(much tl;dr-ing went on during the composition of this reply.)
devhc, I still don't understand what you are saying, because you are not saying anything with sufficient verbosity. As long as the "disperson" is similar for humans and aliens, or as long as the dispersons works out to be mostly even, balance should be maintained. Its possible I've misjudged your definition of effort, but you need to make.
effort is the amount of commitment one puts into the game: a combination of concentration, precision, quick response, learning, and strategic thinking (but not patience). consider a game between 2 players: there is a (uniformly) random number in [1..1000000]. both players first have to guess that number. if both players fail to guess the number, then the game is a draw. if one player guesses the number correctly while the other player fails to do so, then the latter player loses the game. if both players guess the number correctly, then both players take 1 shot at the other, resulting in a win/loss/draw depending on who succeeded in hitting the other. this game is completely balanced due to symmetry. however, the probability of you winning will not increase above 1/1000000, even if you shit blood trying (to guess the number, and to shoot your opponent). this means that the outcome of the game has more to do with luck than with skill, or, as i would say, the game is statistically dispersed. another example of adding dispersion while keeping the win ratio is to randomize the final outcome of the game (stop the game with one team winning) in 50% of the cases at every 5 minute mark in the game.
for the more experienced players who feel the skill of the game, who feel what it takes to beat an opponent in a particular way, can be frustrated when an opponent beats them in a cheap way (that is of little interest to many viewers).
third paragraph. i have fun while losing. so long as the battle is a hard fought one. when both teams reach s3 and there is no one single player on either side carrying the rest of the team, that's a good game to me. win or loss does not matter.
the dretch did something wrong? by spawning? i dont follow your logic there. i also dont get "outclassed" as even a bsuit can dodge faster than a dretch can move.
If you join an in-progress game, you're at a disadvantage. That's what i said. If you join an in-progress game, you can't expect balance to be had. You're outgunned. Also, if you suck, you can't expect balance to be had. You're outskilled.
To end: you're aware that certain tactical decisions (pushing up a hall as opposed to an open space) lend themselves to certain teams, right? And that certain tactical decisions are better than others? That an MD will have a hay day in arachnid halls but not in the tighter areas? That not every situation is good for every weapon or alien? If you play your alien or weapon right, you'll learn that just because the human has the potential to one-shot doesn't mean he will. The MD can oneshot only one alien, and the luci can oneshot only when given time. You're bitching about two weapons being OP because A) you confront them in situations that aren't favorable to you, or B) your opponent is lucky and kills you in a situation that should be favorable to you. Both of those things happen in every game (and real life). They are facts that you need to get used to. Learn the game, and play to the strengths of your class - oneshots won't matter.
For those of you who are clay-dretches (and I have been this myself, and recently), you have to think more tactically. If there is a massdriver sitting at the end of a hall, you have three choices: do some l33t dodging (potentially in a group with other dretches), wait for a non-dretch to go first, or don't go down that hall. If you choose the latter, you have two choices, you can sit at your end of the hall, and wait until a human comes your way, giving you the advantage (you probably won't have to wait long), or you can go fight in another part of the map.Remember, humans tend to have the advantage in hallways, you have the advantage of surprise (in s1), and prefer to begin an engagement at shorter range. If you're being a clay dretch, its because you think you are better than your MD opponent, or because you're not thinking tactically. Try to engage enemies when you have the upper hand, and not when your position is weak. The advantage of terrain means a lot in tremulous (and GPP more so). Taking out s1 MDs as a dretch is easier than taking out shotguns, if you engage them at short range, as has already been pointed out.
Stop trying to blame shitty playing/tactics on balanced game mechanics.
patience is not awesome skill, and it is up to the design of the game logic not to reward patience. MD-camping is a form of camping, which is an act of patience, and should be dealt with. i've even heard someone saying that camping is a social issue, and not a gameplay one; that's fucking retarded, it's an excuse for proper game design. generally, it is the job of the game logic to avoid scenarios where people complain by saying "d00d, stop <insert_advantageous_act_here>ing", for example "d00d, stop camping", or
just kill the damn egg and get it over with.
who said that variance (in weapons, etc.) is required for balance? not at all. with 2 teams with equal abilities and rotationally symmetrical maps (i'm thinking about Team Fortress), there is just no question about the win ratio part of the balance. however, there is a question about the skill-to-outcome ratio part of the balance of such a gameplay logic. in fact, the balance doesn't change at all if we add a copy of a shotgun, "shotgun 2", which differs from the current shotgun in its name.
the following demonstrates how the humans are mathematically more powerful than aliens, on an at-least-minimally-open map, such as the stock maps of 1.1.0. as the game begins, the humans have ranged rifles, but the aliens have no ranged weapons. with that armament and those classes, humans have a potential to be better than aliens: as (aiming and positioning) skills tend to infinity, the humans can kill the showing aliens more quickly and swiftly, while the aliens' attacking ability is limited by the time it takes to run up to a human. practically this isn't the case due to the incompetence of the players playing Tremulous nowadays, and the instability of the game engine, and its inability to compensate for latency. so while the game is mathematically a piece of shit, it is somewhat playable by the current community. in other words, Tremulous is made for n00bs and moderately-skilled players, but it does not have the skill-demonstrative value to become an accepted game in e-sports.
generally, when it comes to people announcing or discussing improvements to the game logic, while you may say "i'm just warning you, that you will fail (to find a solution, etc.)", you may not stop the people from trying to solve things. that is, opinions are welcome, but nothing beyond that is. this means that if XYZ might have some proposed game logic improvements, you can tell him to fuck off by saying "good point, do something about it youself", or "good idea, code it yourself (TM)", but you may not say "you are stupid, gtfo".
also, 1v1 is pointless. this is a team game.
that should not prevent us from tailoring a game logic with 1v1 games in mind (with perhaps with the unfortunate, but affordable downsides to NvN games).
fact: Tremulous and Quake3 are different. any 2 things, that are not the same, are different; it's impossible not to understand this.
fact: Tremulous and Quake3 are significantly different, with an applicable definition of "significantly different".
fact: Tremulous and Quake3 are not significantly different, with an(other) applicable definition of "significantly different".
fact: the difference between Tremulous and Quake3 is completely irrelevant to the fact that we should strive to create a balanced and sensical-for-the-long-run game.
a bunch of extreme tweaks or additions (for example, doubled played speed, tripled firing speed, flying tyrants, explosive dretches, etc.) can make the game very interesting at first, but those changes will become boring relatively soon. the semi-well-composedness of the current state of the game allows for a fun experience for a median time, and only the more experienced players notice that there's room for shitloads of improvements.
It's actually pretty easy to remove the possibility of one-hit kills from the lucifer cannon without doing much to it's effectiveness: Divide the charge time and the damage amount by X, where X is whatever the hell you like (greater than 1).
that's highly plausible. unfortunately as X grows, the lucifer cannon becomes a lasgun-equivalent weapon. perhaps the lucifer cannon should be completely revamped or completely removed.
One further question, would giving the mass driver a 3 round burst over 0.1 or 0.2 seconds (the full three rounds would have the same stats as the current mass driver) change anything in your opinion?
i'd say: like hell.