the bigger aliens come out in the hope of staving off the kharaa experience flow...and then it's ammo guns guns to keep the bigger life forms at bay...and then if you're lucky you'll manage a jetpack. The alternative? Well you go for the jetpack straight away and take a gamble, hoping that you can hit the hive enough with your level 0/1 lmg to get levels for a GL to end the game quickly as a rambo ftw.

It's this that is pathetic, given the aliens freedom to choose their route of harassment.

Edit: To cut a long story short, stop using paper based arguments to try and counter real term arguments. Yes the fade on its own is **** against marines. Yes the lerk is easily counterable. Yes the focus skulk is easily counterable. Yes the onos is a big target for a big gun...and if you only ever faced ONE of these things alone then the game would be fine. But seeming you know you'll counter all of these probably before the 7-10 minute mark, and more so they'll be working together to amplify their individual powers to overall team dominance (lerks sporing helps the whole team. Fade hit and runs help the whole team), marines have no hope in hell in achieving a viable upgrade strategy...only ever winning if the aliens DO go down one specific route and forget to lerk (for example), or if they really are abysmal as a team....but why should we be saying "the game works because a really good marine team can only beat a really **** alien team, everything else is gg aliens"?
Savant
By the way, one of the other things I was trying to hit on with my suggestion was removing some of the 'momentum' that can be gained simply by using a certain combo. Here's what I mean...

If marines had the ability to choose a shottie WITHOUT getting damage one first, then even though the shottie would be weaker, it would still give them too much power right off the bat. It's the same reason that focus was made to be 2 points instead of one. Focus was just too good on it's own in the very early game. (I'm talking about focus before the armour change in 3.0.3)

So if you make it so that a person needs one upgrade before they can go lerk, that means they need three upgrades in total. On the marine side, a person can get an HMG after three upgrades if they wanted to go that way, which is a fair counter IMHO.

If you make it so that a fade needs two upgrades, then that fade will cost 5 upgrades overall, which is the same as an armor 1 marine with a lvl3 shottie. Overall it's pretty comparable as well.

For onos, making them wait until they get 3 upgrades is the same as 7 levels for marines, and so a level 7 marine could be armour 2, with jetpack, and have a lvl1 HMG. That's a pretty fair fight overall.

By comparison, if you let someone have an onos by rushing the 4 points straight up, even though a marine COULD rush JP with 4 points, they would be sitting with a lvl0 LMG in their hands, which is pretty useless as a counter.

I just don't want to see alien evolution costs increased, we can achieve the same result by just putting in some prerequisites for upper level evolutions.

Regards,

Savant
Zunni
I'm moving this because I truly believe somewhere in all of that is a great way to handle combat...
niaccurshi
QUOTE (Savant @ Apr 28 2005, 05:04 PM)
For onos, making them wait until they get 3 upgrades is the same as 7 levels for marines, and so a level 7 marine could be armour 2, with jetpack, and have a lvl1 HMG. That's a pretty fair fight overall.

By comparison, if you let someone have an onos by rushing the 4 points straight up, even though a marine COULD rush JP with 4 points, they would be sitting with a lvl0 LMG in their hands, which is pretty useless as a counter.

I just don't want to see alien evolution costs increased, we can achieve the same result by just putting in some prerequisites for upper level evolutions.

If this sort of thing could be written in (lol, "if", what am I saying) then I also think it would be a great help. It achieves the same as increasing the aliens cost, but stops that annoying situation of not wanting to buy and upgrade if you wish to rush a lifeform because you know you need to save up...yes.

Combine that with a way to try and keep aliens from straying too far from their hive unless they're happy to just delay the marines with no experience reward and I think it would cover all bases...no bigger life forms **** over everything and just eating up experience while marines get nothing in return, the counterbalance of the upgrade system should sort that out, and at the same time that focus cloak skulk that just insists on base camping gets nothing for his troubles except to delay the marines progress.

so...to ammend the first list with savants idea, one or more of these changes...

