Aliens Versus Marines: Balance Edition

Generic, on-topic discussion about Colonial Marines.
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Aliens Versus Marines: Balance Edition

Post by Steelpoint » 18 Aug 2015, 05:37

In my opinion I think right now that the two primary in game factions are playing reversed roles, where the Aliens are very individually powerful creatures that are NOT expendable, whereas the Marines are highly numerous, but individually weaker and very expendable. Essentially dying as a Alien is highly punishing due to the massive time and resource investment that goes into a individual alien (it can take upwards of over 30 minutes to build up a Alien) whereas a individual Marine dying is no big loss in most circumstances.

As a point of reference, in the original Aliens movie around thirteen (13) Marines were killed in action, whereas well over fifty (50) Aliens were killed by the Marines. Yet right now in game those numbers are inverted.

Ultimantly we are working with a game engine that does not lend itself well to the style of game play needed, but I do think its worth looking into why Marines are weaker individually against Aliens where as Aliens are usually more powerful than a Marine, and if this is something we're fine with keeping.

The following are notes and points that contribute to this situation, or could be changed slightly.

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These are ultimately just my thoughts on the subject, maybe I'm just crazy and the game balance and/or direction is fine.

What is your opinion on this subject?
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Re: Aliens Versus Marines: Balance Edition

Post by UNDUS » 18 Aug 2015, 05:49

I think it's safe to say that the marines had a ton of plot armor in Aliens. The movie would have not been an entertaining action film if the aliens just picked them off. So I don't see any realism problem in aliens not being cannonfodder. They are evidently lethal enough that Weyland Yutani found it to be a good course of action to weaponize them. Would they be trying that if the marines were more dangerous?


As for fun and game balance: I think the way it is now, with marines needing teamwork while aliens can go solo if they choose, is best. The fact is that most people prefer to play on the marine side. Maybe they want to emulate the high-flying xeno-slaying action they saw in the movies, or maybe they just intrinsically sympathize more with the human side. Whatever the case, there's a surplus of people wanting to play marines.

The only force counter-acting this is the fact that marines can't fly solo, while aliens can. This encourages people to play the alien side. If the xenos were to lose this distinction we'd probably see even more uneven rounds, especially at high pop.

The biggest balance problem that needs rectifying, IMO, is that aliens are constantly getting new recruits and evolving, while marines have essentially no mechanism to become stronger over time or refresh their ranks. Marines need something more than cloning.
Last edited by UNDUS on 18 Aug 2015, 05:54, edited 1 time in total.

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Re: Aliens Versus Marines: Balance Edition

Post by Steelpoint » 18 Aug 2015, 05:52

If you want to go down that route you can say that 100% of the time the only reason Aliens get the chance to ruin everything is because a group of idiots (mostly WY) decide to try and capture, test and weaponize the Aliens over and over. If it were not for that Aliens would be a non-problem since they would all be stuck on some barren world being hunted by Predators.
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Re: Aliens Versus Marines: Balance Edition

Post by K0NFL1QT » 18 Aug 2015, 06:04

The problem is that human mechanics are deeply fleshed out, and while Colonials Aliens are the most in depth implementation so far they are still nowhere near as complicated as the Marines. As a marine, if you get attacked, you have to worry about pain, infections, shrapnel, fractures, bleeding, limb amputation and dropping vital gear. When Aliens get attacked they have to worry about... uhh... running back to the nearest weeds. So there's dozens of ways that a marine can be taken out of a fight or killed, whereas an Alien is only vulnerable to being outnumbered, shot and chased. Anything less and it will be totally fine in about thirty seconds.
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Re: Aliens Versus Marines: Balance Edition

Post by Biolock » 18 Aug 2015, 06:10

- The xenos are a deadly weapon because of their parasitic nature. Sure they are deadly killing machines, but in reality, I'd take a well trained soldier against a xeno any day of the week, because whoever has range capabilities will generally win. The xenomorphs are dangerous because they can afford to be cannon fodder, because every single life lost is really a one life gain if they managed to kill an enemy in the process (because the larva spawn of the host). This reproduction system makes them hard to contain and likely to overrun any opposition.
- With that said, balance comes first, and I don't think that having a single human overpower a single xeno as a rule of thumb a good thing simply because the humans will generally always outnumber the xenomorphs. On top of that, every non-SSD living xeno is a serious threat, while humans have doctors, engineers and other non-combat roles. Even in a losing endgame, the humans will generally outnumber the xenos when they evacuate on a shuttle.
- Players also don't need another excuse to go Rambo, the marines being weaker than the xenos definitely gives players a reason to stick together.
- Your field of vision idea I supported at first glance, but after thinking through it, I determined that this would also likely hurt team play. If that could be implemented without making it so a squad can't stick together because they keep moving while their backs are turned, I'd love to see it.
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Re: Aliens Versus Marines: Balance Edition

Post by UNDUS » 18 Aug 2015, 06:17

K0NFL1QT wrote:(...) So there's dozens of ways that a marine can be taken out of a fight or killed, whereas an Alien is only vulnerable to being outnumbered, shot and chased. Anything less and it will be totally fine in about thirty seconds.
The marines still win about 50% of the time according to the devs. I thought this thread was discussing balance as in what would be more fun, not would make the game more equal. It's pretty equal as it is.

