Natural Selection II Q&A Batch 1
project_demon
Join Date: 2003-07-12 Member: 18103Members
<div class="IPBDescription">ask your questions here.</div>I'm attempting this Q&A method, hopefully the devs. can spare some of their time to answer some of our questions (if not in here maybe in their weekly videocast), but if not i completely understand. Just trying to make it easier for the devs. to see the communities' questions without having to search the forums. I'll keep this thread updated.
So basically if you have a question to ask the developers, this is the place to ask it.
Please try to keep it as <b>clear</b> and as short as it could be, also keep in mind that the game is still in development so nothing is final.
<u>PLEASE do not discuss ideas in this thread, nor comment on someone else's question (unless you're 100% sure that you know the answer), thank you.</u>
<b>Q1.</b> (by project_demon)
There's been some talk about implementing a commander mode for the aliens, i was wondering if we could get some more information about this, like how will it work, will it be like the marine commander (build buildings, research upgrades, etc.) or will it be something else. I just would like to know what you guys are planning for the alien commander.
<!--quoteo(post=1668699:date=Jan 28 2008, 01:48 PM:name=Flayra)--><div class='quotetop'>QUOTE(Flayra @ Jan 28 2008, 01:48 PM) <a href="index.php?act=findpost&pid=1668699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->An Alien Commander will <b>ONLY be included if it is totally unique and not like the Marine Commander</b>. You absolutely won't see an Alien Comm. dropping medpacks and giving orders to squads of aliens. It's just not going to happen, there would be no point. More important than an Alien Commander is <a href="http://www.unknownworlds.com/ns2/about/" target="_blank">two unique sides</a> (it's first in the list and definitely the most important point). The only reason I think we will have an Alien Comm. at all is to unify the resource model and make the game more uniform and balanced at all server sizes. <b>If it feels generic or removes the uniqueness from the aliens, it will be removed</b>.<!--QuoteEnd--></div><!--QuoteEEnd--><i>This answers some of our questions concerning the alien commander, i hope you can inform us more about it.</i>
<b>Q2.</b> (by project_demon)
I've heard that there will be a flame thrower for the marines, hence making it a new weapon. I was just wondering if there will be new weapons/classes for the aliens as well. I understand if you're unable to answer this question at this time.
<b>Q3.</b> (by Radix)
How will the movement system work? If you plan to remove bunny hopping, does that preclude the possibility of an <i>equally potent</i> degree of airspeed control as was seen in NS? And what (if anything) are you planning to fill the tremendously deep chasm this loss of gameplay dynamics will create? It would be nice to see an even deeper game than what we're used to, not only in game design but also in regard to the nuances of player combat - can we look forward to this?
<b>Q4.</b> (by ChromeAngel)
If the hive is connected to the ceiling and the tentacles need to touch the floor, doesn't that mean all hive rooms have to be the same height ceiling to floor? Might get a bit samey. Procedural models for the tentacles or ceiling tendons would get around that, but would seem to be tricky to do in Source.
<!--quoteo(post=1668568:date=Jan 27 2008, 01:35 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE(Squeal_Like_A_Pig @ Jan 27 2008, 01:35 PM) <a href="index.php?act=findpost&pid=1668568"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right. I actually talked about that a bit, but I think it might have gotten edited out of the final vidcast. I was thinking that the "ceiling tendons" the hive hangs from would have varying lengths. This would either be done procedurally, or, more simply, there would be several versions of the hive model, with varying tendon lengths, that the mappers could choose from, allowing the mappers to have more flexibility in the height of their hive room ceilings.<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>Q5.</b> (by Enigma)
Recent TF2 patches Valve has released have catered completely toward a public style of play, crippling many aspects of competitive play in the process. Are you/will you be considering higher competitive levels of play in your development decisions?
<b>Q6.</b> (by afratnikov)
Can you give more details about the marine weapon distribution system? How much control will marine soldiers have over what weapons/equipment they get? (Will there be marine classes?)
<b>Q7.</b> (by afratnikov)
Will there be turrets in NS2? Will there be more turret options for both marines and aliens? How big a part will non-player-controlled objects be (turrets, weldbot, glowies)?
<b>Q8.</b> (by afratnikov)
Are you focusing on making a great game or also a commercially successful game?
<b>Q9.</b> (by afratnikov)
What will be your priorities when balancing the game? Novice players or competitive NS2? How will you play test the game? (I can link podcasts where they discussed the last question)
<b>Q10.</b> (by afratnikov)
Will you balance the game for a particular team size (5v5 for example)? Will the game be scalable for other-sized teams? Will there be varying sized maps and will they have recommended number of players?
<b>Q11.</b> (by afratnikov)
How will infestation work? How will it spread? How will it be removed? How will it affect the map? Will aliens get benefits when in infested areas? What (if any) will be alien commander's connection to infestation?
<b>Q12.</b> (by afratnikov)
Talk more about marine and alien spells. Will there be direct damage spells/buffs/debuffs? Will they cost res or be on timers?
