Remove motion tracking/scent of fear.

KasykKasyk Join Date: 2007-11-12 Member: 62892Members
<div class="IPBDescription">Unknown location of enemies makes atmosphere.</div>MT/SOF spoils the surprice of the unknown. In NS2 I want to feel a little lost, not knowing where the enemy is and when they will attack. What do you think?

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2007
    I guess I don't have any problems with parasite as you need to parasite them first and it is a teamplay element to show other Khaara players where the enemy is. I could be interesting to decrease the detection range of it so it doesn't show you the exact location of the marine troughout the map.

    For motion tracking I guess it would be nice to have it disabled when an alien is within infested areas (dynamic infestation interfearing) so the aliens have an edge on their home turf. And for outside the infested area they could still have stealth and SC.
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    edited November 2007
    How about tuning down MT instead? The marines could have 3 rings on the HUD, each which displays aliens within its own radius. IE, the smallest ring in the middle could detect aliens 5-10m the next 10-20 and the third 20-30m (example numbers). There would be no exact location of the aliens, only south, west, east and north with the range rings. Multiple aliens at the same location (as shown on pic, north) would simply be placed next to each other or overlap when it's over, say, 5.

    <img src="http://img107.imageshack.us/img107/2570/radarnt5.png" border="0" class="linked-image" />

    The 5-10m was intentional, perhaps the motion tracking shouldn't work at super close range.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1660366:date=Nov 12 2007, 04:03 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Nov 12 2007, 04:03 PM) <a href="index.php?act=findpost&pid=1660366"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The 5-10m was intentional, perhaps the motion tracking shouldn't work at super close range.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well if you have LOS you don't see MT on that enemy AFAIK. Having MT limited to non infested areas and/or a certain range of marines sounds like a good idea. It forces the comm to advance/scout to know alien movements. It would essentially work like SoF does now in that respect.
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    i think motion tracking should stay but be less reliable. it could be limited to the minimap/map rather than ur fps view. And it could acidentally pic up movements of other rines, doors moving and other "interference". It could also be abit hazy in its ability to detect aliens, as in sometimes skulks dont get detected. Svenpas idea above sounds pretty good. ANother possibility would be to have the motion tracker work in blips like the ones in the film aliens. as in every 2 secs or so the tracker sends out a blip and refreshes. If the alien was not moving at the exact time the blip pased it it wudnet get picked up, so aliens could learn a skill of moving and stopping every ? secs to aviod detection

    As for scent of fear there was an idea posted a while back about skulks smelling/seeing a trail left by rines. The trail would fade slowly over time. So they dont just get these red circles but instead can see any routes taken by rines through an area in the last ?secs. so if they wanted to track a rine they could just follow the scent.

    keep parasite though, s
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    OMG i am so devided by this thread, honoust, no MC or Scent is going to promote rambos, in my opinion suddenly it doesnt matter if yoru bunny hoping at 80k's a hour people cant react fast enough yet you can. ambushing will be non exsistant. I love ambushing and it needs to be promoted more, to do this MC and scnet needs to stay in, with out it you cant preform slight of hand taktics, baiting will only be possable with line of sight, and so on. the thing with MC is once your all in position and you spring the trap, MC really plays to your advantage, you wait for them to rush that gorge, they are lazy they havent looked up above the door, why should they they have relyed on MC to tell them there arnt any kharaa there. bang one dead squad of marines.
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    "i think motion tracking should stay but be less reliable. it could be limited to the minimap/map rather than ur fps view. And it could acidentally pic up movements of other rines, doors moving and other "interference". It could also be abit hazy in its ability to detect aliens, as in sometimes skulks dont get detected. Svenpas idea above sounds pretty good. ANother possibility would be to have the motion tracker work in blips like the ones in the film aliens. as in every 2 secs or so the tracker sends out a blip and refreshes. If the alien was not moving at the exact time the blip pased it it wudnet get picked up, so aliens could learn a skill of moving and stopping every ? secs to aviod detection"

    It could be incorporated into my idea but it might just make it too useless then.

    "As for scent of fear there was an idea posted a while back about skulks smelling/seeing a trail left by rines. The trail would fade slowly over time. So they dont just get these red circles but instead can see any routes taken by rines through an area in the last ?secs. so if they wanted to track a rine they could just follow the scent."