Although it changes according to population. In my experience marines lose often in lowpop, likely because the interest ratio means they don't outnumber the aliens as much when population is low. If 2 people want to play marines for every 1 alien, at 50 pop that'll mean a smaller number advantage than at 90. Also, in lowpop, losses hit them worse.

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Re: Aliens Versus Marines: Balance Edition

Post by K0NFL1QT » 18 Aug 2015, 06:36

I have to call bullshit on that. Marines win maybe two or three games a day, tops. I would love to have the evidence that proves me wrong.

And counter to the OP, not everyone on the marine side is expendable. In fact, missing anyone, or having any role played by someone incompetent will significantly increase chances of Marines losing. A shortage of medics, either in squad, FOB or on the Sulaco will mean every little injury becomes a lot more crippling and lethal. A fractured hand may not ever get fixed and a line of corpses never get cloned. Your RO goes SSD? No supply drops, no attachments, no late game boost of limited ammo. Your CE goes SSD? Supermatter will fail and the Sulaco will be a radiation deadzone. If the Commander isn't up to standard, squads will be poorly managed and bad calls will be made. If the Bridge Officers aren't sitting at their station, constantly communicating then those on the ground are going to be completely cut off from those in the sky, there will be a mismatch in understanding of how the battle is going and that will mean things like urgent medivacs don't get called and whole squads get overrun instead of pulling out in time.

Yes, Marines can EASILY win if everyone is competent, communicating and reacting quickly to the battles changing conditions. That's maybe one game a day though.
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Re: Aliens Versus Marines: Balance Edition

Post by Steelpoint » 18 Aug 2015, 06:38

That's why I said most not all Marines are expandable. Its just that most Marines are Standards.
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Re: Aliens Versus Marines: Balance Edition

Post by Keyword » 18 Aug 2015, 06:38

Frankly Honest, I think the game is as balanced as it gets for this engine.
You make some interesting points, but the thing is that Aliens are supposed to always have the upper hand, they are a species created to literally wipe out the humans.
A perfect organism.
But that's only lore wise right? what about what's Actually fun?. Well there are some little tweaks and stuff that could be made to make the game more fun for both sides, for example, no marine likes to get pounced and get double hugged because the xeno knows marine helmets block 1 hugger so they carry one on each hand instead, and that's a bit powergamey, a way to prevent it is making normal helmets block 2 huggers instead of 1. Things that make the game fair for both sides, that I'm sure are being worked on.

About the Xenomorphs needing to be more stealth-like and more xeno like, well, we are on a 2D space with only 1 Z-level, there isn't much room to be more stealthy.
If you added different simulated Z-Levels (like underground actual vent system and rooftops) things would be a lot different, you would have xenos actually wall-crawling and jumping on humans from roofs, coming behind the human lines through vents, etc, It would be really fun for everyone. But that's not possible with the current code, and I don't really think it will be anytime soon.
Another way to be more stealthy is if marines had their FoV limited (not having eyes on your back) that would make squad gameplay a lot more interesting, and make rambos a lot more uncommon. Aswell as encouraging Xenos to be more stealthy.

I personally think this is pretty much as good as it gets, Marines have the insane firepower and manpower, while Aliens have the resilience and strength.
And besides, I heard marines will be getting some badass turrets and APCs sometime in the future, so that'll be something to keep an eye on.

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Re: Aliens Versus Marines: Balance Edition

Post by Mycroft Macarthur » 18 Aug 2015, 13:52

i get what you are saying but this is a problem you are never going to see get fixed by simple fact of the matter we're tied to the aliens universe in particular, this means two important and relevant things.

lets suppose we were based off another universe entirely or even our own all original setting but the premise was still the same (army of marines sent in to find a destroyed colony/lab/base/whatever to find an opposing army of unknown combatants waiting for them), for our purposes ill make the most direct comparison i can so lets compare the Xenomorphs to the Tyranids (Warhammer 40k) and to the Zerg (Starcraft) who both represent the closest parallels in science fiction that i can think of.

the xenomorphs have a relatively small amount of alien forms, they start out in weak forms and then evolve over time which translates to the aliens in this game needing to play more conservatively, factors that WOULD take place (aliens losing limbs and shit) simply dont because they are incapable of recovering from wounds or injuries in the same way the marines can so while a marine who is injured MIGHT get treated, an alien CANT be treated because they dont have a way to do that, and the reasons they dont in lore are because thats not how the aliens are, they dont CARE if you die, like zombies for every enemy who falls one more joins their hive (unless they get lazy and just start slashing), and thats one of their biggest problems.

