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Zamma
What's everyones view on this?

Personally I can't see how this fits into the RTS format of natural selection. Players buying their own wepaons just means that their is no forced organisation by the comm.

If a phasegate needs mining then who's gonna spend res on mines when they could get a brand spanking new shotgun! It just seems to take a more "combat" approach then the typical RTS gameplay of ns.

I think if you implement it how this sounds it will not go down well. However I don't know if you, the UE team, have any concepts or methods of making this work.

Peoples views?
Sarisel
The other extreme is that all some players will do is buy mines with their resources.
I think some items (mines) should be drop-able by the commander while others (weapons) can be purchasable.
MoONinja
I think there is a mod out there that does this for reg NS atm, but let to comm drop weapons into a pool that the marines can than take weapons out of when they want them instead of having to ask each time, that way the comm could keep X amount of weapons stocked in the armory and focus on his team instead. I agree that left up to the player the marine team will be constantly out of resources.
Necrosis
Would the stocked weapons lost when a player dies? If so, what happens if a particularly poor player, or John Rambo, loots the stocks?

In normal NS, you'd just stop dropping him that HMG, and instead focus on your other, better players. Under a stocking system, you would have no control over how many times he would get one.

Maybe a better implemented request system, where Marines could preferentially request a certain weapon, which could then be aye'd or nay'd by the Comm??
pSyk0mAn
The goal of this change is to make the res-system of both teams more alike so it's easier to balance.
As others already suggested, donations may be part of the res-system, which means both commanders can donate res to (good) players, who hopefully will invest the res in things needed like mines.

In the current ns you already have the chance that the dropped mines are picked up by a noob, who doesn't use the mines correctly or even by a good player with a "serious buisness" attitude, who's just going to toy around with mine ladders or other crap.
So I don't see an in-/decreased risk with res-donations going to be abused like mines are.
If at all, the comm has more control, because he can remember, which players abuse res donations.

I don't like the stocked weapons idea, because bad players and rambos loosing their weapon aren't punished as necrosis already mentioned.

Let's assume that res-income by rts, res for kills and res-donations are part of the res-system, which means players receive a very little part of the res-income, get res due to frags and donations in addition to spend on equipment.
This way better players will get better weapons more often to make an impact and in general players learn to care about their equipment just like aliens have to care about their expensive lifeform.

Necrosis
I think I should point out that one of the original goals of NS is to have two very different teams.

Merging their res systems may be counter to that goal.

I understand the objective, but I fear that it might be outside the scope of the game.


That said, how do you allow marines to buy their own weapons, but in such a way that their Comm still has overall control and thus prevents them from going Shotty when he wants to tool up for a HA train?

Being stuck with what the Comm gives you has always been part and parcel of NS, and its certainly helps keep the troops in line when they know they can earn a better weapon for following orders.

As for mines making their way into the hands of nubs, most canny Comms will specify who is on mine duty, and anyone who screws it up will likely find themselves kicked, or at the very least completely ignored by their commander.
pSyk0mAn
I agree that this probably takes away something from the different teams aspect, which is also my main concern, because that's one thing I like about ns.

Maybe it's better to leave res-donation to the alien commander and replace it with the currently used equipment drop for the marine commander.
This way the commander has some more control and moves like shotgun-rush or beacon sg-rush through a phasegate are still possible as well as giving marines the needed equipment to perform a certain strategy or just to help them out, if they are all on low res and guns are needed.
Bacillus
I've said this before, but whatever.

If not anything else, it puts enormous pressure to the communication. It has to be smooth as anything if the marines are about to buy their own guns. They possibly need to know the lifeform count, the amount of time before something like 2nd hive goes up, chambers, OCs, res tower locations. Its sometimes a pain to keep marines informed enough in 6v6 with comm dropping the stuff. Now if marines are the ones getting the guns: Comm informs marines that he needs RTs down quick, tells them the locations, routes and possibly the alien buildings around. After that the marines need to make sure they've got a few welders, a gl, some HMGs and a sg or something while not having 2 GLs, all HMG or all welders and a newbie with something like mines. That's a lot of chat and time wasted on setup comm could've done in 2 seconds and then informed the marines to go.

