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Old 10-07-2004, 05:32 PM   #61 (permalink)
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Re: CO: respawn ticket system

Onos, fade, lerk, HA and JP should be the only things that have ticket adjustments. Upgrades have counter upgrades and you should leave it to the players to pick and choose what they need.

Upgrades are already pretty well balanced in combat, the only things that can take away the balance in Combat is the larger life forms. No point going in and balancing a game that is already balanced. (relatively)
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Old 10-07-2004, 05:36 PM   #62 (permalink)
 
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Re: CO: respawn ticket system

Skulk: 2 points
Gorg: 4 points
Lerk: 6 points
Fade: 8 points
Onos: 10 points

Marine\LA\LMG: 5 points
JetPack:10 points
Heavy Armor: 15 points


If you notice, all the Alien's evolutions are multiples of 2 and the Marines are multiples of 5. I did it this way for a couple of reasons. 1) The Aliens have more evolutions then the Marines have tech 2) the standard (IE un-upgraded) Alien species are weaker then the standard un-upgraded Marine's tech. 3) It just looks neat.

Both Alien hive abilities will cost 5 points each. I say this because some (like Primal Scream & Acid Rockets) are just never used in CO where Xenocide & Webs are used all the time. I find it would be hard to have different point values for each and every 3rd hive ability, so I find a flat point value would be easier to understand and calculate..

NOTE about Xenocide: The point value for the suicide that Xenocide causes will be 3 points (half the cost of the 3rd hive ability rounded up).

Now, at this point some people are probably saying "Well the marines are getting screwed because they cost more per-person". Yes, to a point that is true. A regular Marine costs 5 points compared to a Skulk that costs 2 points. But what is going to balance all of it out is going to be the Alien's skill upgrades. Each Alien skill (regen, cara, scent of fear, ect) is going to add 5 points on top of the overall total of the Alien's evolution. And since Alien's tend to get levels faster then the marines, the aliens actually have the disadvantage (if they spend their points). So a Skulk with Carapace will cost 7 points (2 points for the Skulk and 5 points for the Carapace) instead of just 2 points.

As for the rest of the Marine tech.

Equipment:
Welder: 1 points
Hand Grenade: 2 points
Mine: 4 points

Weapons:
Shotgun: 5 points
HMG: 10 points
GL: 15 points

Armor\Weapons upgrades:
One: 2
Two: 4
Three: 8

Misc. Tech:
Motion Tracking: 2 points
Scan: 2 points
Catalyst: 2 points
Resupply: 2 points

Note on Mines & Hand Grenades: I dont know if this can be done or not but I feel that a Marine should only get the points deducted for these 2 weapons if they still have them on their persons. Meaning, if they die with any (or both) of these 2 pieces of equipment on them, then and only then they will get the points deducted. If they used them, then no points would be deducted. Like I said, I dont know if this is possible.. wyz?

I personally feel that adding the ticket system, adds a lot more strategy to Co then normal. Before, I would just spend my points as soon as I got them. Now I hold onto my points for when I need to spend them. Case in point, why spend the 1 point on weapons 1 when you can just save that point and get a shotty on the next? Weapons 1 is useless, it doesnt help you kill any faster and getting killed with it is 7 points (using my system). So just save that point until you get a second point and go right to shotgun. Marines (and Aliens) will have to use their points wisely, they have to make sure that if they get so and so upgrade that if it will help them and not diminish their team.


This is just my opinion on what these point values should be. Change the prices how you see fit.
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Old 10-07-2004, 05:37 PM   #63 (permalink)

 
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Re: CO: respawn ticket system

Quote:
Originally Posted by Zek
No, it's saying that not every single advantage given to one team or another needs to be counter-balanced by ticket costs. Combat is just a quick and simple deathmatch game at its roots, and trying to force the teams to carefully weigh the advantages and disadvantages of every single upgrade is pointless. It seems that the only issue you had with upgrades not costing tickets was a conceptual thing, rather than practical. If a simple and clean system like what we had before works fine, why needlessly bog it down with all these details and rules and exceptions?
Forcing a team to weigh the value of upgrades isn't pointless. It adds depth to the game, ESPECIALLY if that weight consideration is SHARED by the TEAM. To answer your last question, I guess that's why I like the upgrade costs: It adds depth to a gameplay mode that desperately needs it.