- Each life form from lerk upwards requires an additional upgrade to have been taken first...ie 1 for lerk, 2 upgrades before you can take fade, 3 upgrades before you can take onos (which actually ties in with NS classic fairly nicely too)...
- Small experience gains for making aliens redeem
- Aliens only gain experience within a (large) radius of their hive, or...in reverse, can't gain experience inside a (smaller) radius of the CC.

conclusion: Hmmm, well the aliens lose none of their power, just lose the time at which they can use it...they also are required to coax marines nearer to their hive if they want to level up, stopping the current trend of aliens attacking marine starts more often. Should give the marines more of a chance to attack the hive earlier, and generally have similar teams be able to actually counter each other at their respective levels... I'm really up for giving at least the first idea in the list a try tbh.

Anyone any good at creating an AMX mod to replicate it? wink-fix.gif
Church
So aliens can't gain any exp at all unless somewhat near a hive? And biting the CC gives no exp? *thumbs up*
niaccurshi
Aye, it just seems completely counter productive to have a sign say "you are defending" as if it is only there to plead with the aliens to act a certain way to balance the game. Lets stop CC munching and base camping be the number one tactic for super skulks.

Of course when you say "somewhat near" a hive I would say that "somewhat near" should encapsulate at least some of the mid-ground battle area...such as on core. Aliens shouldn't be punished in terms of exp for chasing pesky marines out of their hive.

Trouble is that while Savants suggestion is easily implementable in the next version (in some ways), to start screwing around with the idea of no exp within a radius of the CC, or outside the radius of the hive...that would require some maps to change a bit, so that it doesn't end up with marines being able to camp outside the hive area while knowing that aliens clearing them out will get nothing for it.
Faskalia
QUOTE (niaccurshi @ Apr 29 2005, 07:08 AM)
3 upgrades before you can take onos (which actually ties in with NS classic fairly nicely too)...

This would basicaly mean, that i cannot go charge onos anymore sad-fix.gif

RobB
QUOTE (niaccurshi @ Apr 27 2005, 08:38 PM)
Edit: - Only allow aliens experience within a certain radius of their hive.

So... THIS suggestion will make one thing sure: CO Servers will be abandoned like a ghost city - or excessive Bot populated (at least alienside).

On some maps are the marines able to shoot through 1/3 of the map and damaging the hive with grenades or something.

Better would be imo that if you are within X units of the ENEMYS building (CC, Hive) you don't get xp for shooting/camping the players, but for damaging the structure.
Gecko_God_Of_Dooom
gaining xp within only a certain radius of the hive is not something I think would be good. as I said in the other thread.

Resion being, Aliens do need to push out some to prevent the marines from setting up a spawn camp. If the only place to ambush is @ the hive, then if the marines break through that spot, its GG.

PLus as a marine it would be pretty boring if aliens only ambushed in the same spot.

Aliens need to push out, and prevent the marine from ever reaching the hive. or only letting a few.
Gecko_God_Of_Dooom
QUOTE (Faskalia @ Apr 29 2005, 01:14 AM)
QUOTE (niaccurshi @ Apr 29 2005, 07:08 AM)
3 upgrades before you can take onos (which actually ties in with NS classic fairly nicely too)...

This would basicaly mean, that i cannot go charge onos anymore sad-fix.gif

here are you three upgrades...
Unlock hive 1, unlock hive 2, adren.

unless you mean 3 upgrades from chambers
TyKoN
so you need 7 points to go onos? you could have a lvl 3 hmg and armor lvl 2 by then. you need 3 points to go lerk? you could have lvl 1 gl by then, a lerk would be useless.
niaccurshi
Ignore me confused-fix.gif
niaccurshi
QUOTE (RobB @ Apr 29 2005, 04:29 PM)
So... THIS suggestion will make one thing sure: CO Servers will be abandoned like a ghost city - or excessive Bot populated (at least alienside).

Not if the radius was large enough it wouldn't, but then you've obviously got a different view of the area encapsulated in your mind than I have in mine. Either way, radius of CC or hive, it's the same thing really.

I would state that eating the CC shouldn't give experience. If aliens want to end the game by destroying the CC then fair play, but they shouldn't get exp for it, that isn't the nature of the game.

QUOTE
Resion being, Aliens do need to push out some to prevent the marines from setting up a spawn camp. If the only place to ambush is @ the hive, then if the marines break through that spot, its GG.


Again, it's subjective how you're thinking of this. If the radius encapsulated more than 50% of the map then where would the spawn camping problem be?

QUOTE
so you need 7 points to go onos? you could have a lvl 3 hmg and armor lvl 2 by then. you need 3 points to go lerk? you could have lvl 1 gl by then, a lerk would be useless.