    Old SoF had a trail of sprites behind the marines which faded after a while. It turned out to be less efficient then the other SC abilities so it was scrapped.

    "keep parasite though, s"

    Yes, skulks are scouts and they should be able to reward their team with targeting marines.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1660429:date=Nov 13 2007, 04:10 AM:name=NEX9)--><div class='quotetop'>QUOTE(NEX9 @ Nov 13 2007, 04:10 AM) <a href="index.php?act=findpost&pid=1660429"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No MT or Scent is going to promote rambos. If you're bunny hopping at 80mpk people can't react fast enough to ambush you. I love ambushing and it needs to be promoted more. I think MT and scent need to stay in. Without it you can't perform slight of hand tactics. For example, baiting will only be possible with line of sight.
    The thing with MT is once you all are in position then you spring a trap. MT can play to alien advantage. You wait for them to rush that gorge, and because of MT they are lazy they won't look up above the door. Bang, you have one dead squad of marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think removing MT/SoF will encourage rambos. It would make it harder to rambo on the marines side(since he's more likely to get ambushed). On the kahraa side I agree a total removal of MT SoF would remove some baiting tactics. It would strengthen teamwork ambushing since the marines may guess a skulk will drop down from above, but they'll be less likely to see the second skulk coming from the vent behind them.
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    Currently I think MT is fine, if you move slowly your not picked up so you can avoid getting your location given way. As for SoF it should go back to being damaged marines/or those under 1/2 health. This would promote more gas use by the lerks to effectively tag light marines for the higher life forms. Although I would not mind it being limited to the mini and pop up map
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    why would you set up a ambush when one sulk comes bunny hoping down through your ambush, into the marines and kills them all, all they hear is tick then suddenly they see orange and die. they don't get a chance to see and judge the speed, aim ahead of the target and open fire just before it gets around the corner.

    Dnd as a marine solo why walk it when you can bunny hop around jump 8 feet out through a door frame the kharaa have no way of gaugeing your current velocity and or movement speed.

    Its just going to be smith and Neos jumping head long around corners at each other trying to duke it out. But with out a matrix mode.
    Why cos it would be more profitable for those with the skill and scripts and everyone will want to be like them.
  • tallmidget22tallmidget22 Join Date: 2007-02-03 Member: 59859Members
    Scent is fine, because I like aliens being able to stalk marines, but MT should remain the same for the commander, but be alittle more limited for the marines. Shortening the Range would make marines have to communicate alittle more about what is going on everywhere else.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited November 2007
    <!--quoteo(post=1660518:date=Nov 13 2007, 10:57 PM:name=NEX9)--><div class='quotetop'>QUOTE(NEX9 @ Nov 13 2007, 10:57 PM) <a href="index.php?act=findpost&pid=1660518"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->why would you set up a ambush when one sulk comes bunny hoping down through your ambush, into the marines and kills them all, all they hear is tick then suddenly they see orange and die. they don't get a chance to see and judge the speed, aim ahead of the target and open fire just before it gets around the corner.

    Dnd as a marine solo why walk it when you can bunny hop around jump 8 feet out through a door frame the kharaa have no way of gaugeing your current velocity and or movement speed.

    Its just going to be smith and Neos jumping head long around corners at each other trying to duke it out. But with out a matrix mode.
    Why cos it would be more profitable for those with the skill and scripts and everyone will want to be like them.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's ridiculous. Marines survive just fine at least half the game without MT and aliens without SoF for most of the game. By your logic every game that doesn't have built in wall hax would degenerate into "Smiths and Neos".
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    I don't think it takes away from gameplay, as it just takes it into another direction. If anything, it adds strategy when you know that they know where you're going. And it's not free either. You have to slap down sensory chambers or research MT to even get it. And it's not cheap either!
  • 2aimless2aimless Join Date: 2007-06-19 Member: 61299Members
    <!--quoteo(post=1661437:date=Nov 21 2007, 06:41 PM:name=MasterPTG)--><div class='quotetop'>QUOTE(MasterPTG @ Nov 21 2007, 06:41 PM) <a href="index.php?act=findpost&pid=1661437"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think it takes away from gameplay, as it just takes it into another direction. If anything, it adds strategy when you know that they know where you're going. And it's not free either. You have to slap down sensory chambers or research MT to even get it. And it's not cheap either!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thats the what i think. If you know where the aliens are you can try somethin against them. Allthough you know where they are alien mobility is incredible until you get jetpack or some well placed phasegates.