... And it doesn't work properly even nowadays since people are confused of the fast game tempo. At worst, they will be flooding the voice chat for a long period of time and nobody on the field is going the hear the skulks coming and the commander can't use voice chat to keep the rest of the groups going. I'd say its a bit of a challenge for the lower end competetive team, not to speak of pub servers.
pSyk0mAn
I agree, but you have to consider that this is already sort of true for the alien team, especially on public without an alien commander.
So this change may add balance, but adds chaos and makes it more difficult to establish teamwork and a needed "workflow" on the marine side.
Which leads to the question, if there are ways to make the alien teamwork and communication more ns1-marines-like and thus easier to learn by making the necessary changes to the alien commander and res distribution, instead of increasing the learning curve and difficulty for marine teamwork.
In addition the teams have to stay as unique as possible with all changes necessary.
Bacillus
QUOTE(pSyk0mAn @ May 4 2008, 06:49 AM) *
I agree, but you have to consider that this is already sort of true for the alien team, especially on public without an alien commander.

Aliens play a bit of different. They can often sit back and fight when they've got the opportunity, while marines are forced to push for alien hive locations and nodes. Also, aliens pick lifeforms one by one mostly. So you've got gorges at start, lerks a bit later on and fades at some point. It's easy to check how many people are getting nodes, if its not enough, go ahead and gorge. The same goes for lerks and hive, while the rest can go fade or something. Marines on the other hand have to pick most of the stuff simultaneusly and its quite situational. Obiviously the gameplay is going to change more or less, but I think you need to keep the marines on the aggression to keep the game interesting.
Crispy
QUOTE(Zamma @ May 3 2008, 10:18 PM) *
What's everyones view on this?

Personally I can't see how this fits into the RTS format of natural selection. Players buying their own wepaons just means that their is no forced organisation by the comm.

If a phasegate needs mining then who's gonna spend res on mines when they could get a brand spanking new shotgun! It just seems to take a more "combat" approach then the typical RTS gameplay of ns.

I think if you implement it how this sounds it will not go down well. However I don't know if you, the UE team, have any concepts or methods of making this work.

Peoples views?
I think it would work better as unlockables if I'm honest. We looked at the system long and hard for Nuclear Dawn and for us the best way to integrate in individual weapon purchases with an RTS system was unlockable tiers.

Basically the Commander pays resources to unlock a tier of weapons. In that tier there would be 1 weaker basic gun that all Marines would be able to use for free, then there would be 1 or 2 better guns that they would have to work towards unlocking on their own. If you just went for a '1 weapon and a pistol' setup, you could also allow players to pick up better weapons and carry them until they die. When they die, if they don't have that weapon unlocked, they would switch back to their old weapon setup. If they were already carrying it, they would respawn with that weapon. This would also allow someone who is experienced at the game to gift their more advanced weapon to a friend who might be new to the game or just not as good.

This way Joe Public always has access to new weapons and the Commander is involved with the weapons research (and can take it in different directions, i.e. shotguns would be a different tier to explosives, so the Comm would choose to research one over the other based on his strategy). It also means that even if a newbie is never good enough to unlock the Shotgun Mk II, they can still pick it up off a corpse and try it out for a bit. Unlike the TF2 unlocks, this is not skill prohibitive.

The big question with this system is how the unlocks work. Fitting these in with a resource system is tricky, because it means when you're balancing how much techs, weapons and so on cost, changing one thing at one end of the tree will affect all the other tech at the same level. E.g. balancing shotguns to unlock for less and it could mean there is more res for quicker Motion Tracking. It's a ###### to get right.

One of the proposed solutions we had for this was to split resources into 'personal' and 'team' res pools, with various actions contributing to both personal resources and team resources. There was an element of 'res for kills', but mixed in with points for teamplay like 'health points healed', 'ammo given', etc.. So, building a structure would cost team resources, but it would give you a small amount of personal resources, based on how many 'points' you built. It might cost the commander a bit of team resources to unlock 'support' items, like a healing device, ammo replenishment device or a welder, and it would cost the individual some healing device you a bit of personal resources, but that would then mean the individual would gradually recuperate the cost by healing his team mates or repairing structures.

The beauty of this system is that the personal resources are completely separate from the team resources, so balancing something for the FPS game doesn't affect the RTS resource model.

(those support items are obviously open to friendly-fire exploits, so would be set to give only very small amounts of personal resources, but you get the picture)

---

Your example about the mines is solved with this system, since the comm would unlock 'explosives', and every Marine would be able to carry perhaps 1 mine per life by default, and perhaps upgrade to 2 or 3 mines per life using their own personal resources (how does this scale for larger teams? - just give each map a minelimit so only a certain amount of default mines can be placed at a time).
Radix
QUOTE(Necrosis @ May 3 2008, 10:42 PM) *
I think I should point out that one of the original goals of NS is to have two very different teams.

Merging their res systems may be counter to that goal.

