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Thread: How do you imagine Control Points working (tech web stuff)

  1. #11
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    Techwebs and the idea of having marines hold down control points doesn't work because if there are 1 or 2 points then xenos will simply slap pylons and hold them down, while if there's 3 or more than xenos physically cannot split up their forces enough to hold the points nor will they be able to retake them without losing another point in the process, especially on lowpop

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    poorly

    just going to be free stuff for one side

  3. #13
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    Control point is just a win more mechanic in xeno favour, xenos are mobile as fuck and if you've ever played Dawn of War 2 you'd know what kind of shitshow you're gonna be looking at.

  4. #14
    Senior Member special2kira's Avatar
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    techweb bad.....
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  5. #15
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    I agree that this is a win-more mechanic for whoever will hold the most part of the control points.

    To put it simple: if one side has control of the majority of the points that means this side is already winning. But you reward the winning side with additional techpoints, which leads to even more winning for the winning side and reduces the chances of recovery for the losing side. This is called "the Death Spiral" - situation that gets worse and worse until utter collapse.

  6. #16
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    Control points are a bad idea. Their very design is gamey as hell and there is no real IC explanation for why you want to control random points on the map (and more so why xenos would need to). Gameplay wise most of the problems were mentioned already, rewarding a side that is already winning more points would just make the round even shorter as the side in question will buy techs and stomp the rest.

    That being said i do like the idea of objective based gameplay rather than just having marines and xenos duke it out. It's a good way to add a tactical and strategic layer and not just be running around clicking sprites. In order for that to work the system has to be pretty much mandatory and neither side should be able to win without using it. (So players don't ignore it.)

    My idea would be to have a list of preferably randomly generated objectives spawn at the start of the round. For marines these would be objectives like recovering intel from a part of the map (perhaps powering a console to upload it similar to what IOs used to do), lifting lockdowns, securing sensitive or expensive equipment, recovering survivors, securing alien artifacts, etc. The points being delivered once the objective completes (intel uploaded, equipment stored shipside, etc.) Marines would be informed about these objectives by a fax to CIC which would hopefully help fix the chain of command issue. (CIC knows the objectives, they assign squads to objectives, SLs execute it).

    For xenos the objective should be separate (to make IC sense). These could be things like collecting DNA strains from colony wildlife, infesting buildings, perhaps awarding points for each unique marine role infected. The ammount of points would of course differ from marine objectives in order to balance the game out since xenos always start with map control (something that was discovered already during control points testing).

    Overall the idea is that xenos should be focused on snatching marines and infesting the colony while marines should have objectives you'd expect from an RP standpoint. It should also involve more roles (including shipside). What goes on at the surface should have impact on the shipside and vice-versa making marines work as a team. This sort of system would also be easily expandable meaning people could add in new objectives via MRs perhaps refreshing the game from time to time.

  7. #17
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    If we make it not control points but give marines req points just like in tgmc and no use for xenos at all.
    Just like a drill you-know-where

  8. #18
    Moderator & Synthetic Senator liltiptop's Avatar
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    The problem is the endgame. Distress signal ends when one side is wiped out, be it xenos or marines. If the win condition is the same, holding points won't really be the main focus of the gameplay, just something to do on the side. If there was like a new gamemode where the colony either restored it's external defenses from xenos (like a big sentry line or something like that) when marines hold the control point for a certain time, or when xenos hold the point for the longest time they can get a big swarm of xenos to come into the colony and wipe out the marines, or alternatively just hijack the dropships and kill off everyone that way.

    Hell, we need more game modes besides distress signal.
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  9. #19
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    Quote Originally Posted by liltiptop View Post
    The problem is the endgame. Distress signal ends when one side is wiped out, be it xenos or marines. If the win condition is the same, holding points won't really be the main focus of the gameplay, just something to do on the side. If there was like a new gamemode where the colony either restored it's external defenses from xenos (like a big sentry line or something like that) when marines hold the control point for a certain time, or when xenos hold the point for the longest time they can get a big swarm of xenos to come into the colony and wipe out the marines, or alternatively just hijack the dropships and kill off everyone that way.

    Hell, we need more game modes besides distress signal.
    This could probably be done really easily even now. Assuming the control points would grant faster tech points, then you can have a T4 tech for each side. Marines get a nuke to blow up the xenos, xenos get the pool larva swarm same as when they hijack making them basically an unending swarm. This could be brought in easy. After that you can expand the T4 choices with new ideas and win conditions.

    EDIT: Or even have a xeno version of the nuke objective, like the AA boiler. Or a xeno nuke that just makes the planet covered in weeds and impossible to land on making it a xeno victory.

  10. #20
    Senior Member Stan_albatross's Avatar
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    Quote Originally Posted by Wulferion View Post
    This could probably be done really easily even now. Assuming the control points would grant faster tech points, then you can have a T4 tech for each side. Marines get a nuke to blow up the xenos, xenos get the pool larva swarm same as when they hijack making them basically an unending swarm. This could be brought in easy. After that you can expand the T4 choices with new ideas and win conditions.

    EDIT: Or even have a xeno version of the nuke objective, like the AA boiler. Or a xeno nuke that just makes the planet covered in weeds and impossible to land on making it a xeno victory.
    the t4 thing was quite literally included in the techwebs idea spreadsheet and I thought it was gonna be a major part of techwebs as the true "tiebreaker" tech. However without control points you earn points at the same rate so both sides would get the tie-breaker at the same time (lol) so it wouldn't work.

    I totally agree with nuke and AA boiler, both are the classic tiebreakers and they were both atmospheric and good. I imagine killing all xenos would remain a marine major, and nuke would be a marine minor, and AA boiler would be a xeno minor.

    Control points themselves should probably have some automated defences (like auto-sentries for marines and idk hive weeds and resin spikes/acid pillars for xenos) to prevent points from falling immediately after they get taken.
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