Author Topic: General observations  (Read 5666 times)

Chamooze

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General observations
« on: March 13, 2004, 12:57:06 am »
I haven't played in many decent-sized, "serious" games, but I thought I'd write down some general observations I've made and try to get a discussion going about where you (the dev team) want this mod to go. Without knowing what we're striving for, it's kinda hard to make suggestions and give feedback.

I'm gonna try to steer clear of discussing the balance of individual classes/weapons/items here and instead focus on the "global" gameplay.



It seems to me that early-game, teams are well balanced. Aliens and Humans generally get even amounts of kills. However, when one team gains the upper hand, it is very hard for the "losing" team to make a comeback - the base and lower level units are much weaker than the top level units. This seems to be true for both teams.

Humans seem to have some serious problems attacking, even when Aliens have been reduced to only Builders and Soldiers. I was just in game where Humans had reduced Aliens to low level classes within 15 minutes or so. There was one moment after that where Aliens almost managed a comeback - but still the game lasted for 75 minutes.

Aliens, on the other hand, seem fairly competent at finishing of a weaker Human team.

Humans seem to be getting their investment in better equipment back very easily. I was observing some humans and they rarely dipped below 2000 credits at death.

Aliens rarely get their frag-investment back once they fight some heavier humans, but have an easy time feeding off of "base marines". This is probably the reason they have so much trouble making a comeback , as well as why they're so good at finishing off a weakened Human team.

In long games (generally, when Humans have the control), Aliens get very few kills. (In that 75 minute game, the Alien non-builders generally got around 30 frags, or one every two minutes.)



Basically, I'd like some feedback on these observations. Do they concur with your own experiences? Have you made any other general observations such as these? What does the Dev team think of each observation? Should it stay that way, or should it change - if so, change in what direction?

I think this is the best way to go if we want to have some good, constructive feedback, while working for the same "goals".

Chamooze

Who

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General observations
« Reply #1 on: March 13, 2004, 02:54:41 am »
I don't think teams should be changed so that they have an easier chance of a comeback, or have a better chance of defending.


Because otherwise the games will drag on and on.

Since you said so, teams are balanced at the beginning, and whatever team plays better gains the upper hand, and can then kill the enemy?

Isn't that how's it's supposed to be?

p.s. this isn't gloom and 2+ hour games aren't fun

Molog

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General observations
« Reply #2 on: March 13, 2004, 05:07:00 pm »
That one really long game was on a large and complicated map, where aliens could  keep hiding eggs and dragging things out. Helmet radar helped put an end to that.

A couple of sprinting humans with rifles and shotguns can take on any alien, because of their focus fire.

Aliens seem weaker against battlesuited heavy weapons wielding humans. The small ones don't do much damage and special abilities like poison and grabbing don't work against battle suits. The large ones seem to big to work well together.

Timbo

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Re: General observations
« Reply #3 on: March 18, 2004, 08:00:17 pm »
Quote from: "Chamooze"
It seems to me that early-game, teams are well balanced. Aliens and Humans generally get even amounts of kills. However, when one team gains the upper hand, it is very hard for the "losing" team to make a comeback - the base and lower level units are much weaker than the top level units. This seems to be true for both teams.


This is entirely intended. There is nothing worse than a perfectly balanced game where neither team makes up any ground. [I think it's very important to note that "balance" and "fun" are two related but definitely separate metrics. i.e. you can have a balanced game which is no fun and vice versa]. So it should be hard for the losing team to come back. If anything I think it's still a little too easy, primarily in terms of the speed at which a base can be rebuilt. In order to fix this however the huds needs extra space to display an extended build time.

Quote from: "Chamooze"
Humans seem to have some serious problems attacking, even when Aliens have been reduced to only Builders and Soldiers. I was just in game where Humans had reduced Aliens to low level classes within 15 minutes or so. There was one moment after that where Aliens almost managed a comeback - but still the game lasted for 75 minutes.

Aliens, on the other hand, seem fairly competent at finishing of a weaker Human team.


Another thing to bear in mind here is that the way games are played will inevitably change as players become more experienced. Right now humans tend to wander into the alien base one at a time and rightfully easily get picked off. Such attacks would be much more successful in groups. From the outset I've wanted the aliens to be played as individuals whereas the human side is more teamplay orientated.

Quote from: "Chamooze"
Humans seem to be getting their investment in better equipment back very easily. I was observing some humans and they rarely dipped below 2000 credits at death.

Aliens rarely get their frag-investment back once they fight some heavier humans, but have an easy time feeding off of "base marines". This is probably the reason they have so much trouble making a comeback , as well as why they're so good at finishing off a weakened Human team.


I disagree with that, although I have no data to back it up. Playing myself at least, as long as you don't overstretch yourself I found it relatively easy to maintain an investment as a higher class.

Until very recently the balance was in favour of the aliens, then two weeks ago I increased human damage globally by 5%, then 10% next week. For this week it's 7% over the base level since I felt the humans were winning a little too often last week.

Quote from: "Chamooze"
Basically, I'd like some feedback on these observations. Do they concur with your own experiences? Have you made any other general observations such as these? What does the Dev team think of each observation? Should it stay that way, or should it change - if so, change in what direction?

I think this is the best way to go if we want to have some good, constructive feedback, while working for the same "goals".


This is a good idea :)