Harimau
Would anyone be averse to just letting the commander unlock weapons, and the marines purchasing them on their own, without detriment to the team's resources? eg. the commander unlocks shotguns, everyone can get shotguns from then on, no problem; it doesn't cost the team any resources. ie. there are no separate pools that commanders allocate resources to, or into which resources gradually trickle in, a la NS1 aliens. guns (after the initial research cost) are resource-free, basically.
I'm not entirely sure whether that was the model that Crispy just described, or not. But I think it could be good.

Also, for those with the time...
I suggested a representative currency system, where guns will still cost the team resources, yet allow players to purchase their own weapons with what they've earnt. I think this might be good also, if it is felt that it is necessary to keep gun costs (for the team).

edit: you know, I was thinking... in the podcast they mentioned two resources.
if say, one resource is a 'personal' resource (for alien lifeforms, upgrades; marine equipment), and the other was a 'team' resource (for marine research, buildings; alien structures); wouldn't this solve most of the problems? you wouldn't even need an alien commander, gorge will do the job fine.

edit: err, was this mentioned already? did i miss it?
QUOTE(Crispy @ May 4 2008, 08:28 PM) *
(click the arrow)

i think it might be different.

just have to decide how the 'personal' resource is earned/produced, and whether it has to be taken into account since it affects the overall strategy; or if it's simply just a 'personal pool' system, which doesn't sound nearly as good an idea to me.
locallyunscene
QUOTE(Necrosis @ May 3 2008, 09:25 PM) *
Would the stocked weapons lost when a player dies? If so, what happens if a particularly poor player, or John Rambo, loots the stocks?

In normal NS, you'd just stop dropping him that HMG, and instead focus on your other, better players. Under a stocking system, you would have no control over how many times he would get one.

Maybe a better implemented request system, where Marines could preferentially request a certain weapon, which could then be aye'd or nay'd by the Comm??

I think devs will avoid obvious exploits. Give them a little credit. It's possible marines have their own res(25 res for a shotgun seems to indicate this, maybe it's cheaper for the comm to buy it but at he cost of his attention, or maybe the "second resource"). Also, a cooldown timer to prevent a marine from "looting the stocks" seems a simple and easy solution.
QUOTE(Crispy @ May 4 2008, 07:17 AM) *
Basically the Commander pays resources to unlock a tier of weapons. In that tier there would be 1 weaker basic gun that all Marines would be able to use for free, then there would be 1 or 2 better guns that they would have to work towards unlocking on their own. If you just went for a '1 weapon and a pistol' setup, you could also allow players to pick up better weapons and carry them until they die. When they die, if they don't have that weapon unlocked, they would switch back to their old weapon setup. If they were already carrying it, they would respawn with that weapon. This would also allow someone who is experienced at the game to gift their more advanced weapon to a friend who might be new to the game or just not as good.

This is the way Savage worked, and although I'm not against the system in theory, it tends to lead to hard counters, ie exoskeletons up one path ans jps up another, flame throwers another. The flamethrower add on could go either way, being at the very top of the tech tree or being near the bottom for easy access, so I'm not going to hazard a guess which way the devs are leaning toward.

Not to say all hard counters are bad, but generally they decrease the FPS-fun aspect of the game for some strategic variety. IMO they should be used sparingly and strategic variety should be increased by having more options(as hard as that is).
Necrosis
I give the devs a lot of credit to be honest.

I raised the issues I did, because a serial looter is hard to distinguish from someone frantically trying to defend the base. A cooldown timer is a good idea, yes, but if you're spamrushing a hive you could easily hit the cooldown limit, despite making legitimate use of your weapons.

I try to think of potentially negative overlaps when considering changes. That is by no means a slur against the devs.
locallyunscene
QUOTE(Necrosis @ May 5 2008, 03:10 PM) *
I give the devs a lot of credit to be honest.

I raised the issues I did, because a serial looter is hard to distinguish from someone frantically trying to defend the base. A cooldown timer is a good idea, yes, but if you're spamrushing a hive you could easily hit the cooldown limit, despite making legitimate use of your weapons.

I try to think of potentially negative overlaps when considering changes. That is by no means a slur against the devs.

Sorry if I offended you, I didn't mean for it to sound that harsh. Either giving the comm the ability to drop weapons and have a cooldown timer with a shared resource system, or a personal resource system without a cool down timer would avoid the problem you pose(in the latter case if the marine has enough res to loot he's probably a) giving them to the team or, b) a really dedicated greifer). There is just so much up in the air that there're a lot of potential pitfalls and solutions.