<b>Q13.</b> (by Dogbite)
Are you building teamwork into the gameplay of NS2 so that it needs to happen at the public level and not just in organized play, and if so how?
<b>Q14.</b> (by Radix)
a) Please define "Unified Resource Model."
b) Given a definition for a, why is an alien commander necessary in order to accomplish that goal?
c) If there is little rationale for b, then why is an alien commander being considered for NS2?
So basically if you have a question to ask the developers, this is the place to ask it.
Please try to keep it as <b>clear</b> and as short as it could be, also keep in mind that the game is still in development so nothing is final.
<u>PLEASE do not discuss ideas in this thread, nor comment on someone else's question (unless you're 100% sure that you know the answer), thank you.</u>
<b>Q1.</b> (by project_demon)
There's been some talk about implementing a commander mode for the aliens, i was wondering if we could get some more information about this, like how will it work, will it be like the marine commander (build buildings, research upgrades, etc.) or will it be something else. I just would like to know what you guys are planning for the alien commander.
<!--quoteo(post=1668699:date=Jan 28 2008, 01:48 PM:name=Flayra)--><div class='quotetop'>QUOTE(Flayra @ Jan 28 2008, 01:48 PM) <a href="index.php?act=findpost&pid=1668699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->An Alien Commander will <b>ONLY be included if it is totally unique and not like the Marine Commander</b>. You absolutely won't see an Alien Comm. dropping medpacks and giving orders to squads of aliens. It's just not going to happen, there would be no point. More important than an Alien Commander is <a href="http://www.unknownworlds.com/ns2/about/" target="_blank">two unique sides</a> (it's first in the list and definitely the most important point). The only reason I think we will have an Alien Comm. at all is to unify the resource model and make the game more uniform and balanced at all server sizes. <b>If it feels generic or removes the uniqueness from the aliens, it will be removed</b>.<!--QuoteEnd--></div><!--QuoteEEnd--><i>This answers some of our questions concerning the alien commander, i hope you can inform us more about it.</i>
<b>Q2.</b> (by project_demon)
I've heard that there will be a flame thrower for the marines, hence making it a new weapon. I was just wondering if there will be new weapons/classes for the aliens as well. I understand if you're unable to answer this question at this time.
<b>Q3.</b> (by Radix)
How will the movement system work? If you plan to remove bunny hopping, does that preclude the possibility of an <i>equally potent</i> degree of airspeed control as was seen in NS? And what (if anything) are you planning to fill the tremendously deep chasm this loss of gameplay dynamics will create? It would be nice to see an even deeper game than what we're used to, not only in game design but also in regard to the nuances of player combat - can we look forward to this?
<b>Q4.</b> (by ChromeAngel)
If the hive is connected to the ceiling and the tentacles need to touch the floor, doesn't that mean all hive rooms have to be the same height ceiling to floor? Might get a bit samey. Procedural models for the tentacles or ceiling tendons would get around that, but would seem to be tricky to do in Source.
<!--quoteo(post=1668568:date=Jan 27 2008, 01:35 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE(Squeal_Like_A_Pig @ Jan 27 2008, 01:35 PM) <a href="index.php?act=findpost&pid=1668568"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right. I actually talked about that a bit, but I think it might have gotten edited out of the final vidcast. I was thinking that the "ceiling tendons" the hive hangs from would have varying lengths. This would either be done procedurally, or, more simply, there would be several versions of the hive model, with varying tendon lengths, that the mappers could choose from, allowing the mappers to have more flexibility in the height of their hive room ceilings.<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>Q5.</b> (by Enigma)
Recent TF2 patches Valve has released have catered completely toward a public style of play, crippling many aspects of competitive play in the process. Are you/will you be considering higher competitive levels of play in your development decisions?
<b>Q6.</b> (by afratnikov)
Can you give more details about the marine weapon distribution system? How much control will marine soldiers have over what weapons/equipment they get? (Will there be marine classes?)
<b>Q7.</b> (by afratnikov)
Will there be turrets in NS2? Will there be more turret options for both marines and aliens? How big a part will non-player-controlled objects be (turrets, weldbot, glowies)?
<b>Q8.</b> (by afratnikov)
Are you focusing on making a great game or also a commercially successful game?
<b>Q9.</b> (by afratnikov)
What will be your priorities when balancing the game? Novice players or competitive NS2? How will you play test the game? (I can link podcasts where they discussed the last question)
<b>Q10.</b> (by afratnikov)
Will you balance the game for a particular team size (5v5 for example)? Will the game be scalable for other-sized teams? Will there be varying sized maps and will they have recommended number of players?
<b>Q11.</b> (by afratnikov)
How will infestation work? How will it spread? How will it be removed? How will it affect the map? Will aliens get benefits when in infested areas? What (if any) will be alien commander's connection to infestation?
<b>Q12.</b> (by afratnikov)
Talk more about marine and alien spells. Will there be direct damage spells/buffs/debuffs? Will they cost res or be on timers?
<b>Q13.</b> (by Dogbite)
Are you building teamwork into the gameplay of NS2 so that it needs to happen at the public level and not just in organized play, and if so how?