Uh...so? Are you against even teams being evenly matched? If the aliens go on a slaughter then that onos that takes 7 points will come about long before any marine has 7 points of his own to spend. If the teams are evenly matched then why shouldn't the marine facing an onos with (likely, assuming that extra hive abilities aren't "upgrades") celerity, regen and carapace be able to stand up against it slightly?

And yes no doubt you'll argue that in an evenly matched game many marines will be the same level and team up on the onos...well...on the same note you must remember the skulks that take advantage of the onos drawing fire, the lerk sporing, the gorge healing/webbing.

Aside though, it does depend on if you're taking "upgrades" to mean extra hive abilities as well, I do take them as such, since the idea is to slow down the alien game not kill it...so you still should be able to do *everything* you could do with an onos before, just having to get the abilties for it BEFORE you go on killing spree's against unprepared opponents even if they are at an equal level.
decoy9
Maybe I just play on public servers with the best rines and worst aliens ever, but I find that if a rine team doesn't rush into alien ambushes, but instead waits for the inevitable stupid aliens to rush them, then marines can have shotguns before aliens have lerks. I was playing against 2 aliens (as in, 1 v 2), and my last death was just before I got shotgun. This idea would work if: lerk, fade, and onos were only 1, 2, and 3 points respectively, but lerk needed 2 upgrades, fade 3, and onos 4. This would mean that the lifeforms came out at the same levels, but weren't pure cannon fodder for marines who didn't rambo but instead used teamwork. But I don't think that's fair on the aliens. Think of this: For a skulk to go paper fade, it needs to gain 3 levels. For a marine to get shotgun and resupply, he needs to gain 3 levels. The marine benefits from every point he spends, while the alien effectively wastes 2 points. So if we assume that the skulk is trying to lerk then fade, and the marine is trying to shotgun rush, here's what happens:
Level | Skulk | Marine
0 | |
1 | |w1 - Still even levels, as damage 1 has no extra effect on a non-cara skulk
2 |Lerk |w1+sg - This would only be a fair fight if the marine refused to move into the hive, a half-decent marine will win with a sg versus a melee lerk
3 |Fade |w1+sg+rs - Very hard for a marine to win, if both have equal skill
The problem with this is that a marine of equal skill as a paper skulk will win, unless the marine is also an idiot, and rushes into ambushes. So it would more than likely end up as a marine with w3+a2+sg+rs+jp versus a paper fade. Either that, or I should be in a top ranking clan, with my 1337 rine versus skulk skills. Every player you add to both teams makes co_ easier for marines. 2 skulks will die to 2 rines of equal skill, unless they ambush. 6 skulks will die to 6 rines. 12 skulks will die to 12 rines. Perhaps, instead of suggesting that aliens should be nerfed, you should learn to click and move the mouse at the same time, to perform a function we call "winning".

That said, if the teams are equally skilled, the smarter or more co-ordinated team will win. If aliens rush and marines camp, they die. If aliens ambush and marines rush, they win. I can almost guarantee that the aliens will rush, and so a rine team will almost always win.
Blue_Mary
Well, why not tie the lifeforms to the hive abilities?


Skulk, Gorge, and Lerk don't have a prerequestie.

Fade requires Hive 1 ability Unlocked.

Onoes requires Hive 2 ability Unlocked.

Less variance, but assures it'll be longer until they show up.
the_x5
QUOTE (Blue Mary @ Apr 30 2005, 12:40 PM)
Well, why not tie the lifeforms to the hive abilities?


Skulk, Gorge, and Lerk don't have a prerequestie.

Fade requires Hive 1 ability Unlocked.

Onoes requires Hive 2 ability Unlocked.

Less variance, but assures it'll be longer until they show up.

This has been suggested two or three times since I've been participating in the I&S.

~edit~

I believe I voted yes on it.
niaccurshi
QUOTE (decoy9 @ Apr 30 2005, 06:49 AM)
Maybe I just play on public servers with the best rines and worst aliens ever, but I find that if a rine team doesn't rush into alien ambushes, but instead waits for the inevitable stupid aliens to rush them, then marines can have shotguns before aliens have lerks.