I retract my statement.
7045713
Perhaps a system like this:

Comm "authorizes" weapons to the stock
Players use their own res to buy these weapons from the stock

Granted, a system like this does have its flaws, and would need some way of preventing the comm from authorizing an infinite amount of each weapon. A couple of ways to deal with this would be:

1. Comm uses res to authorize weapons (I don't like this idea, but it could work)
2. Weapons are each worth a certain amount of points (a mine is 1 point, a shotgun is 3 points, or something like that) and the stock has a maximum point value it could reach (which perhaps goes up with the amount of armories you have)
3. A limit on how many of each weapon can be authorized in a certain time frame (something like, 10 mine packs a minute or 3 shotguns a minute)

This would allow the comm to control which weapons are available, yet would prevent rambonoobs from taking all of the good weapons. Well, in theory.
Necrosis
I owe you an apology LU, I read the reply after having to deal with another thread and just took it the wrong way.

Personal res system does sound like the route they're going to take, and does make a bridge between CO and Classic in terms of how you spend your res bounty.

The difference of course being that in Classic, there is no autoComm and you won't have complete upgrade autonomy.
schkorpio
well charlie did mention 2 sets of resources, nano and power i think.

So you can assume that, nano res will be the comm's private res, and used for the usual stuff, and also unlocking weapons and abilities, and gear in the tech tree.
Then power will be the players pool resource that is used to manufacture those weapons/gear/abilities.

I'd say it will be like this for both teams.

that way the comm can keep researching items, and its up to the players if they lose the weapons - but atleast this way it won't completely cripple the team if weapons are lost.
Harimau
^ yeah i mentioned a similar, if the not the same, thing:
QUOTE(Harimau @ May 4 2008, 10:03 PM) *
edit: you know, I was thinking... in the podcast they mentioned two resources.
if say, one resource is a 'personal' resource (for alien lifeforms, upgrades; marine equipment), and the other was a 'team' resource (for marine research, buildings; alien structures); wouldn't this solve most of the problems? you wouldn't even need an alien commander, gorge will do the job fine.

edit: err, was this mentioned already? did i miss it?
QUOTE(Crispy @ May 4 2008, 08:28 PM) *
(click the arrow)

i think it might be different.

just have to decide how the 'personal' resource is earned/produced, and whether it has to be taken into account since it affects the overall strategy; or if it's simply just a 'personal pool' system, which doesn't sound nearly as good an idea to me.

i think the key difference is this part:
"you wouldn't even need an alien commander, gorge will do the job fine."
that is, when dropping structures/hives, the gorge can spend team resources; but when evolving, or upgrading onesself, you'd take from the personal pool.
i'm still iffy about how you earn 'credit' towards taking from the personal resource, and how the team would gain the personal resource. maybe each res node produces 1:1 of team:personal?

edit: oh yeah, i'd have to disagree with one thing though. if it were nano/metal and power as resources, then I would think that power would be the team resource, while nano/metal would be the personal resource.
but, i have a feeling that UWE aren't even going in this direction; maybe taking a CnC style approach?
TheGivingTree
It is tough.. I like the team work based method regular NS uses now, which you pointed out. At the same time, it's extremely annoying and stressful hearing players yell for equipment constantly, especially for the commander, it can drive you nuts. Has to be some balance to this, I to am not a fan of buying your own equipment, reminds me to much of Counter Strike, and good luck finding team work on that.. then again its not the buying system that pulls away from creating team work.

I would personally just like to see the buy menu used for upgrades and maybe items, such a welder and mines but, they have a plan in mind so if this ends up working out for the best, on what they envision then I'm fine with that to. Again seeing they made NS, and did a great job with it, so why wouldn't they on this.
Harimau
Encouraged teamwork is better than enforced teamwork imo.
As people have said, players in the competitive scene would still purchase equipment they're meant to, and players in the pub scene would just have more fun with weapons they can or want to use. And that's what it's all about right? Fun?
schkorpio
QUOTE(Harimau @ May 10 2008, 04:36 PM) *
Encouraged teamwork is better than enforced teamwork imo.
As people have said, players in the competitive scene would still purchase equipment they're meant to, and players in the pub scene would just have more fun with weapons they can or want to use. And that's what it's all about right? Fun?



i think you've really hit the nail on the head biggrin-fix.gif
La Chupacabra
Errr?
Everybody knows it's all about stripping the visuals to minimum in favor of area of visibility and fps, re-texturing player models to bright pink and pumping up one's e-penis and the measure of one's worth in general

nerd-fix.gif
TheGivingTree
QUOTE(Harimau @ May 10 2008, 01:36 AM) *
Encouraged teamwork is better than enforced teamwork imo.
As people have said, players in the competitive scene would still purchase equipment they're meant to, and players in the pub scene would just have more fun with weapons they can or want to use. And that's what it's all about right? Fun?


