The Best FPS Multi-player is a Game You'd Never Consider

The Vault Dweller

always looking for water.
First let me remind you of a few things...I'm been playing games for half of my life and mostly on PC. I play games of all genres, but I strongly prefer worthwhile ones. You've known me as a consistent and informed poster on these forums for years now and I'm hoping you'll all keep this in mind so I can get my point across before you all try to hang me.

Command and Conquer Renegade is the best multiplayer I've ever experienced by far in a FPS. There I said it. Here's why I think it's great and also an offering of agreement on why it's ok to think it's otherwise a terrible game:

First let me tell you I've seen too many great series either die or force fans to deal with occasional bad sequals to changes in game design to appeal to the masses. In this case taking a RTS series and making a spin-off FPS. I like all of you would never support such an idea and wouldn't buy any game in order to avoid giving support to any company that would try this. However I didn't buy Renegade...it came with the "C&C The First Decade" pack which I bought since I missed out on some of their old RTS games. I decided to play it just to see if it was as bad as it supposedly was.

The single player is a mixed bag. One the one hand it is pretty badly designed and generic. However it is very fun to see alot of stuff in the C&C universe from first person. The story telling is...dependent on personal opinion. Taken by itself it's atrocious...however taken into account the nature of the FMV's from C&C Tiberian Dawn I get the impression the storytelling was meant to be campy and somewhat off-serious which in my opinion makes it very good.

Really what I want to talk about is the multiplayer. It is very different in a way that is simple enough for a newb to understand yet complicated enough to take a long time to master.

It all revolves around the fact that completely unlike any FPS your goal isn't to score points with kills or flag captures. Your goal is to destroy the enemy base while also preserving your own. I know sounds simple doesn't it? Actually it's very, very deep.

You see every building you destroy not only brings you closer to winning the game...it also creates hardships for the opposing team due to the fact that the structures themselves provide certain things. Like this;

-Refinery: Gives you money through the processing of Tiberium (a tiny amount of credits every second). Also serves as a drop-off for the harvester (which brings in 300 credits a load for each player).

-War Factory/Airstrip: Allows players to order vehicles. Also replaces harvester for free if it's destroyed. (You need both a harvester and a refinery to gather tiberium so you need both the refinery and wf/air.)

-Barracks/Hand of Nod: Allows players to upgrade from the free infantry they start as to more powerful forms. Like this "light infantry<medium infantry<heavy infantry<hero".

-Power Plant: By itself it does nothing, but if destroyed any base defenses stop operating (if they need power) and all other buildings operate at half-efficiency. This means that all things bought cost double and also the refinery only produces half the credits.

-Obelisk/Advanced Guard Tower: Shoots quickly and powerfully without missing. Allows you to defend with less players.

-Guard Tower/Turret: Weak base defense. Uses no power.

-Repair Pad: Repairs vehicles without player assistance.

Now your all wondering just what matters with credits and stuff to buy. You see as long as you control a refinery you gain a small amount of credits constantly as well as a large amount on occasion if your harvester survives. As well you also gain large to small amounts of credits for damaging/killing enemies. You use these credits to buy vehicles or infantry allowing you to gain such advantage that you can go from fighting for control of the field (area between bases where tiberium is harvested) to fighting to destroy a base. This can get very complicated. One example:

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My team has alot more experienced players and we manage to gain control of the field in the first few minutes. With our harvester gathering tiberium safely and theirs getting destroyed we earn about 1/4 mroe credits. When they buy some decent vehicles and medium infantry we then buy heavy vehicles and heavy infantry. We then keep the field and take the fight to their base. Our vehicles attack their structures so they have infantry become technicians and engineers to repair them and types of infantry to kill vehicles. We counter by having infantry such as techs and engineers to repair the vehicles and snipers to kill their anti-vehicle infantry. While all this is going on however our team is scoring more since were attacking expensive structures and their is making less. Eventually we replace all we lose, but they are forced to replace their infantry with weaker types (mostly light). Then things get more interesting.

With them so weak we only need a few vehicles and hitting them to keep them occupied. The rest of us either get heros and break into the structure and plant explosives on the main control terminal (takes double damage from attacks) or kill the techs/engineers who are repairing it to get the structure destroyed or we buy heros and one of us gets a targeting beacon instead. The person with the beacon is escorted by the heros/vehicles and plants the beacon near a structure. If we defend it for 30 seconds (techs and engineers can disarm them) the beacon targets a nuke or ion cannon (if your Nod or GDI respectively) and kills the building with one attack even if from the outside.
-

Games can get very complicated depending on whether the teams are coordinated and how they play. Sometimes they all get vehicles and try to stomp you out. Sometimes they get a squad of heros and try to infiltrate your base and break into a building. Usually both of these with one group distracting while the other actually succeeds works.

Also the maps can be very fun. Some servers have the simple company made maps and others have the unique player modded maps which often take place in very interesting and canon appropriate environments. Also while the Nod attack cycle was removed due to Nod having one more vehicle and having a vehicle that was early game anti-vehicle than GDI modders added it back in then compensated by giving GDI a humvee with a missile launcher. Although GDI didn't have that in Tiberium Dawn it makes the vehicles even and gives both teams early game anti-vehicle vehicles just like how they have early game anti-infantry vehicles with the GDI humvee and Nod buggy.