If the depth somehow makes it less entertaining for most people, I'll prefer it be removed. I'm just not convinced that most people are opposed to it, especially considering that we haven't even worked out the cost amounts yet. I wish everyone shared their thoughts (including ones I disagree with) as often and as clearly as Zek. Such ready dialogue is often very useful.
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Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future.
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Old 10-07-2004, 05:39 PM   #64 (permalink)
 
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Re: CO: respawn ticket system

Quote:
Originally Posted by Emanon
Onos, fade, lerk, HA and JP should be the only things that have ticket adjustments. Upgrades have counter upgrades and you should leave it to the players to pick and choose what they need.

Upgrades are already pretty well balanced in combat, the only things that can take away the balance in Combat is the larger life forms. No point going in and balancing a game that is already balanced. (relatively)
But a lot of people (like me) dont pick higher lifeforms. I like being a superskulk. So if I die, I should only cost 2 points but have every single skill upgrade and hive ability?


EDIT: I agree with wyz. Its not about adding balance, its about adding depth. You cant change the entire way the game is with out changing all the little things that go along with it.
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Old 10-07-2004, 06:14 PM   #65 (permalink)

 
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Re: CO: respawn ticket system

Good point Ender. Upgrades certainly make the unit. They should play a role in the unit's cost. Just HOW MUCH they should play a role will NOT be trivial to determine, but I think it's worth the effort ( it's kinda fun, anyway ).

Regarding the mines and hand grenades: yes, it's possible to only charge the marines if they have the weapon. It's also possible to charge them regardless. Presently, it only charges them if they still have the weapon when they die. This was how the cookies crumbled while I was coding, not the result of any decision, really. And, as I said, we can change this if need be.
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Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future.
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Old 10-07-2004, 07:20 PM   #66 (permalink)
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Re: CO: respawn ticket system

Assuming even progression of the teams, yes the superskulk has all his upgrades, but so does the marine. A high level LA with a gun is a good match for a superskulk. If the aliens are higher level than marines, then they should have the advantage; it doesn't need to be counterbalanced by the fact that the winning team loses more tickets, as they do under this system. My biggest complaint with how it works now, besides the very excessive complexity that most people won't even bother trying to understand, is the fact that it interferes with the game's natural balance and just messes things up.

The winning team has the advantage of extra levels, and they earned it by coming out on top of the early game. They deserve to be winning, but the plugin nerfs them by making their deaths(especially those of the skulks, who should be expendable) worth more and more tickets as they keep winning. Thus, the losing team loses tickets slower while the winning team loses them faster. This sort of arbitrary balancing destroys the accomplishment of the winning team by artificially boosting the losing team to be on par with them.

What I'm saying is, it's not significantly harder for a high level marine to kill a high level skulk than it was when they were low levels. Why, then, does the skulk need to be worth more tickets than he was at the beginning of the game? What if the marine is lower level, but has a shotty and thus can one-shot the skulk even if it's Level 21? That accomplishment doesn't justify the exponential increase in penalty that the skulk suffers. Combat balances itself out with regards to upgrades; lifeforms are what we need to focus on, and the plugin worked just great when that's all it did.
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Old 10-08-2004, 01:17 AM   #67 (permalink)
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Re: CO: respawn ticket system

This once simple plugin is becoming a monster and its starting to hurt itself.

no way a la/lmg > skulk

Your "depth" is going to be too fragle that player skill will screw things up consistantly. Just fyi you're going to spend weeks of debating values as there are endless combinations of upgrades.

like this:
silence > focus (which it is)
and
gls < lmg

a good fade > an upgraded marine team
but then if you make it worth 100 points(which some fades are) a nub fade can end the game in minutes

I mean you're basicly rebalancing a game that took 2 years to get where it is now.
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Old 10-08-2004, 03:29 AM   #68 (permalink)

 
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Re: CO: respawn ticket system

I've temporarily disabled the tickets as I must retire and there's presently a bug in the (new) code that writes your present cost to the HUD. I'll fix it this weekend.
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Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future.
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Old 10-09-2004, 09:02 PM   #69 (permalink)
 
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Re: CO: respawn ticket system

I really like the ticket system. It's a nice change of pace. As for scaling ticket costs based on upgrades, I think it may be a little too much at the moment, but it's a good concept. I like giving some small extra potential for a comeback, because otherwise, a lot of combat games become boring because they take 5 minutes to end even though they were effectively over in the first minute because one side got several more kills.