That is true, I am all for encouragement over enforcement. I guess I have this predetermined notion, from past game experiences that used the self buy system and how... horrible they turned out to be. But then again I'm sure it wasn't from the weapon buying selection, that made those games as bad as they were.
Also you are right about what games are about, fun, and that should be priority number 1.

fun, teamwork, community, and balance.
Bacillus
QUOTE(Harimau @ May 10 2008, 06:36 AM) *
Encouraged teamwork is better than enforced teamwork imo.
As people have said, players in the competitive scene would still purchase equipment they're meant to, and players in the pub scene would just have more fun with weapons they can or want to use. And that's what it's all about right? Fun?

It seems we can't get the teamwork working even if its enforced. I can see your point, but it might take the game to even more disorganised state. Whether its a worthy sacrifice for the fun of some players is another thing. At least I'd hate to comm if I lost the remaining bits of tactical power I have in pub games. It's like watching an ongoing catastrophe and there's nothing you can do to stop it.
CanadianWolverine
QUOTE(Bacillus @ May 11 2008, 01:03 AM) *
It seems we can't get the teamwork working even if its enforced. I can see your point, but it might take the game to even more disorganised state. Whether its a worthy sacrifice for the fun of some players is another thing. At least I'd hate to comm if I lost the remaining bits of tactical power I have in pub games. It's like watching an ongoing catastrophe and there's nothing you can do to stop it.


Hmm, don't jump the gun just yet, we still don't know just what Commander/Hive Mind "spells" will do yet - my guess is that it will be something like how scan from the observatory is now, lay down a circle of helpful goodness within limits so its not spammed all the time; and just like we want to stay where we can see the cloaked Kharaa, perhaps these helpful bits from the Commander will be something teams will want to group together to get benefit from, possibly even tied to the squad grouping and/or way points. Of course, I'm just speculating, but it would be another way to use encouragement rather than enforcement/punishment - a follow the carrot approach if you will that doesn't restrict either side's options.

Also, if research were expanded to a greater branching tree, you could get a lot of play value for the Commander encouraging his team out of that as well, which could be tied into the equipment loadout of the grunt marine.

Just letting you know, its not doom and gloom, these things can be implemented well and completely circumvent the problems that other games have found with weapon selection individually.

Personally, I think instead of just blurring the background during weapon selection, it occurs to me that a marine might spend some time in there choosing, while his body stands around vulnerable to attack - I would think that stepping into the armory for a bit of protection while making selection would alleviate a lot of frustration at not being a interface speed hack just to not get munched on while picking/switching/loading out a piece of equipment to your marine's kit. If the model of the armory doesn't support that, give the marine a force field (thus the blurring) while they tweak their kit. If armory (or whatever hands out equipment in NS2) is destroyed, protection is removed, interface goes away and back to being munched on.
locallyunscene
QUOTE(Bacillus @ May 11 2008, 02:03 AM) *
It seems we can't get the teamwork working even if its enforced. I can see your point, but it might take the game to even more disorganised state. Whether its a worthy sacrifice for the fun of some players is another thing. At least I'd hate to comm if I lost the remaining bits of tactical power I have in pub games. It's like watching an ongoing catastrophe and there's nothing you can do to stop it.

TBH that's my fear too. Of course it's not all doom and gloom, but it is a concern.
Zamma
QUOTE(TheGivingTree @ May 10 2008, 12:41 AM) *
Again seeing they made NS, and did a great job with it, so why wouldn't they on this.


I wouldn't give the dev team directly that much credit. I think the PT and vets system had alot to the game balance. I mean its version 3.1 now and NS is only just as balanced as it's ever been. It took them a really long time to get it so refined.

In my honest opinion I would happy with a port of the current NS gameplay (especially the marine RTS style of things) to the source engine with ofc a few added effects and gameplay changes such as dynamic infestation.

The more crap the dev team adds the harder balancing gets. As a competetive player this worries me as I can see the game being fine for a 24 man nub fest on a public server.
YET I still may be wrong... perhaps having a team of 12 marines buying their own guns is a bad idea?

This is the thing... I can not see this working...
Harimau
Why can't you see it working? Forget the buying part. What you seem to have trouble with is the choosing part. Many other games let players choose their own guns/equipment/whatever, and it turns out perfectly fine for them - NS1 Kharaa included.