I doubt you can find the game for sale since it's so old (from 2001 I think), but I'm certain some of you bought the recent C&C collection and probably have Renegade, but never bothered with it.

I hope you respect my opinion and try to consider what I said or even try the multi-player before you bash me.

Sincerely,
The Vault Dweller

*EDIT*

I can give alot of interesting gameplay scenarios if anyone asks, but I won't write them until then since it seems I've already written way too much.
 
The objective of the game actually sounds pretty fun.

I dislike most FPS games because its all based on Kills.
What about deaths? Your death = the other teams score.
Modern FPS games should be rewarding players for not dying.

If one person gets 30 kills and 32 deaths and another guy gets 5 kills and 0 deaths.
The 2nd player helped his team win more, than the first player did.
The first guy actually hindered his team, not help.
 
Lost Metal said:
The objective of the game actually sounds pretty fun.

I dislike most FPS games because its all based on Kills.
What about deaths? Your death = the other teams score.
Modern FPS games should be rewarding players for not dying.

If one person gets 30 kills and 32 deaths and another guy gets 5 kills and 0 deaths.
The 2nd player helped his team win more, than the first player did.
The first guy actually hindered his team, not help.

Thats true. Here think of this. If one player gets 30 kills of light infantry and 30 deaths as light infantry he earns the same credits for his team as the other team earns from his deaths. Also the credits earned are based on unit value. Killing a hero gets you a big check and killing a light infantry gets you a little change.

Also if anyone is considering playing it remember to download Renguard a fan-made anti-hack that is needed for alot of servers since the game is so old and alot of hacks have been made.

http://www.renguard.com/

As well it also adds a lot of little nice things like voice responses and stuff. It's free of course.

Sincerely,
The Vault Dweller
 
im going to be honest with you, i thought renegade was very fun single player but i never tried the multiplayer, i tried to get it to work one day but...meh.
 
cody92 said:
im going to be honest with you, i thought renegade was very fun single player but i never tried the multiplayer, i tried to get it to work one day but...meh.

Since the time the game was released EA gave permission for XWIS an independent server operator to keep Renegade servers online at no cost. To get on you don't make an account you simply try to login with a name and password and if either don't exist it creates them. Look here;

http://strike-team.net/nuke/html/modules.php?op=modload&name=News&file=article&sid=83

Sincerely,
The Vault Dweller
 
Dude... Vault Dweller.... Play Natural Selection. It's a Half-Life 1 mod...

I think it has everything your craving from an online FPS.


http://www.unknownworlds.com/ns/


Natural Selection (NS) is a modification for the computer game Half-Life. Its concept is a mixture of the first-person shooter (FPS) and real-time strategy (RTS) game genres.

The game was created by Charlie 'Flayra' Cleveland, who later founded the company Unknown Worlds Entertainment. Natural Selection v1 was first publicly released on Halloween 2002, and is presently at version 3.2. A complete change log for the various Natural-Selection versions can be seen on Bry's Natural Selection website as well as downloads for older versions of the game. Production of Natural-Selection 2 is underway. The official Natural Selection forums and constellation money donation system were disabled for months due to repeated hacking attempts, but have since been brought back up with the announcement of Natural-Selection 2.

The game features two teams: Kharaa (alien species) and Frontiersmen (human space marines). The alien vs. human conflict is a common science fiction theme, notable examples being the StarCraft game and the 1986 film Aliens. It should be considered that the visible Kharaa "units" are actually simply the spawn of the real Kharaa (aliens) which are microscopic life-forms according to the NS story line.


Gameplay

Natural Selection is played primarily in the first-person perspective, using atmospheric maps of spaceships or space stations, which have been invaded by the Kharaa.

There are two game modes in Natural Selection: Classic and Combat.

[edit] Classic game mode

Classic is the original Natural Selection game, mixing action and strategy elements.

In this mode, one member of the marine team must enter the "command chair" to lead the team. From here, he can purchase upgrades, issue movement orders and drop supplies - all from an overhead perspective, as in many RTS games. The commander can also place buildings, although these are inactive until built by players in the field. The role is somewhat similar to the Intelligence Officer of Global Operations in that it is provided an overview of the map, though the ability to place objects and control is much more extensive. A similar 'commander' mode can also be seen in Battlefield 2 and the Empires modification for Half life 2.

The alien team has no defined leader, and so must communicate and co-operate to ensure different roles are fulfilled as needed. They too extend their control by building, to do this they must first gestate into the Gorge evolution. Kharaa "Hive Sight" reveals teammates through the walls and structures of the map, this was originally their answer to the commander with his top-down overview of the game. However in later versions both teams have gained substantial advantage from the addition of a map hotkey. This overlays the whole level, showing teammates and friendly structures; plus enemies and structures currently in view of comrades, and areas under attack.

