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How many players should Overwatch have?


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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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#41 Firespray

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Posted 18 July 2010 - 02:19 PM

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.

#42 Halsh

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Posted 18 July 2010 - 06:43 PM

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. :)

#43 Ranma

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Posted 18 July 2010 - 08:27 PM

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.

#44 Firespray

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Posted 18 July 2010 - 09:09 PM

It also gets increasingly difficult if they decide to spawn some shotgunners for the guy reviving, so that guy dies too.

#45 Rukus

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Posted 19 July 2010 - 01:19 AM

11-13

In Zombie Master 16 players is incredibly crowded and clunky. 11-13 is about the top of the tolerable gameplay scale.

#46 Sir Quissibell of Nargeles

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Posted 19 July 2010 - 01:30 AM

Wrong, the server I go onto almost always has 16 players on, it only lags when the zm commits EPIC SHAMBLER SPAM

#47 Firespray

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Posted 20 July 2010 - 01:29 PM

16 Player zombie master servers are clunky? I can't really agree with you there, 16 is like the perfect number for ZM.

#48 p0wer pwn

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Posted 21 July 2010 - 01:24 PM

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

#49 OJ191

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Posted 22 July 2010 - 06:12 AM

IMO it should be a player count of 9:

4 lots of 2 rebels

#50 Assigir

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Posted 22 July 2010 - 03:34 PM

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

#51 Lt_Sherpa

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Posted 25 July 2010 - 05:59 PM

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.

#52 mahaugher

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Posted 28 July 2010 - 04:59 PM

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.

#53 Sev

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Posted 28 July 2010 - 08:33 PM

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:

#54 Lt_Sherpa

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Posted 29 July 2010 - 08:32 AM

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.

#55 cyberdaemon

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Posted 29 July 2010 - 12:30 PM

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.

#56 Halsh

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Posted 02 August 2010 - 01:00 AM

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).

#57 Generalvivi

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Posted 13 August 2010 - 08:45 PM

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.

#58 broken arrow

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Posted 20 August 2010 - 08:27 PM

8-10 would be good. You could split them into 2 groups of 5? :question:

#59 ForeverSoldier

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Posted 20 August 2010 - 09:59 PM

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:

#60 Alchemistlord

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Posted 21 August 2010 - 06:52 PM

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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