The best you can hope for in public games, is to encourage both communication and cooperation in order to facilitate better team offensives/tactics; but that's true regardless of whether players buy/choose their own weapons or not.
La Chupacabra
As I wrote somewhere on the forums, I would leave the decision of giving out JPs, exoskeletons and gorge suits (wink-fix.gif) to the comm. Players would have the fun of blasting aliens the way they like, but comm would still be the important guy if he would have part of the equip essential for mid-game like JPs, HA (ES?) etc.,

Anyway, JP/HA is very important in terms of tactics, because they provide other means of transportation, with different speeds (I know that HA in NS2 might be faster), which might cause a hive-rushing squad to split up, due to the fact that HA will go down the corridor, new players in JPs will do the same route but 3 times faster and players who discovered the map will choose a different route through the vent...
TheGivingTree
"I wouldn't give the dev team directly that much credit. I think the PT and vets system had alot to the game balance. I mean its version 3.1 now and NS is only just as balanced as it's ever been. It took them a really long time to get it so refined."

I actually see it as the opposite. 1.4 - 2.0 were the glory days, and high peak of player activity, but the more changes they made and choices of balance, drove many, many players away and why its a lot more difficult now, finding a server with people instead of bots. I prefer how they made it themselves over according to what your saying, the vets and PT did to it. Also the addition of co. maps seemed to also turn people away. Which reminds me, I hope co. is not added into NS2.
Harimau
It won't be. But I don't think CO drove people away, but quite the opposite. The issue people take with CO is that it drove people away from Classic (and to COmbat).
Bacillus
QUOTE(TheGivingTree @ May 14 2008, 05:07 AM) *
I actually see it as the opposite. 1.4 - 2.0 were the glory days, and high peak of player activity, but the more changes they made and choices of balance, drove many, many players away and why its a lot more difficult now, finding a server with people instead of bots. I prefer how they made it themselves over according to what your saying, the vets and PT did to it. Also the addition of co. maps seemed to also turn people away. Which reminds me, I hope co. is not added into NS2.

I don't think the players leaving were because of balance. 1.04 --> 2.0 might have driven a bunch of people away. 3.2 rebalance might have upset big server people, but I doubt that many left because of it either. More than anything it was the old hl engine. The site was down and a complicated game on hl1 engine doesn't get much publicity or new players.

At least I can't name any changes in the whole game that had been considered widely bad for a longer period of time. Maybe the fade blink, but then I think the game got better with it once people got used to it. 1.04 --> 2.0 might have lost something that actually worked, but the system wasn't flexible enough for the game to develop on until 2.0.
obsid
Balance is good. But the removing of various visual effects and overall brightning of the maps (and tons of other stuff like it), in the name of balance ended up hurting everything (in terms of fun an enjoyment which is what draws users). I agree 1.04 was great (dispite being totaly unbalanced), 2.0 just wasnt nearly as fun imo, the 3.0 and 3.2 improved balance and helped. The addition of CO brought alot of twitch gamers, but twitch gamers dont tend to stay on one game very long, and they eventualy left. The website going down (practicly forever), was the death blow to NS1 though.
TheGivingTree
QUOTE(obsid @ May 14 2008, 05:48 PM) *
Balance is good. But the removing of various visual effects and overall brightning of the maps (and tons of other stuff like it), in the name of balance ended up hurting everything (in terms of fun an enjoyment which is what draws users). I agree 1.04 was great (dispite being totaly unbalanced), 2.0 just wasnt nearly as fun imo, the 3.0 and 3.2 improved balance and helped. The addition of CO brought alot of twitch gamers, but twitch gamers dont tend to stay on one game very long, and they eventualy left. The website going down (practicly forever), was the death blow to NS1 though.


I felt it was more things like, making the fade an ultimate killing machine.. or alien, the drastic changes to aliens, rfk, combat of course, making the onos a joke (compared to fade or previous versions) and the independence of hive to gestate into stronger aliens.

Really all that was needed balance wise from 1.4, mainly at least, dropping the siege range fixing the jet pack and lowering the HMG damage on structures which they did.
Bacillus
QUOTE(TheGivingTree @ May 14 2008, 11:48 PM) *
I felt it was more things like, making the fade an ultimate killing machine.. or alien, the drastic changes to aliens, rfk, combat of course, making the onos a joke (compared to fade or previous versions) and the independence of hive to gestate into stronger aliens.

