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Thread: The Problem with the Current Endgame

  1. #11
    Senior Member Build_R_'s Avatar
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    Quote Originally Posted by Ms.Degrasse View Post
    -SNIP-
    I really like the premise but that's a load of different situations and would probably require a massive amount of changes in the code for each scenario. I think that it might work better if it was similar to the ERT in that there was a random outcome every round end.

  2. #12
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    Quote Originally Posted by NethIafins View Post
    Problem: we don't want 100-150 people wait for few players that had built amazing autism forts and defend themselves till the last breath dragging the round
    Problem: we don't want the solution to require constant afmin presence
    New problem from the solution: game ends abruptly for those who is still alive

    So... We need to solve new problem without reverting solution to first two

    We are still wrapping our heads around it

    Autism Forts are not a huge problem these days anyway. Most fall very quickly these days, since you can't shoot over more than one line of cades and boiler gas will put an end to them almost instantly. Any one man autism fort capable of withstanding the kind of siege the xenos can levy these days is going to be so fantastically autistic that most of the people watching will be too in awe of it to be bored or frustrated by its continued existence. Still, ending the game also prevents the whole "1 lurker/PFC hiding somewhere in maint for 35 minutes" problem so it's probably still worth doing.

    I think the main problem with the current ending is how lame it feels. The game just ends. It also ends in such a way that, if your side is just chasing one last straggler down, you feel really cheated.

    Here's my idea for a solution: The ship is set on course to fly into the system's star. After the first 10 minutes, sections of the ship will start to have their heat shielding fail. The affected sections will be announced by ARES a few minutes ahead of time. Once the shielding has failed, the section becomes so hot that it kills anything inside and becomes uninhabitable for the rest of the round. This should start with the outer sections and maintenance tunnels, both logically and because that's where tism forts and lone lurkers are more likely to be located. Eventually, all sections will have failed and the round will end due to everyone burning up. The marines are able to put temporary holds on this from the Astro Nav deck, stalling out the next segment failure by a few minutes. They can do this as often as they like as long as the deck holds, but it's fairly porous so any sizable xeno force should be able to put a stop to it quickly.

    This requires no admin intervention, replaces the sudden and abrupt ending with a gradual buildup to a clearly telegraphed ending point, and naturally corrals everyone towards a single area to fight it out instead of hiding in corners. Allowing them to stall it but only from a particular location also prevents the marines from getting timed out by a couple of runners doing laps around the hangar, without allowing them to just stall it forever.

  3. #13
    Senior Member Madventurer's Avatar
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    Quote Originally Posted by dauntasa View Post
    Still, ending the game also prevents the whole "1 lurker/PFC hiding somewhere in maint for 35 minutes" problem so it's probably still worth doing.
    Isn't this exactly while ARES/Queen Mother is supposed to give the detailed location of one surviving enemy?

    Maybe it needs to announce more often.
    Tyson 'Bunny' Sphere


  4. #14
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    Quote Originally Posted by Madventurer View Post
    Isn't this exactly while ARES/Queen Mother is supposed to give the detailed location of one surviving enemy?

    Maybe it needs to announce more often.
    Yeah, but the problem with that is that they move. A lurker sprinting through the map can get announced as being at CIC and be in like, the engine room in 1 minute.

  5. #15
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    Quote Originally Posted by NethIafins View Post
    Problem: we don't want 100-150 people wait for few players that had built amazing autism forts and defend themselves till the last breath dragging the round
    Problem: we don't want the solution to require constant afmin presence
    New problem from the solution: game ends abruptly for those who is still alive

    So... We need to solve new problem without reverting solution to first two

    We are still wrapping our heads around it
    Battle royale mode where the available area on the almayer slowly shrinks to a small circle.

    You can thank me later, applause and praise is appreciated.

  6. #16
    Member RuAlastor's Avatar
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    Evac is actually for noncombatants, marines should stay, but they are ususally the ones who rush benos with tac-shotties

  7. #17
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    Quote Originally Posted by That Happy Cat View Post
    Yeah I thought SD defence was fun and made for epic last stands even as a spectator. The current SD is anticlimatic and neither marines nor xenos are enthusiastic about it. Evac is a joke because outside of low pop only a small percentage of marines can evac so what exactly constitudes an "evac victory"? The remaining marines will have to fight the xenos regardless, and the more marines evac the less likely they will win the inevitable battle, which begs the question... why evac?

    The only way evac can work as a victory is if most if not all marines can be evacced in the best case scenario. If not then the best case scenario actually makes the ending less interesting since there's less marines left to put up a fight.
    You must not have seen the round that the queen evacced in a pod and the rest of the hive couldnt heal at all and got slaughtered. That was clearly an evac victory.

  8. #18
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    SD defence was great imo. Pretty heroic last stands.

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