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How many players should Overwatch have?

Poll: Player numbers (64 member(s) have cast votes)

How many players should there be on the Rebel side in Overwatch?

  1. 5-7 (20 votes [31.25%])

    Percentage of vote: 31.25%

  2. 8-10 (23 votes [35.94%])

    Percentage of vote: 35.94%

  3. 11-13 (8 votes [12.50%])

    Percentage of vote: 12.50%

  4. 14-15 (13 votes [20.31%])

    Percentage of vote: 20.31%

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Firespray's Photo Firespray 18 Jul 2010

Actually reviving is a bit difficult, it is time consuming and you can hardly defend yourself. Being attacked by 7 OW Soldiers and reviving isn't all that easy unless you get someone defending you, but the OW is probably aiming for you first.
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Halsh's Photo Halsh 18 Jul 2010

Not to mention as the amount of players alive increases the amount of troops spawned at any given point is increased, and the Overwatch has the luxury of bringing them all to you, while you wont have your entire team with you. :)
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Ranma's Photo Ranma 18 Jul 2010

Yea, that's why I think the more players the more fun the game will be! Reviving makes a player very vulnerable, often one or more players are guarding the reviving player. I've even had it happen that the guards defending the reviving player died, ending up with the whole team dead, just because they tried to revive a single player. Reviving is not a easy task and can even be a double-edge at times. Which makes it even more fun.

I truly think the more players, the more fun the game will get. The Renegades are all about cooperation and the more players the more teamwork will be used, and the more teamwork to more fun.
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Firespray's Photo Firespray 18 Jul 2010

It also gets increasingly difficult if they decide to spawn some shotgunners for the guy reviving, so that guy dies too.
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Rukus's Photo Rukus 19 Jul 2010

11-13

In Zombie Master 16 players is incredibly crowded and clunky. 11-13 is about the top of the tolerable gameplay scale.
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Sir Quissibell of Nargeles's Photo Sir Quissibell of Nargeles 19 Jul 2010

Wrong, the server I go onto almost always has 16 players on, it only lags when the zm commits EPIC SHAMBLER SPAM
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Firespray's Photo Firespray 20 Jul 2010

16 Player zombie master servers are clunky? I can't really agree with you there, 16 is like the perfect number for ZM.
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p0wer pwn's Photo p0wer pwn 21 Jul 2010

i ussually think more the merrier, however this would be a little more challenging for the OM (Overwatch Master - Pun to Zombie Master)
however i think even in ZM u can get up to 15 players in one team, maybe more i dont know since i dont make servers.

but yeah probably about 8 - 10, howeber ill vote the highest since it be fun for more people. Just harder for Overwatch

on ZM its ussually fine, only bad ZM's make servers crash (or barrel rubbing) i guess we will wait and see, try experimenting with both
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OJ191's Photo OJ191 22 Jul 2010

IMO it should be a player count of 9:

4 lots of 2 rebels
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Assigir's Photo Assigir 22 Jul 2010

it would be nice if the player count could be configured to the map, and to have a console command for servers that wants more or less players
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Lt_Sherpa's Photo Lt_Sherpa 25 Jul 2010

One note though, you kind of need a consistency between maps. If you went from a 16 player map to an 8 player map on a server, then 8 players would either have to sit in spectate mode or be kicked from the server.
One way I've seen this handled was to have 16, 32, and 64 player versions of the same map, where smaller player counts loaded a smaller version of the map. The servers could override this though, so you might have 64 players on the 16 person map, which was quite hectic.
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mahaugher's Photo mahaugher 28 Jul 2010

It would be cool to see a variety this way the game wouldn't feel repetitive. You could go into different servers with different player counts.
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Sev's Photo Sev 28 Jul 2010

I would have to go from a range of 5-7 to 8-10 The overwatch could not possibly win against higher rebel numbers.Plus the commander would always be like this :wallbash:
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Lt_Sherpa's Photo Lt_Sherpa 29 Jul 2010

It really just depends on the overall balance. Right now, the capability of the overwatch is rather limited, so he can only take on a few Resistance members at a time. But once the AI is hammered out and controlling the combine becomes less clumsy, he should be able to take on larger forces.
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cyberdaemon's Photo cyberdaemon 29 Jul 2010

Maybe in a future there could be more than 1 overwatch player? There could be lets say 2 overwatch players, both have theyr own forces.They are like 2 battalions in a battlefield, that must cooperate in order to lead theyr forces to victory.They both start and get theyr forces from different locations.But now i feel like 4-5 is the most i want to play with.Haven't played the game, as its not really released yet.At least i couln't find any working download link.
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Halsh's Photo Halsh 02 Aug 2010

One of the problem I foresee with any kind of teamwork on the Overwatch team without a clear hierarchy is the "You fucked up!" "No, you fucked up!" "WAAAAAAAH!!!" that'll occur whenever they lose. With the Resistance I haven't seen this happen because you are responsible for you, maybe for someone near you if they're doing something that makes them vulnerable, like reviving someone, but generally if you die it's your problem; you still have the option of being revived if you're a complete tool too. On the Overwatch side, there is no "death" for the players, only the units they control, so if something goes south, it's because you were out-played; if you're the only one on the team, you can either admit you got beat and work on it or bitch about it and how OP/UP stuff is(I hope the latter never happens, but communities can go sour real quick).
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Generalvivi's Photo Generalvivi 13 Aug 2010

I think 5-7 is ok but my favorite is when its just 4 rebels vs 1 Overwatch. For some reason the mod feels like it should be played this way.
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broken arrow's Photo broken arrow 20 Aug 2010

8-10 would be good. You could split them into 2 groups of 5? :question:
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ForeverSoldier's Photo ForeverSoldier 20 Aug 2010

View PostAndY, on 13 July 2010 - 11:37 AM, said:

The RTS player could be limited to one unit and a set of traps/environment triggers. It's a neat idea.

There was a mission in C&C Red Alert where you had to move one unit inside of an enemy base.. Anyone remember its name?

I remember it, partially. you had to move a spy around the base with no guns and somehow get into a secured building... that would be challenging if the map doesn't randomize. It would get memorized by the resistance after a while.

as for player count, I think 8's fine for what maps there are now, any more and it would feel like rushing a mob into battle on both sides instead of trying to outsmart the other guy. And as Sev said, I would generally be going :wallbash: :rant: :wallbash:
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Alchemistlord's Photo Alchemistlord 21 Aug 2010

Yea, I think I remember that mission too. was it with Tanya or something? (Was it spelled like that? I keep thinking it has an O in it)

Also, I think 8-10 players is fine, except it doesn't feel right when servers have that amount of players. Having like 9 Resistance players and 1 Overwatch is pretty overwhelming, you are gonna need to do a lot of thinking and tactics or then it's almost impossible to win.
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