Really all that was needed balance wise from 1.4, mainly at least, dropping the siege range fixing the jet pack and lowering the HMG damage on structures which they did.

If you take a look at the US vs EU demos (probably any demo of a somewhat experienced team) on the 1.04 era, you can see the problems. The fact that aliens were so dependant on the 2nd hive was limiting them a lot. I doubt the game could have been going much longer that way anyway. Not for 6 (?) more years at least.

Not that I hadn't enjoyed playing those epic games back then but I highly doubt they would work with the developed gaming sense years later.

TheGivingTree
Yeah thats true but, thats because that was when Jp/HMG was extremely effective, siege range was much farther, and fades weren't nearly indestructible, I bet if they kept those and went back to the way the hives were, as well as making the onos buffed, it would work out fine.

When they changed all that they also changed the hive system, so there was never a chance to try it this way.
Lt_Hendrickson
Fades got weaker after 1.4. Players got better. From what I recall, in 1.04 once that second hive went up and aliens got a fade, it was game over for the marines. Current Fade is only about as strong as 1.04 lerks, however thats pretty darn strong because good 1.04 lerks were brutal.


But on the main topic, I am of opinion that weopon selection will only discourage teamwork in pubs. In competive matches or a few teamwork based servers it would work out fine. For some reason discouraging rambos buy giving them guns seams counter productive to me.
Bacillus
QUOTE(TheGivingTree @ May 15 2008, 07:33 PM) *
Yeah thats true but, thats because that was when Jp/HMG was extremely effective, siege range was much farther, and fades weren't nearly indestructible, I bet if they kept those and went back to the way the hives were, as well as making the onos buffed, it would work out fine.

When they changed all that they also changed the hive system, so there was never a chance to try it this way.

The general problem was that aliens couldn't keep up with the teching marines without the 2nd hive. Then again, the marines couldn't counter the 2nd as soon as it was up. The 2nd hive was just too big to fit in the gameplay properly.

Yeh, and on the original topic, I really wonder how the co-effect is prevented. On one moment you've got 8 LMGs, the next they all get shotties as soons as those are avaible. You can balance it better than co and encourage various builds, but I think most pubbers will still stick to a few usual routines. I guess gun based upgrades are a solution. At that point 3 marines is always a somewhat similar threat and you won't have to pay that much attention to the gear though.
Jackson3113
i think its good.
reduces the power a crappy com has to ruin the game for marines. (therefore making public games a lot better)
also would make it more fun for mainstream players and those who would like the ability to go rambo or play as one would in CO. (selfishly)
Harimau
What Jackson says is right. Marines purchasing their own weapons won't encourage or discourage rambo play - if you're gonna play as a teamplayer then that's how you'll play, if you're gonna rambo then you're gonna rambo anyway. Giving the marines the ability to purchase their own weapons just makes it more fun for more players.
pSyk0mAn
I'm curious wether they keep the ability to pick up weapons lost by dead marines.
I'm not a big fan of this anyway, but I guess this deserves an own thread.
(I hate it that players get a reward for not covering you properly)
It might effect the player's behaviour though, because they will spend their own res on guns and aren't always able to purchase another gun, if they die too fast.
Keeping this in mind I'm afraid some players will play anxiously in order to not loose their guns and some jerks might even block or not cover ppl with guns to pick up the weapon after their death.
jjr.heartfelt@hotmail.com
I think this would strip the commander of his duites...

But I do see a potential for this idea, but its pretty tough to come up with something likeable.

The only thing i could think of.. allowing marines to buy "Specialized Bullets" for whichever gun the commander supplies.

Maybe some bullets could be better at breaking skulk armor while sucking at penetrating its flesh, and visa-verse. Different bullets could cause the gun to sound different too.

These buyable bullets could be upgrades Optional to the commander.

How marines would buy these unique bullets?

Maybe they could earn money from killing aliens and serving their nation.

Hmm the possibilities..
SentrySteve
I thought this idea was pretty solid. I'm surprised to see the not-so-thrilled reactions to this idea. When I read the thread, it seemed like people thought HMGs and GLs were going to be out in the field within seconds. Keep in mind, the commander will probably still have to research those upgrades (unless I missed something) so there's a good chance that he will still have some influence on what his marines are using on the field.

This also frees up the marines' and commander's time. Now when you spawn, you won't have to waste 45 seconds waiting for the comm to drop you a shotty, and the comm won't have to take his eyes off the action in order to accommodate players who just want to become equipped.