    Well the thing also is you see something... huhm its only one alien i got hmg and ha rush it! dang onos!!!
    I would agree if you can exactly see uhh there is a onos and hunt him down all over....
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    If MT didn't work in infested territory it would allow aliens more group strategy though. Let's say marines control a hive but aliens own the area surrounding the hive. The marines wouldn't know the aliens were amassing to push the hive unless they had men/women in the area. However, assuming marines control the areas near MS they would know if a bunch of aliens tried to rush base.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    Looking at all of your ideas, I think I have a solution for you: Advanced Tech Tree and Bio Upgrades

    Basicly, what that means instead of how motion tracking and parasite is now, you have them in levels. So, you might get the cheap but only nominally helpful version of motion tracking, if you continue to research it at increasing costs, like weapons or armor or more chambers, you get the next level, it increases its cost but it increases its effectiveness as well. I suggest that there could be as many levels as you want, depending on what kinds of increments in effectiveness and cost the team is willing to incur. Plus you could have branching specialties that cost extra.

    For example:

    Cost = 0 Level 0 Motion Tracking - Line of Sight only
    Cost = x Level 1 Motion Tracking - Commander sees passive ping blips at intervals
    Cost = 2x Level 2 Motion Tracking - Marines see blips on map that is HUD map that can distract from what is in front of them
    Cost = 3x Level 3 Motion Tracking - Marines see small HUD like SvenPa made a picture of
    + Branch Tech - Scanner Sweep Upgrades (Cost = Levelx(3x/2)^2) Pre-Requisite: Level 1 Weapons
    Cost = 4x Level 4 Motion Tracking - Commander can see blips constantly
    Cost = 5x Level 5 Motion Tracking - Commander can see type of Kharaa
    + Branch Tech - Improve Marine HUD AI program A: Symbol Library v2 (get Commander's bonus as well) (Cost = Levelx(5x/2)^2)
    Cost = 6x Level 6 Motion Tracking - Commander can see health of Kharaa
    + Branch Tech - Improve Marine HUD AI program B: Bio Diagnostics v2 (get Commander's bonus as well) (Cost = Levelx(6x/2)^2)

    And on the Kharaa side it would be similar, only with a flavor less like a tech tree but an organic connecting of abilities into a greater whole. Like basic parasite wears off after a while, but with other chambers added into the mix, you get the marines health, it takes longer to wear off, other team players can see it, make it undetectable to the marine bio diagnostics, etc.

    * Also, I especially like the idea of marine tech like Motion Tracking not working like it should while in a Dynamicly Infested area the Kharaa own.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I like your progression <b>CanadianWolverine</b> except for level 2. An upgrade should never be a step backwards IMO.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1661445:date=Nov 21 2007, 01:58 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Nov 21 2007, 01:58 PM) <a href="index.php?act=findpost&pid=1661445"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like your progression <b>CanadianWolverine</b> except for level 2. An upgrade should never be a step backwards IMO.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Let me clarify. You know how you press "c" to bring up the map of the map and it takes up the entire view of your HUD? You can still see through it, but it is distracting, that is what I was refering to. The increment would be that the blips that the commander could see would be what you see and the marine would not be limited to just line of sight.

    If I was a marine at that tech level, I would travel with other players, then say "cover me" as I look at the map to tell them if we had incoming or not.