their ability to increase their numbers is DIRECTLY TIED TO THE FACT THEY NEED TO USE FACEHUGGERS, they need to CAPTURE you which is a risky proposition and INFINITELY more difficult then just KILLING you, and after that they have to keep you from escaping for awhile until you burst during which time they can run, pull out extra guns or grab leftovers on the ground and potentially kill numerous aliens, esp since one of the strongest alien weapons, the facehuggers WILL NOT WORK ON THEM ANYMORE now that they've already been hugged, in the movies the aliens had infinitely superior numbers so they didn't need to care about the fact that they were throwing themselves into enemy guns because they always had more and didn't need to care but both here AND in the films they are only as capable of increasing their numbers by as many enemies who come to face them in battle because new aliens (facehuggers aside) CANNOT be created from NOTHING.

in starcraft and 40k the zerg and nids respectively dont have this limitation, they are free to throw themselves at their enemies as much as they want because their ability to increase numbers isn't tied to needing new hosts, its just DESIRABLE, in the case of the zerg they can "Infest" humans to turn them into badass suicide bombers, units capable of wielding the humans OWN weapons against them or even into incredibly strong psychic warriors with near magic powers, for the tyranids they capture people because doing so will often grant them new abilities (zoanthropes came from consuming enough eldar biomass to develop their own variety of psychic powers, which gave them the ability to make powerful long ranged artillery units that fire psychic blasts) but as for just making new zerg or new tyranids, they just do, all the members of their hive they happen to need just SHOW THE FUCK UP as opposed to needing to capture hosts like we do, once eggs or whatever show up you will have as many new members of your hive as you would have eggs or biomass, you wouldn't have to capture ANYONE if you didn't want to and you'd be free to kill anyone you want and in THOSE universes you dont have to worry about surviving to become more powerful forms either because they DONT evolve, not in THAT way, a zergling will always be a zergling, a carnifex will always be a carnifex, what you start out as is what you get and the only "Evolving" that happens in those universes is to improve the abilities and options you ALREADY have, only rarely will you get something completely new, so you would be free to charge enemy positions in massive hordes and die over and over again because there would always be new eggs waiting to send you out either again as the same form you just died in or as a new zerg or tyranid form.

the xenomorphs have to be the way they are because the lore and gameplay mechanics demand it, you will never get the kind of balance you want unless xenomorph numbers stops being tied to requiring hosts to create new aliens and stops requiring those existing aliens evolve to new forms as opposed to just creating those forms from scratch, and to do that would essentially require abandoning the aliens universe as a whole as well as a MASSIVE rebalance of the gameplay mechanics.





and then there is the OTHER issue.

the tyranids and zerg both have a WIDE variety of combat forms and capabilities because warhammer 40k and starcraft were both GAMES, STRATEGY GAMES, they needed to have a shit ton of options you wouldn't see otherwise because they needed to cover a MASSIVE array of combat scenarios, they each needed their own equivalents to aircraft, spacecraft, heavy weapons and vehicles and more, they needed to have upgrades for those units and badass abilities and all these little details.

the aliens universe doesn't have ANY of that shit because the aliens universe was based off MOVIES which then expanded to comic books and only EVENTUALLY began to be games (and it was ALWAYS a first person shooter which requires infinitely less variety in terms of equipment options and units and so on then strategy does), in the films they didn't need a massive variety of different alien types because they only needed ONE ALIEN which they could throw at the protagonists in massive waves, the films needed to focus on storytelling and not in recreating an epic war in space, the needs of films and games are COMPLETELY DIFFERENT, in order to have any kind of real variety or options we had to SERIOUSLY dig through the lore to find literally anything we could find to give the aliens cool new options and abilities and to do any more then we have now we would have to start departing from the lore to create all new content for them that wouldn't exist anywhere in the setting as it is now and as it is most of the new shit that we DO have came from colonial marines, as much as everyone may hate that game for sucking it is the ONLY reason we have spitters or crushers at ALL and carriers in the wiki dont even list their source so for all we know they could be COMPLETELY MADE UP.

there ARE other alien forms but unlike in 40k and starcraft, the differences between most of those forms are so minimal we wouldn't even notice for the most part.



im sorry bro but the kind of balance you want just isn't possible with things as they are now, just be glad that the devs arent taking advantage of the fact that aliens exists in the same universe as the terminator and robocop series (given marine balance i would not look forward to facing an army of robots that isn't tied to the same limitations aliens are and who have infinitely bigger guns that use damage types our armor is worthless against)

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Re: Aliens Versus Marines: Balance Edition

Post by Dyne » 18 Aug 2015, 13:57

Aliens currently have a lot of tactical choices, surely less then WH40k or zergs, but not much less, so I really don't understand where so much caps come from.

Masses of fast moving jumpers?- Check
Stealthy hunter/killers?- Check
Neurotoxin and acid spitting monsters?- Check
Big tanks?- Check
Spreading weeds and building fortifications?- Check
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Re: Aliens Versus Marines: Balance Edition

Post by Mycroft Macarthur » 18 Aug 2015, 14:55

compared to the amount of options you have in the examples i listed its not in the same ballpark, same league, its even the same sport anymore.

im not saying the aliens universe is bad, im just trying to point out the kind of balance he wants us to have is essentially impossible given the limitations of the lore unless we began to prioritize gameplay and rebalance the game to a point where it would no longer be recognizable as an aliens game.

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