I'd like to see how it worked if every upgrade was simply worth it's price in levels. So focus is two, lvl 1 SG is two, lvl 3 HMG is 5, Jetpack is 4. If that's not enough of an increasing cost for the big effectiveness jumps, try throwing in a double factor on life forms, suits, and guns, so Fade becomes 6 (From 3), and lvl 2 GL becomes 6 (From 4, only the gun type upgrades would double), and HA goes to 6 (Also from 4).

Also, I like the extra cost on friendly kills, but it also seems a bit extreme. Maybe 1.5X cost instead of 2X?

Anyway, good luck with debugging.
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Old 10-09-2004, 10:11 PM   #70 (permalink)




 
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Re: CO: respawn ticket system

There it is. Simplicity itself.

10 + the number of points you've spent on upgrades.

Booyah.
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Old 10-09-2004, 11:02 PM   #71 (permalink)
 
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Re: CO: respawn ticket system

Quote:
Originally Posted by Pokerface
10 + the number of points you've spent on upgrades.
Yeah, I think doing it that way would work fine. Trying to balance everything would be too much of a hassle, especially since the value of one skill will vary from person to person. What I view as the best skill in the game and should be worth a bunch of points, someone else would view as totally worthless and should give no extra tickets. It's all subjective. Doing something as simple as losing more points for just straight levels or upgrades spent is better.
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Old 10-11-2004, 03:39 AM   #72 (permalink)

 
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Re: CO: respawn ticket system

The tickets are enabled again.

Let me know what bugs you find in the implementation ( as well as in the design, although that's very different ).

I've set things up so that higher lifeforms cost more, but beyond that upgrades cost what they do in levels.

Let me know if I have the multipliers set to low (if there aren't enough tickets overall).

Continue to provide feedback.
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Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future.
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Old 10-13-2004, 03:55 AM   #73 (permalink)

 
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Re: CO: respawn ticket system

I have replaced each player's "Deaths" column on the scoreboard with their ticket cost, which updates when they die.

I think I'll replace this with a /res-style command which displays this for your teammates.

Provide feedback.
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Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future.
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Old 10-13-2004, 06:23 PM   #74 (permalink)
 
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Re: CO: respawn ticket system

I mentioned this in the server last night but forgot to post it after I finished gaming for the night.

While I am all + on the style of ticket costing we have right now (one ticket for each res spent with the exception of higher lifeforms having an increased cost) I have one adjustment that I feel needs to be made.

The alien upgrade redemption still outballances the ticket system. The reason for this is that if an alien gets redemption, it's hard for him to kill since when he is at low health, he will likely return to the hive. Add to that Carapace which increases his "call me home" hp and he will likely return before dieing very often. While this is the point of this upgrade, it makes it very hard for marines to win in the ticket system. While I am pleased to see it being used more now (as it helps alot in keeping the marines from getting their upgrades as well) it needs to be addressed in the ticket system.

I propose that if you do actually die with the redemption upgrade, it is a -5 cost instead of a -1 cost to the tickets.

This will still make the upgrade a valueble upgrade to the aliens, but yet still keep the overall ticket system comparable to the marines.
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Old 10-14-2004, 12:00 AM   #75 (permalink)
 
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Re: CO: respawn ticket system

I know I'm the most recent post... but I'm not going to edit the post because it's a totally different topic

Anyways, after tonights rounds I have a few more suggestions

When it comes to the reporting of how many res you will cost when you die, I think it is a good idea to have it labeled somewhere, and as it is right now it is in brackets next to all the -'s in the history. This I think is great! I don't think it should be duplicated in the scoreboard though. A command similar to the /res command would be a great way to do such a thing, because normally I wont care what my teammates are going to cost. I would only want to know such a thing at a certain time, in which case I would then be able to type the command.

What I do think would be cool though, would be what I THOUGHT you meant when you meantioned the deaths collumn in the scoreboard, and that's a running total on how many points you have cost the team. This would be much more bennificial to the team than how many points I will cost when I do die, because even if I will cost my team 40 points when I die, I wont die as often because I have a jetpack and can get away from any alien with great skill and speed (okay, if this were me, that wouldn't be the case, but you get my point). We would also be able to see who is costing the team the most points, and we can thus tell that person to keep his tail back at base and deffend so he doesn't run our tickets into the ground, or so we can get a welder buddy to stick with him, etc.

Thoughts?
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