Yeah, they might, but they won't have shotguns before skulks have focus or cloak...so any decent alien side playing against a decent marine side will still have one up on the marines. You can't rely on marines being smart and aliens being dumb to provide balance to the game. In an average game marines push forward slowly and aliens either ambush or (eventually) team rush them to death.

QUOTE
Think of this: For a skulk to go paper fade, it needs to gain 3 levels. For a marine to get shotgun and resupply, he needs to gain 3 levels. The marine benefits from every point he spends, while the alien effectively wastes 2 points. So if we assume that the skulk is trying to lerk then fade, and the marine is trying to shotgun rush, here's what happens:


Ultimately this idea just means that a good alien team will continue to dominate, and a good alien team will no longer have to *just* rely on aliens being stupid to win. A lerk will have an ability such as its second hive ability, or perhaps carapace, which will help it gain levels as a skulk, but it'll mean a delay before it becomes that lerk. It's not an alien nerf, it's just a readjustment of the state of play, as well as opening the marines up to more options than a JP rush.

The other idea's are to encourage aliens to defend some more rather than go on the base camping spree they often do.

QUOTE
Perhaps, instead of suggesting that aliens should be nerfed, you should learn to click and move the mouse at the same time, to perform a function we call "winning".


Go and get a comedy act at a club, you'll go down a storm.
niaccurshi
QUOTE (the x5 @ Apr 30 2005, 05:43 PM)
QUOTE (Blue Mary @ Apr 30 2005, 12:40 PM)
Well, why not tie the lifeforms to the hive abilities?


Skulk, Gorge, and Lerk don't have a prerequestie.

Fade requires Hive 1 ability Unlocked.

Onoes requires Hive 2 ability Unlocked.

Less variance, but assures it'll be longer until they show up.

This has been suggested two or three times since I've been participating in the I&S.

~edit~

I believe I voted yes on it.

I vote no, as far as Co is not Classic, it doesn't mean we have to reintroduce 1.04 ways to the current way of play. It's much more intuitive to have the life forms require varying amounts of abilities before they can come about because it ties in better with classic. Fades don't need two hives, infact they often come around at one hive...it's more likely they'll have an upgrade, the suggestion by someone else here would be that they need to abilities before they can become fade...we don't need to turn back time on Co.
Mchief
so basicaly you want to get rid of half the exp an kharaa can get requirer an onos to have 3 upgrades from each chamber pool and then the required # of points .

heck no

you say that the new onos at lvl 7 is equivilant to a lvl2 armor lvl 3 wep with a hmg well that marine can kick that onos but simply because he has ranged weapons and the onos doesent heck he'd need 3 more lvl after that to be able to change at said marine and that dosent even take into acount the cross fire from 3 marine even in a small game would mean certain death for said onos and for the lighter life forms it would be even harder one point shottys vs vanila skulk means dead skulk 98% of the time as is in co ( 3.0) marines allready get shottys fast enough through this set of points p1 resupply ,p2 weps lvl 1,p3 shotty. which is hard enough to counter as any thing but fade/onos as most marins are realy good shots with shoty and it only takes one hit most of the times and heck the gestation times are long enought as is we need to make them even further into mid game should not happen ever

Venting blind Rage................................................vented

ok better now talking form some one who rushes to be onos it is hard enough to stay alive as vanila onos as inate regen only gives you about 10 hp per sec and as onos you have no ranged weaps and many a times iv snuck into a room only to find wep lvl 2 hmgs that turns me into soup, now you want me to have to get 3 more points while the marines would most likey have armor and lvl 3 weps this would just plainly unbalance the game to a point of no return

so other wise vote No
decoy9
I recently got 28:0 as a lone marine versus 3 aliens. I was level 10 before the 5 minute mark, and the aliens were still level 1. The game eventually ended when the cc was bitten to death. I see just why aliens need to be nerfed in co_...

Then of course the next round it was me versus 3 marines. I faded early and was level 10 in under four minutes. Later in that round the game filled to be a 7v7. Do you know why I was able to win? Quite simple really, you see I ambushed as a skulk, parasited, etcetera. I ended up with a score of 56:2, with 0 deaths as fade. If the marines are stupid enough to rush into my ambush and die, I shouldn't be forced to stay skulk. The previous game proved skulks can't rush a half-decent shotgun marine, at least not until leap+focus+cele+silence+cara. Or get 3 aliens with leap to rush him. Either way, the marine has the advantage early game. And if the marines move in a group once they have shotguns, it's good game aliens. So why should the aliens be forced to attempt to take down the shotgun mob as skulks? Why not let them evolve so that they can actually take advantage of the hive healing?
Kwil
So in the new system..
2 points for marines = shotgun.
2 points for alien = 2 upgrades.