<b>Q14.</b> (by Radix)
a) Please define "Unified Resource Model."
b) Given a definition for a, why is an alien commander necessary in order to accomplish that goal?
c) If there is little rationale for b, then why is an alien commander being considered for NS2?
Comments
How will the movement system work? If you plan to remove bunny hopping, does that preclude the possibility of an <i>equally potent</i> degree of airspeed control as was seen in NS? And what (if anything) are you planning to fill the tremendously deep chasm this loss of gameplay dynamics will create? It would be nice to see an even deeper game than what we're used to, not only in game design but also in regard to the nuances of player combat - can we look forward to this?
Edit:
The TF2 development team actually participated in an exhibition match against a mix of the two top teams in the community, 20ID and The Experiment, with the intention gaining insight on higher level play. The pre-game interview can be found here:
<a href="http://pwnage.tv/On-Demand/videodirectlink/TF2-Valve-Dev-Interview/" target="_blank">http://pwnage.tv/On-Demand/videodirectlink...-Dev-Interview/</a>
Edit:
The TF2 development team actually participated in an exhibition match against a mix of the two top teams in the community, 20ID and The Experiment, with the intention gaining insight on higher level play. The pre-game interview can be found here:
<a href="http://pwnage.tv/On-Demand/videodirectlink/TF2-Valve-Dev-Interview/" target="_blank">http://pwnage.tv/On-Demand/videodirectlink...-Dev-Interview/</a><!--QuoteEnd--></div><!--QuoteEEnd-->
I'm definitely going to checking out that video. I haven't noticed many changes to TF2 so I'd like to see the changes you're referring to. Could you PM me a link/changelog?
Q: Can you give more details about the marine weapon distribution system? How much control will marine soldiers have over what weapons/equipment they get? (Will there be marine classes?)
Q: Will there be turrets in NS2? Will there be more turret options for both marines and aliens? How big a part will non-player-controlled objects be (turrets, weldbot, glowies)?
Q: Are you focusing on making a great game or also a commercially successful game?
Q: What will be your priorities when balancing the game? Novice players or competitive NS2? How will you play test the game? (I can link podcasts where they discussed the last question)
Q: Will you balance the game for a particular team size (5v5 for example)? Will the game be scalable for other-sized teams? Will there be varying sized maps and will they have recommended number of players?
Q: How will infestation work? How will it spread? How will it be removed? How will it affect the map? Will aliens get benefits when in infested areas? What (if any) will be alien commander's connection to infestation?
Q: Talk more about marine and alien spells. Will there be direct damage spells/buffs/debuffs? Will they cost res or be on timers?
Q: Are you building teamwork into the gameplay of NS2 so that it needs to happen at the public level and not just in organized play, and if so how?
I believe it was said in the podcast that the point of an alien commander was to unify the resource model to make the game more scalable.
Found it in a post too:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The only reason I think we will have an Alien Comm at all is to unify the resource model and make the game more uniform and balanced at all server sizes.
-Charlie<!--QuoteEnd--></div><!--QuoteEEnd-->
b) Given a definition for a, why is an alien commander necessary in order to accomplish that goal?
c) If there is little rationale for b, then why is an alien commander being considered for NS2?
b) Given a definition for a, why is an alien commander necessary in order to accomplish that goal?
c) If there is little rationale for b, then why is an alien commander being considered for NS2?<!--QuoteEnd--></div><!--QuoteEEnd-->
Please refer to: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103728" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=103728</a>
One that comes to mind is via lerk gas. Rather than doing a constant amount of damage, its effects could become worse and worse the longer marines are exposed to it; additionally, gas can drift down corridors and in generally behaves more like a real gas cloud.
Heavies are resistant to gas (ignore first 1m of exposure or something) but not immune.
Then the aliens could just pump gas into Marine Start, and the marines then have the choice of sitting in marine start and dying (unable to get to fresh air) or breaking their turtle and getting eaten.
<a href="http://www.steamfriends.com/steam/p2_articleid/1225" target="_blank">http://www.steamfriends.com/steam/p2_articleid/1225</a>
But then again - I've got the same question.
When I played NS for the first time in a long time (I was horrible btw, ages without playing, combined with a poor mouse..) there were these guys talking about NS2, and one of them was like 'yeah, should be out in a couple months'. Terribly optimistic or misunderstanding. He sounded so happy about it <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> I didn't want to disillusion him.
I started the thread below about stopping cheaters. By the end of it one of the main critic's thought we had as a group gotten a possible solution. Can we get some Dev feed back on what anti cheating options there will be in NS2 and if what we thought up (as a group) would work. Just skip to P3 for the result.
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=103620&st=40&gopid=1673669&#entry1673669" target="_blank">http://www.unknownworlds.com/forums/index....p;#entry1673669</a>
<b>Q15:</b> Are incentives and disincentives for promoting teamplay part of core design throughout? How much of a priority is this? Does this relate to a type of community population you would like to attact to NS2?
Thanks project_demon!