The aliens start with one active hive, randomly chosen from the 3 hive spots of the map. Active hives heal damaged aliens and respawn dead players. Marines spawn in a set location on the map, and spawn from Infantry Portals, which can be built in a set radius of the Command Chair. Healing and ammunition can be dropped by the commander in 'packs' (at a cost) or obtained free from an Armoury.

The teams compete for territory, and critically for the resources ('res') it offers. The currency for both sides, resources are obtained by building resource towers to tap the nozzles sited around the map. This is another area where the teams have a key difference - while marines draw on a common pool of resources, each alien accumulates a personal store. This further increases the requirement for teamwork on the alien side, to achieve the right balance of hives, lifeforms, resource towers and chambers.

The game ends when one side has destroyed the other's ability to survive. For the Frontiersmen (marine) side, this usually entails destroying all alien hives, ensuring no further alien players may respawn, and then hunting the rest down. For the Kharaa (alien) side, winning requires destroying all marine "Infantry Portals", ensuring that they do not respawn, and then eliminating the rest of the marines. Other possibilities exist such as destroying the command chair, or destroying all finished hives, and killing the whole alien team before the remaining hive is fully grown.

Game duration has varied through the game's development. In v1, games were slower and often measured in hours. One of the stated aims of v2 was to address this, by introducing a broad range of changes to abilities, structures, etc. In current releases (v3), a typical game lasts 15-30 minutes, but can run over an hour, with both sides vying for control over strategically important Hive Rooms and Resource Nodes.

The stark asymmetry between the two sides makes "balancing" Natural Selection a difficult and perpetually contentious issue. Almost every release includes some balance changes, most via tweaking of numerical values - e.g. damage inflicted by a certain attack, or time taken to complete a certain building. The difficulty of balancing the game is complicated by the need to address varying levels of skill and numbers of players. Competitive games are normally played 6v6, whereas it is not uncommon for public Internet servers to have 20 slots (allowing 10v10) or more. Skill is more difficult to quantify, but one can regularly observe members of top clans achieving high kill:death ratios against experienced non-competitive players.
 
That actually sounds like something I might enjoy, for the most part, multiplayer games are hollow, especially in the vein of fps games. Whats needed is innovation and purpose other than "bam your dead, bam your dead, bam your dead, bam im dead ad infinitum"
 
Wow Dopemine Cleric! That sounds awesome. I mean just a mod for HL1 that trys to do such a thing catches my attention and keeps it with the fact they've completed such a project. Not to mention that from what I read there it seems it's just as simple yet deep like Renegade. Since I loved HL1 and also that mod sounds like all the reasons I love Renegade I'll have to try it. Even if it means having to re-install HL1.

Though I haven't played it it already sounds a bit better as an overrall design than Renegade due to the "command chair" idea. In Renegade people do effectively coordinate by one person giving orders and others taking them. However it's on a necessary basis. If no one chooses to give orders no one coordinates yet in Natural Selection the person given the command chair has that job so there will always be someone overseeing the battle and attempting to coordinate. Also whether someone is coordinating or not in Renegade there is nothing that lets you see the whole map to make decisions.

I'm amazed...just the fact I found one game that lets me add huge amounts of strategy to a FPS is lucky enough since cross-genre games are often badly done, but here I have another.

With Great Gratitude,
The Vault Dweller
 
Try building an extra command chair in a vent area, I think there's one map that only skulks could get at it, and a normal turret can take care of them.

That is unless they fixed that vent :P

However, one thing I didn't like about NS past like 1.5-2.0ish is when they stopped allowing the hide-and seek at the end of the round, when the last hive fell, the skulks and lurkers would scatter to the winds, it was quite a lot of fun hunting them down...
 
Renegade multiplayer was pretty awesome. Unfortunately they never quite got the netcode right.

I remember how cool it was to fly helicopters after one of the many patches.
 
HoKa said:
VD do yourself a favor and play Counter-Strike.

I remember that game. Great shooter and some good use of tactics with the different players on your squad having different weapons. However the goal is the same...kill the opposing team. I'm bored of that.

Sincerely,
The Vault Dweller
 
The Vault Dweller said:
HoKa said:
VD do yourself a favor and play Counter-Strike.

I remember that game. Great shooter and some good use of tactics with the different players on your squad having different weapons. However the goal is the same...kill the opposing team. I'm bored of that.

Sincerely,
The Vault Dweller

Counter Strike never was and never will be like that :P

However the game Red Orchestra is like that, allthough the goal is not to kill the oposing team, but instead objective / Search and destroy based.. well I haven't played all game modes yet to be honest, but it's a great multiplayer FPS.
 
lolz youz n00b VD, all dem pr0 playaz know taht a pr0 score iz da best!

And honestly, play the old Enemy Territory for some good team-based action.
 
isn't life mostly a rinse & repeat fest?

it's just a matter of perspective. :)
 
I preferred NS before the 2.0 patch. forget why, though... co_ maps i really can't stand. but it's a fun mod and worth trying out, though honestly it would be hard to compete nowadays if you're new.
 
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