    One of the next levels of progression was not having to open the big map to get an idea of incoming, so it would take away less of your view and fingers you are using to direct your marine. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    <!--quoteo(post=1660463:date=Nov 13 2007, 01:06 PM:name=Svenpa)--><div class='quotetop'>QUOTE(Svenpa @ Nov 13 2007, 01:06 PM) <a href="index.php?act=findpost&pid=1660463"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Old SoF had a trail of sprites behind the marines which faded after a while. It turned out to be less efficient then the other SC abilities so it was scrapped.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Quick nitpick, that was phermones, not SoF. Old SoF only worked on injured marines, but it still functioned as it does now with the red circles.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    One of the main things that increase ninjas and rambos in ns classic is when one team figures out the enamy doesnt have MT or SC. its at which point these neos and smith do there fasts best to get into hives or ms seening as if your a marine you can usualy hear the enamy sulks before they hear you in which case you know you can hide in time. or your a fade who can blink in a near instance into ms and take out the AA.

    its the luming threat that yes your enamy could see you could be watching you could be cowardinating, getting ahead and setting up a ambush. That is what slows you down and keeps you cheacking those blind spot, for now a assumption that your enamy doesnt know exsactly were you are and isnt planning a counter is exsactly what will get you killed and spoil your ninja.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    interesting idea - i wouldnt have it off completely but changed some how to increase atmosphere

    having it update less often, or minimap only, or its handheld so that a player can't shoot while its out

    i do like the idea of having it very limited in the infested areas. perhaps in infested areas motion tracking could also detect marines (because of interfence), so you know something is there, but it might be friendlies.
  • KasykKasyk Join Date: 2007-11-12 Member: 62892Members
    You guys have posted some great ideas, it's very interesting to read! :-)
  • nsp-0nsp-0 Join Date: 2007-11-13 Member: 62905Members
    Motion tracking is much too accurate, even cloaked/creeping aliens can be seen sometimes - so aliens must stay still to avoid being seen. If it is to be included, it should be an upgrade for each individual observatory built and work only in the observatory's range?
  • HatlabuFarkasHatlabuFarkas Join Date: 2005-03-09 Member: 44496Members
    i dont wanna remove the scent, or a motion track.

    this is good enought.

    (disagree with original idea)
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    I like the idea of it being less reliable, which would make it less expensive, which would make it more of a feasible gameplay choice for competitive comms, as well as less gamebreaking in pubs. In addition, it would add atmosphere.

    <b>What do you think of the observatory working with true line-of-sight in order to activate MT? If you did that you could make DI (and other arbitrary brushes) block that line of sight and create a "radar shadow" for aliens to hide behind on the strategic level.</b>

    You could even set that up to where it calculated an umbra and penumbra where the deepest part of the shadow gave total concealment from MT and the lesser shadow simply made it less likely that you'd be seen.
  • obsidobsid Join Date: 2003-09-16 Member: 20909Members
    I like having MT/SoF more limited. At least in the case of aliens on DI.
  • SgtHydraSgtHydra Join Date: 2007-11-29 Member: 63046Members
    Here is an idea (or rather, a rationalization for a previous one)

    MT could work on DI, cept that since it is basically a living blob, there'd be hits all over. Behind you, in front, left right, almost everywhere there is DI.

    Since MT is an upgrade, it wouldn't be unfair early game (to figure out the hive, you just follow the aliens... simple enough)

    Plus its similar to the hallucination idea. You are in unfamiliar territory. The Marines should have a disadvantage when on DI. Maybe not AI <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> s, but seeing stuff on MT that isn't there is close enough.

    As a counter, aliens would leave trails of goo, like slugs. Similiar to SoF, cept these are small and are hard to see (though make a slushing sound when you walk on em). Kinda counters the ambushing side of the aliens, and could scare the frak out of a marine who just realized he is dead meat. Plus the aliens could draw them into trap (lets follow the slime trail, says the marine. Follows. Aliens jump out at a choke point)

    Flame if you feel you need to...
  • commofdoomcommofdoom Join Date: 2006-11-02 Member: 58205Members
    <!--quoteo(post=1661437:date=Nov 21 2007, 05:41 PM:name=MasterPTG)--><div class='quotetop'>QUOTE(MasterPTG @ Nov 21 2007, 05:41 PM) <a href="index.php?act=findpost&pid=1661437"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think it takes away from gameplay, as it just takes it into another direction. If anything, it adds strategy when you know that they know where you're going. And it's not free either. You have to slap down sensory chambers or research MT to even get it. And it's not cheap either!<!--QuoteEnd--></div><!--QuoteEEnd-->

    mt is cheap for what it does. which is making skulks without cloak useless. and even then only if the comm is bad and doesn't scan.
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