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These days when I play NS1, there is pretty much only one path to take, doing anything else is seen as "noob"
This phrase right here is a perfect example of extreme game imbalance, despite having nothing to do with fairness.
QUOTE(Revenge @ May 11 2008, 08:55 PM)

This phrase right here is a perfect example of extreme game imbalance, despite having nothing to do with fairness.
He's probably talking about things that are redundant in the game, like OCs (without a supporting Gorge) before JPs, or maybe he's complaining about 'opening moves'.
The OCs case is basically a case of the game being broken and OCs not being worth the res spent on them. In short they need to be redesigned.
If it's what order you put your buildings down in base (i.e. the equivalent of chess's 'opening move'), then there are standards. Building an IP and an Armoury first is a standard opening move if you don't plan to relocate. The IP respawns your players and the armoury is vital to unlocking new technology.
But after this, there are plenty of options. You could drop an early shotgun, depending on the map you might drop an early welder to block off some vents nearby the Marine Start. Often people will research Hand Grenades or get the lengthy Advanced Armoury research going; the first allowing you to keep your resource towers alive much more easily, the latter giving you a mid-game advantage versus higher lifeforms (Adv Armoury leading to both HMG/GL and HA/JP via the Proto Lab).
The point is without clear examples you (the Original Poster) don't make a good case.
[Edit] I can't believe Firefox kept this entire post cached for me while the forums were down for maintenance! \o/
QUOTE(Harimau @ May 12 2008, 06:14 AM)

Seconded. The last ~6 posts or so have been in regards to randomisation (a la TF2?). But that isn't what we were getting at.
What I initially introduced was the idea of 'unpredictability' and how certain gamers (eg. Crispy, Bacillus) would be against it; despite there actually still being a level of predictability associated with CanadianWolverine's idea: because rather than a certain number of bites/hits, instead you'd have a range; and you'd probably play around the maximum number of hits required to kill someone based on the highest possible armour/health values they could have. In that sense there still is predictability, but it's not a 'this will die in exactly this many hits' situation.
Initially, the two conflicting viewpoints were possessed by those who supported an unpredictable/variable/dynamic system, and those who supported a predictable/certain/static system - an argument which I thought was good, and keeping on topic. (Admittedly I'm leaning more towards the former.) But then we got off-track with the 'randomisation' argument.
Also, I like CanadianWolverine's idea of the HUD indicating who was being targeted by your fellow teammates, so that you could focus fire on specific enemies.
If you have no way to tell the range of possibilities then it is unpredictable. That is what I'm against.
E.g. by looking at the scoreboard and keeping track of a players kills/deaths, you can calculate when a player who has stayed Skulk for the whole round will be ready to drop a Hive, because it can be deduced from the scoreboard. What you can't deduce is if a player has been using personal resources/experience to statbuild their character and you have no way of being able to tell how much of a threat they pose, as per this example.
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+% damage of specific weapon or clip size of specific weapon or reload time of specific weapon or effective range or guided projectile ... and so on. That would allow for greater variation but not necessarily (could maybe add a color effect to the muzzle flash or whatever is easy breezy) greater number of animations/models/textures or what have you, right? I imagine with enough options, there really would be no right choice, just choice
Now, there are instances where you can call someone's bluff. E.g. sometimes if I have a shotgun and a Fade is doing the rounds I'll keep my pistol out so the Fade doesn't know if I have a Shotgun or an LMG. They might assume that because they don't see or hear any Shotguns they can get away with rushing a few vanilla marines for a kill or 2. The point is if you just keep your pistol out you are more vulnerable to attack from any alien that takes you by surprise, so there is risk involved. There's no risk involved with invisible statbuilding, so it just becomes unfair.
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One of your crucial arguments is that there should be more possible ways to counter; more choice. But if you dilute the game too much with too much choice you actually reduce counters because any commander-led decision on what to give their team may nerf some players who have statted in one direction and buff others who statted in the direction the commander has anticipated. Anyone unlocking a teamstat needs to know that it is taking the team in the right direction, they need to know that it is a hard counter that is in their interests. If you only have soft counters that don't really have a huge effect then it makes the FPS side more important and brings NS closer to deathmatch, reducing strategy.
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Finally, another counter-argument to the character-building idea is that it distances good and bad players because the unlockables will help the best get better, while the less able depend on a vanilla or lower-tech loadout. Upgrades that benefit the whole team are better because they keep less able players on a more equal footing with their teammates. We already see how stacking, via RFK (res for kills), allows one team to get the upper hand because of more team resources for the commander to use on tech or more Fades who are less likely to die. Statbuilding is a bad idea for NS imo because it reduces teammate interdependance and encourages/rewards ramboing.