Commander-controlled Probe/Orb
Sarisel
.::' ( O ) ';:-. .-.:;' ( O ) '::. Join Date: 2003-07-30 Member: 18557Members, Constellation
<div class="IPBDescription">or just marine-controlled?</div>This idea is intended to connect the commander to a more FPS-like experience, with casting of spells for example (like mentioned in one of the podcasts), without making the effects seem like they are an "act of god" (effects just appear all of a sudden). It involves the commander researching a technology that allows him to construct a flying probe that can be used to fly around the actual map in free-look mode. This probe would be interfaced to the command chair, of course, so the commander would still be able to give med/ammopacks (if they are still in NS2) and research buildings while navigating around the map with the probe.
The probe design could vary, but I was thinking of a floating metallic sphere with appropriate electric visual effects and some kind of anti-gravity hum - the usual with floating anti-gravity orbs in sci-fi.
The motion mechanics are much like what you would experience while playing the classic Descent, Freespace, etc. You would have 360 degree rotation of your camera view.
So, how does this probe add to the gameplay?
- it would allow the commander to move around the map in free-camera mode, which makes room for a variety of new ways for the commander to interact with the map, cast spell-like effects that will originate from the probe
- espionage and recon without the need of scanning, which gives away the commander's interest in a particular part of the map (read: aliens send reinforcements when a crucial area of the map is scanned and the scan is detected)
- since the probe would be vulnerable, its use would be exciting (imagine avoiding alien jaws and claws pretty much while flying around)
At this point, there are other ways that it would add to the commander's experience, but its use could be extended to actual players. Depending on the role of the commander in NS2, the control of a probe on top of the regular commander responsibilities could be overwhelming. Therefore, it may be better used by actual marines that are on the field.
The probe would obviously cost resources and would require the research of the appropriate technology. If a building was constructed that would produce such probes, another marine could be selected (by the commander) as a probe-pilot. By "using" the building, the marine would enter it and interface with the probe's controls (i.e. the building is like a commander chair but only for the probe).
From here on, multiple possibilities are available for the probe's use, some of which were already listed:
- recon
- espionage
- placing phase gates and other technologies (cameras, traps)
- building other structures faster than a regular marine (resource towers)
- welding/repair
- bombs? (questionable)
- limited ability of melee or field-like attack (lerk vs. probe anyone?)
- ranged attacks (this would require some more upgrading of probe technology, a late-game development?)
- mini-games
There are plenty of other applications which can probably be thought up.
As I said, the probe would cost resources and would be vulnerable (HP/AP) to attacks. The probe-pilot could be ejected by the commander or team. Alternatively, if team res is separate from player res, a marine player could purchase control of a probe.
How many probes would there be in total? Perhaps the commander could build as many probes as he wants to be on the field. Each costs resources and has to be rebuilt (if desired) after it is destroyed. There could be server limits, but honestly the tactical advantage of an army of probes is not great if properly balanced. It would be interesting, though, if you could upgrade probes enough to make them a viable tactic for ending the game.
The probe design could vary, but I was thinking of a floating metallic sphere with appropriate electric visual effects and some kind of anti-gravity hum - the usual with floating anti-gravity orbs in sci-fi.
The motion mechanics are much like what you would experience while playing the classic Descent, Freespace, etc. You would have 360 degree rotation of your camera view.
So, how does this probe add to the gameplay?
- it would allow the commander to move around the map in free-camera mode, which makes room for a variety of new ways for the commander to interact with the map, cast spell-like effects that will originate from the probe
- espionage and recon without the need of scanning, which gives away the commander's interest in a particular part of the map (read: aliens send reinforcements when a crucial area of the map is scanned and the scan is detected)
- since the probe would be vulnerable, its use would be exciting (imagine avoiding alien jaws and claws pretty much while flying around)
At this point, there are other ways that it would add to the commander's experience, but its use could be extended to actual players. Depending on the role of the commander in NS2, the control of a probe on top of the regular commander responsibilities could be overwhelming. Therefore, it may be better used by actual marines that are on the field.
The probe would obviously cost resources and would require the research of the appropriate technology. If a building was constructed that would produce such probes, another marine could be selected (by the commander) as a probe-pilot. By "using" the building, the marine would enter it and interface with the probe's controls (i.e. the building is like a commander chair but only for the probe).