If the two separate resource pools can be transfered we might see some interesting balance issues, espeically if marines can give res to the commander.
thecowsaysmoo
NS1: this is how marine side works, commander says hey you two go down hallway X and kill skulk, you will be rewarded with shotguns.(response) roger that
NS2: hey guys go down hallway X and kill these aliens comng to spawn, (response) ###### off Im gonna go die and waste this shotgun i just bought with the last of our resources.


thats all i have to say
Bacillus
QUOTE(SentrySteve @ May 22 2008, 03:16 PM) *
I thought this idea was pretty solid. I'm surprised to see the not-so-thrilled reactions to this idea. When I read the thread, it seemed like people thought HMGs and GLs were going to be out in the field within seconds. Keep in mind, the commander will probably still have to research those upgrades (unless I missed something) so there's a good chance that he will still have some influence on what his marines are using on the field.

This also frees up the marines' and commander's time. Now when you spawn, you won't have to waste 45 seconds waiting for the comm to drop you a shotty, and the comm won't have to take his eyes off the action in order to accommodate players who just want to become equipped.

If the two separate resource pools can be transfered we might see some interesting balance issues, espeically if marines can give res to the commander.

The problem is that when you've unlocked hmg, people will most likely use it a lot. At that point they also run into OCs and such with HMG only groups. The comm has the big picture and the marines have the selection. Obiviously you can control it here and there by choosing tech, but you can't affect the mixture of weapons that is going to be in the field.

It's not completely a bad or a good thing. On the other hand a bad commander can't mess up the whole game and commanding is probably less demanding to learn, but then again the comm without power won't interestest that many good commanders to play public, which might hurt the overall pub level a bit. All depends a lot on the complete role of the comm in NS2.
CanadianWolverine
Sure are a lot of assumptions flying around about resources, weapon functions, and what incentives there are to obey a Commander/Hive Mind directive.

Really, at this point, we have concepts, and vague outlines of them at that, not even considering how they tie into each other. NS1 =/= NS2.

Are there really so many NS1 players with rose colored glasses on that they forget what happens to the game when no one wants to Command, thanks to the frustrations of the role? "Game over, man, game over."

Way too much hand wringing over what could be a seriously big improvement over the NS1 experience since the desire of the Devs as heard in pod casts previously was to have a Unified Resource Model, allowing for far greater diversity than the precarious balancing act of buff & nerf that was NS1. Assume that resources will be collected and dispersed exactly like NS1 and you are already way off from what Devs have waxed philosophically about currently in their game design plans.
PsympleJester
Sorry you will have to forgive my ignorance, its is 2:40 am and I havent read to whole post so excuse me if this idea has already been said.

How about the wepon cache system where to commander makes a stack and players go and pick them up except implement into it a system where if a player dies 30 seconds after getting his new gun it registers and in-order to get a new gun instead of just stopping him. (sometimes you can legitimately die 30 seconds after getting a new gun without necesseraly beeing a noob)
The said player when he approaches the cache to get a gun sends a message to commander that DOES NOT POP UP, but can be opened... so as not to annoy the commander. Asking whether that player should be allowed another gun yet, if not the commander simply waits until they think the player deserves a gun, this could be a feature on the commanders 'tab to open' "score menu." The commander would also be able to "put" people onto this "not able to get a gun list" if he feels the player does not deserve a gun at present.


Thanks for reading.

I just re read this and i cannot write im too tired ill fix it tommorow hope you can understand...
SentrySteve
QUOTE(PsympleJester @ May 24 2008, 12:20 AM) *
How about the wepon cache system where to commander makes a stack and players go and pick them up ...the cache to get a gun sends a message to commander that DOES NOT POP UP, but can be opened... so as not to annoy the commander. Asking whether that player should be allowed another gun yet


It was written well enough to understand. Something that I would view as a problem with this system is that it adds another level of complexity to the already intimidating (for casual gamers) commander HUD. If it's someone's first or second time in the chair, so much is going to be coming at them it may be overwhelming. It also adds to the whole idea that commanding in NS is currently more like babysitting. This would further that idea, I think.

I really like the new system where Marines buy their own guns through resources that they've earned. It sounds like, to me, that the commander is making more of the strategical decisions in what weapons to research, when to do it, and obviously directing marines once these decisions have been made. Then the tactical decision making is left to the marines; things like how many guys will get a shotty, who will have welders, etc. Who knows, maybe there will even be a voice chat button for just your squad -- making this process that much easier. I think this system puts all of the decisions that have to be made in the right hands, right at the time when those people should be making them.

I much prefer this [buying weapons] over the current system in NS Classic. A quick side note, I hope the commander is still able to drop weapons.
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