Decent marines will simply stomp decent aliens at that point.

Besides, I find I do reasonably well as a marine going mine->w1->SG->w2->w3 ...

I don't generally don't touch armor until the onos come out. Yeah, I die a bunch, but I also leave carpets of mines around and tend to be just barely behind the aliens in levels. So your A2->JP method isn't the only way to proceed.

That said, no XP for killing any marine structure strikes me as reasonable.
niaccurshi
QUOTE (Mchief @ May 6 2005, 05:50 PM)
so basicaly you want to get rid of half the exp an kharaa can get requirer an onos to have 3 upgrades from each chamber pool and then the required # of points .

heck no

you say that the new onos at lvl 7 is equivilant to a lvl2 armor lvl 3 wep with a hmg well that marine can kick that onos but simply because he has ranged weapons and the onos doesent heck he'd need 3 more lvl after that to be able to change at said marine and that dosent even take into acount the cross fire from 3 marine even in a small game would mean certain death for said onos and for the lighter life forms it would be even harder one point shottys vs vanila skulk means dead skulk 98% of the time as is in co ( 3.0) marines allready get shottys fast enough through this set of points p1 resupply ,p2 weps lvl 1,p3 shotty. which is hard enough to counter as any thing but fade/onos as most marins are realy good shots with shoty and it only takes one hit most of the times and heck the gestation times are long enought as is we need to make them even further into mid game should not happen ever

Venting blind Rage................................................vented

ok better now talking form some one who rushes to be onos it is hard enough to stay alive as vanila onos as inate regen only gives you about 10 hp per sec and as onos you have no ranged weaps and many a times iv snuck into a room only to find wep lvl 2 hmgs that turns me into soup, now you want me to have to get 3 more points while the marines would most likey have armor and lvl 3 weps this would just plainly unbalance the game to a point of no return

so other wise vote No

You're comparing rushing an onos against an obviously decent enough marine team that has managed to match its levels, to an onos that when it comes out will probably have Celerity, Regen and Stomp?

Why are you making such a comparison?
niaccurshi
QUOTE (decoy9 @ May 6 2005, 11:17 PM)
I recently got 28:0 as a lone marine versus 3 aliens. I was level 10 before the 5 minute mark, and the aliens were still level 1. The game eventually ended when the cc was bitten to death. I see just why aliens need to be nerfed in co_...

Well done, consider your **** size noted and mumbled favourably about.

But anyway, you're not *forced* into staying skulk. If you're that good then it'll take you no time at all to become a higher life form. If you're less good then what's it matter? You're just taking chamber upgrades and hive abilities that you would take after becoming the life form...only before. It's not as if your fun is being wiped, it's not as if you're being told you have to do things that won't benefit you when you finally get to become fade or onos...you just have to wait a little longer to give marines a bit more of a chance.

The sad sad fact is that on almost all maps, if aliens ambush, then marines have zero chance. This is wrong. If a good marine team plays against a good alien team, then ambushing should only really work about half the time, right now that can't happen because options like motion tracking, scan, and even resupply are having to be neglected because the only way to play against a good team is to rush JP, and hope they don't get onos before you get to the JP level...which is an almost certainty.
niaccurshi
QUOTE (Kwil @ May 7 2005, 01:08 AM)
So in the new system..
2 points for marines = shotgun.
2 points for alien = 2 upgrades.

Decent marines will simply stomp decent aliens at that point.

Besides, I find I do reasonably well as a marine going mine->w1->SG->w2->w3 ...

I don't generally don't touch armor until the onos come out. Yeah, I die a bunch, but I also leave carpets of mines around and tend to be just barely behind the aliens in levels. So your A2->JP method isn't the only way to proceed.

That said, no XP for killing any marine structure strikes me as reasonable.

I can only say you guys must not play against decent aliens that actually work as a team and have a basic comprehension of bunnyhopping, ambushing etc.

