Author Topic: Balance related to player load and a few ideas  (Read 4334 times)

Supa

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Balance related to player load and a few ideas
« on: March 27, 2004, 01:36:42 am »
Had a few observations today, aliens seem to do better in smaller games whereas humans do better in larger games. I'm pretty sure this is due to the human team's ability to concentrate fire - less humans = less guns = less damage to aliens. However I'm not at all sure how this issue should be approached or if it even should be. Since it does lead to a sort of balance, with both sides being able to dominate their own end of the player load spectrum. Right now I think 4 vs 4 leads to a good balanced game, although 5 vs 5 is good too imo. This could also be a map issue, as larger maps will spread out each team.

On to another thing, I've got an idea about alien class order - how about switching the places and health values of the hydra and chimera, and adjusting the stats of each? Meaning the alien classes would go Soldier; Chimera; Hydra; Dragoon and Mofo. The thing is the Hydra is /very/ good against humans with its sticking ability, but I don't want to see it weakened. With a change in the class order it would require one more frag, which I think would lead to less frustration for the human team.

Let me know what you think, please.

Molog

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Balance related to player load and a few ideas
« Reply #1 on: March 27, 2004, 02:39:18 am »
Had some fun tremulous games. Now onward.

Reply to Supa.

The amount of damage big aliens take from human weapons could increase in small games and decrease in large games. Think
Gloom and NS :) use similar solutions to this problem.

Chimera seems used not much. It is good in taking out human bases with its elektrical attack. However hydra and dragoon seem to do much better against marines. Walljumping is good, but also difficult to use. Don't know if switching hydra with chimera directly is a smart idea, because then you've got an even stronger hydra against the non battle-suited humans. Also seems counter-inuitive that a larger alien can wallwalk while the smaller one can't.

My solution would be to change the chimera's electrical attack to only work against buildings and battle suited humans. This would give aliens a reason to chose the chimera, as gas and grab don't work against battle suits. Also seems like a good idea, because battle suits seem a smal amount too good at the moment. But that's just my opinion.

Adding bug here:

Chimera's elektrical attack only works if buildings are near, but targets humans if buildings are near. Poisons too.