From here on, multiple possibilities are available for the probe's use, some of which were already listed:
- recon
- espionage
- placing phase gates and other technologies (cameras, traps)
- building other structures faster than a regular marine (resource towers)
- welding/repair
- bombs? (questionable)
- limited ability of melee or field-like attack (lerk vs. probe anyone?)
- ranged attacks (this would require some more upgrading of probe technology, a late-game development?)
- mini-games
There are plenty of other applications which can probably be thought up.
As I said, the probe would cost resources and would be vulnerable (HP/AP) to attacks. The probe-pilot could be ejected by the commander or team. Alternatively, if team res is separate from player res, a marine player could purchase control of a probe.
How many probes would there be in total? Perhaps the commander could build as many probes as he wants to be on the field. Each costs resources and has to be rebuilt (if desired) after it is destroyed. There could be server limits, but honestly the tactical advantage of an army of probes is not great if properly balanced. It would be interesting, though, if you could upgrade probes enough to make them a viable tactic for ending the game.
Comments
I dont really like the commander controlling things from a probe, the current system just seems to work much to well.
but what i do find interesting is how you mentioned a builder probe. it immediately sparked images of a hovaring skorpion type drone with say 4 small mechaincal limbs and a 5th large limb with a welder on the end.
This builder drone would be commander controlled - think of this, it wouldn't be able to fight, (or atleast do a tiny ammount of damage with its welder) but the advantage to the commander would be that it would always follow orders!
Nobody building left in marine spawn to build the obs? why get out of the chair when you can let the builder drone do it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I would have it move slower than marines, but have more resistance to projectile attacks, and of course immune to spores, perhaps even bile bomb. like you mentioned it could build at the speed of say 2 marines due to its multiple limbs.
it could even be upgradable as a probe, making it faster, but much less hitpoints and vunerable to all sorts of damage. for general survellance or for follow a group of marines as a means to detect cloakers. I don't think probes should do any damage though, its not much fun fighting AI controlled robots for the alien team.
i would limit it to 1 or 2 on the field at the same time. of course there would have to some measures involved so these drones/probes aren't abused. like blocking an onos etc.
I was initially thinking of having players control the probes, but an automatic AI control to it is actually an interesting take too. As you said, that would definitely remove the reliability of the commander on marines for building tasks. It would also allow the marines to focus on actual combat scenarios, which is usually what happens anyway.
This is sort of like the guide bot in Descent 3 - if you've ever played it. You could deploy a bot that could scout the surrounding area, guide you around the map, and do several other neat things.
As for blocking other players, that could simply be eliminated by making the probe small and displaceable as an object in the air (I think the engine is modern enough to handle this). If it got in the way of another player, it would be brushed aside or knocked away.
AI controlled drones would be fun. I think there is also an application for player-controlled probes. Vehicles are very entertaining (it brings back memories of aircraft in Tribes, when I first played it) and this would be an application of vehicles in NS2. Come to think of it... an entire technology tree branch for robots and vehicles sounds intriguing.
I foresee the builder bot as a huge target for early rushes.
What I would really like to see is a mobile armory. My vision is a sort of robot that looks like a starcraft dragoon with 4 legs that could follow a group of marines around allow the marines to remotely switch weapons if needed and resupply. It would not be able to attack and would be much slower than marines. It ties the commander to his marines on the field because he controls the movement of the resupply bot.
Along the same lines I want the commander to have the ability to move several other buildings including the turret factory (giving you much needed flexibility and allowing you to fix accidental drops). Make them move very slow but able to reposition them.
DR: Agree with the builder bot. While moving structures would be neat, I don't think they would be very practical - at least not the armory. Marine movement is usually pretty fast and it is more convenient to just rebuild an armory somewhere rather than have a slow moving robot following you around and possibly getting stuck. The TF idea is interesting, but it would probably be easier to just "unanchor" the building and let marines move it themselves, for example by pushing it on wheels/tank treads.
I don't know why, but this put the image of a marine on a slow, unwieldy, but drivable pushcart in my head.
^^^
Already mentioned.
^^^
Already mentioned.<!--QuoteEnd--></div><!--QuoteEEnd-->
which should have gone into the other countless DI related threads.......
Obviously not a flying spider but I mean with the control dock and usage etc..
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