The mine method is just as bad as it is good, as you just give them as much exp as you're taking from them anyway. You're rewarded for giving them exp by being able to take some of it back.

Against a decent alien team not taking armour will simply mean you are mincemeat, lerks will spore you wherever you go and skulks will focus kill you with one hit.

BTw, are you trying to claim that sensible aliens (ie ones that don't just rush out) with a combination of two of Cloak, Leap, Silence or Carapace....will be under the thumb of marines with level one shotguns? Please, if you honestly think that *from experience* you need to play else where and find some aliens that actually know how to play.
Sandstorm
Here's what I suggest:

There are two types of upgrades, research and equipment/lifeforms. Research points, when spent, are not lost on death. Equipment and lifeforms are lost on death, but you get the points back to spend on them again, similar to how alien lifeforms work now. Players start out with one point to spend. The goal is to bring Combat and Classic closer together. However, players in Combat are not punished for dying as they are in Classic.

For Marines:

Research (<preq> - <upgrade> +<cost>):
<none> - Resupply +1
<none> - Catalyst +1
<none> - Scan +1
<none> - Motion Tracking +1
<none> - Weapons 1 +1
Weapons 1 - Weapons 2 +1
Weapons 2 - Weapons 3 +1
<none> - Armor 1 +1
Armor 1 - Armor 2 +1
Armor 2 - Armor 3 +1
<none> - Advanced Armory +1
Advanced Armory - Prototype lab +1

Equipment (<preq> - <upgrade> +<cost>):
<none> - Shotgun +2
<none> - Mine +1
<none> - Welder +1
Advanced Armory - HMG +2
Advanced Armory - GL +2
Prototype Lab - JP +2
Prototype Lab - HA +2

Here's an example:
1 - Mine
2 - Shotgun
3 - Resupply
4 - Armor 1
5 - Weapons 1
6 - Advanced Armory
7 - Prototype Lab
8 - (Save)
9 - JP
10 - HMG

Marines are slightly weakened. The costs are the same, but Marines no longer benefit from the required Weapon and Armor upgrades, and they have to rebuy their equipment every time they die. However, Marines are no longer locked into their equipment decisions, giving them more flexibility. For example, Marines can purchase mines early on in the game, but purchase other things with that point later in the game. Personally, I think that the Hand Grenade upgrade should be combined with the Advanced Armory upgrade, simply because it's not worth a single point on it's own. Still, Marines are required to work as a team, as Marines cannot afford to tech up and rambo by themselves. A Marine who gets all the Armor and Weapon tech won't have good equipment, while a Marine who gets the best equipment won't have good Armor or Weapons tech.

For Aliens:

Research (<preq> - <upgrade> +<cost>):
<none> - Defense Chamber +1
<none> - Movement Chamber +1
<none> - Sensory Chamber +1
<none> - Hive 2 +1
Hive 2 - Hive 3 +2

Lifeforms (<preq> - <upgrade> +<cost>):
<none> - Gorge +1
<none> - Lerk +2
<none> - Fade +3
<none> - Onos +4

Here's an example:
1 - Movement Chamber (evolves Celerity)
2 - <save>
3 - Lerk
4 - Fade
5 - Hive 2
6 - Defense Chamber (evolves Regeneration)
7 - Onos
8 - <save>
9 - Hive 3
10 - Sensory Chamber (evolves Focus)

Evolves are free, as in Classic. Available chamber evolves will flash. You pick which chamber upgrade you want by evolving an upgrade from that chamber. Once this chamber is picked, it is locked into the Hive level, as in Classic. You can only have one evolved upgrade per chamber type, as in Classic. Two chamber upgrades requires Hive 2. All chamber upgrades require Hive 3. Although Aliens are nerfed pretty badly, they can no longer fall into the "super-skulk" trap, where a player cannot evolve into higher lifeforms at level 10. Early on, Aliens will need to make smart chamber choices. However, by level 10 they are fully teched up, and should be able to finish off the Marines. This should encourage shorter combat games.
Kwil
Personally, I'd suggest the reverse, that you have yet to play with a decent marine team that knows how to effectively use tactics in combat.

1. Send a bait marine in.
2. Skulks respond by coming out of hiding or sitting there and getting nailed, obviously the first, your bait marine does a little bit of damage and dies.
3. When a skulk comes out of hiding, he gets nailed by the rest of the team sitting at a distance.

If the skulks clue in and instead turn to go for the command chair, their speed advantage is lost, because your group is already in an attacking position on the hive.

This is of course assuming equal levels of skill among the teams.

Result: Skulk XP is divided by the number of skulks at the camp, marine XP is divided by the number of people at the camp -1 (since their bait marine is dead)
Marines end up with slightly more XP. Rince and repeat. If your marines are good enough, they even wait for the bait to come back and run it again, thus furthering their xp lead.

Marines with patience win combat. This is why the 10 minute limit was put in, so that marines couldn't just sit-camp-win. Bait does the job of shortening the patience required.

Now, a single lerk on the alien team and this problem is fixed because the spore forces the marines to get out of their camp. Under your setup, that lerk wouldn't come along until the marines already had their third level.

Really, if all you want to do is delay the alien evolutions, be direct about it. Increase gestation time. Screwing around with other things simply opens up more opportunities to sway the balance in ways you didn't think about.
MistenTH
[1] Playing around with EXP.

I suggest removing the CC entirely, make it invulnerable or making it give no XP.
Give aliens back XP over time, but reduce their XP gains from kills by 1/2 or some to be balanced number.

Now, aliens are encouraged to camp, and just rushing for kills won't give them enough XP as currently from killing. A longer game means they have a good chance. The numbers should be such that even if a skulk kills 5 marines, there still isn't enough XP to get 2 points. Time, and defending the hive, will be the primary advantage for the aliens.

[2] Map design. Rework all maps to incorporate phase gates and weld points a la Daimos. But make there be multiple PGs and destinations. So marines can cut down on travelling time. You can't be camping near the MS entrance if the marines just phase to 2 different locations near your hive.

[Rant] Longevity. Point for point, aliens are superior to marines of similar level. The ONLY thing marines have going for them is JP. And as long as ONE alien player makes the sacrifice to go xeno then web gorge, marines can't win.

Marines can't do much because they don't live long enough. Aliens are FAST, so they can run back to the hive to heal and back again before marines advance far. Aliens can HEAL without the hive.

Marines, can RESUPPLY HP, but it is VERY easy to land TWO bites, or a FOCUS bite, or XENOCIDE, which INSTA-KILLS marines if they have 0 armour.

And it is VERY easy to get to 0 armour. Blinking assault fades, LERK GAS, XENOCIDE THAT DOES NOT KILL.

And even if marines have welders, the attacks come hard and fast, so there will not be time to weld, espcially when they get closer to the hive. Furthermore, marines will use up 1 point for a welder, which they really cannot afford to give.

[3] Package multiple items into an upgrade for marines. e.g. Demolitions package - HG and Mine. Utility Package - Cat-pack and Welder. Intel package - MT and Scanning.

[4] Big bad alien lifeforms. Xeno and focus are teething problems for marines, but is somewhat manageable. What is raping them is the fade and onos that dies at MS, and is back to defend at the hive against 0 armour marines. Even worse when they have redempt.

Increasing the gestation time is 1 solution, but it still isn't much of a penalty, albeit it can help marines in rushes. Instead, I recommend this as punishment for losing the lifeform. After all, you don't get a free flow of fades and onos in classic, do you?

Let's say you are a fade. You die. The +3 levels you saved up drops to +0. So you can't re-fade instantly. However, this EXP level slowly builds up again until you reach back to +3. You don't lose the EXP, but it recharges slowly so you can't insta-fade again. An onos is a meaner beast, so it takes longer to recharge. After all, it doesn't take 10 seconds to get 50 res to refade in classic.

Of course, redemption will then give problems. There are hordes of redemption threads out there, and this ability really needs fixing to be more certain for classic, and a penalty for combat. I like the idea of a long cooldown timer for redemption, as that would help enormously for both gameplay modes.

[5] Mutually exclusive aliens upgrades. e.g. Redemption aliens can take carapace. Just an idea, to limit the more uber combinations.


Edit:

Sand storm:
QUOTE
There are two types of upgrades, research and equipment/lifeforms


I like his idea by the way. Just will take some time to balance the system, but it'd be truer to the goal of making CO a NS training ground while still having a fast game, while still slowing down aliens. /me thumbs up.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2008 Invision Power Services, Inc.