Natural Selection II Q&A Batch 1

project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
edited January 2008 in NS2 General Discussion
<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?

Comments

  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    Q3.

    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?
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    edited January 2008
    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?

    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>
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1668760:date=Jan 28 2008, 09:53 PM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Jan 28 2008, 09:53 PM) <a href="index.php?act=findpost&pid=1668760"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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?

    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?
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    Here are a few questions:

    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?
  • DogbiteDogbite Join Date: 2004-03-14 Member: 27329Members, Reinforced - Shadow
    Many games have the illusion of teamwork in online public play, but in reality it's nothing more than an unnecessary luxury at best. I have always enjoyed the way at least <i>some</i> teamwork is mandatory in NS1 on the public level. The Idea of Weld Bots would be a cool feature, but it also automates one aspect of teamwork in NS2.

    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?
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    edited January 2008
    <!--quoteo(post=1668865:date=Jan 29 2008, 07:20 PM:name=afratnikov)--><div class='quotetop'>QUOTE(afratnikov @ Jan 29 2008, 07:20 PM) <a href="index.php?act=findpost&pid=1668865"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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?<!--QuoteEnd--></div><!--QuoteEEnd-->
    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-->
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    edited January 2008
    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?
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--QuoteBegin-Radix+--><div class='quotetop'>QUOTE(Radix)</div><div class='quotemain'><!--QuoteEBegin-->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?<!--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>
  • Cyborg16Cyborg16 Join Date: 2006-11-18 Member: 58656Members
    One big difference between the aliens and marines in NS1 was that if the aliens tried to fortify one location and hold the marines off there, all the marines had to do was build siege turrets or use a grenade launcher and the aliens wouldn't stand much of a chance, unless they could keep the marines back from outside their base. But if the marines decided to fortify somewhere and all defend it, they only had to shoot aliens coming in to the room and the aliens had a pretty hard time beating them. Obviously you want to keep the sides unique and not just give aliens their own siege cannons, but have you got any ideas for preventing these situations from being a stale-mate for so long? (It's only really when the marines are losing and hole-up in their base that I see it as a bad thing, since holing up can never win that way anyway. This might only be a problem on a few maps where the marines can defend well too.)
  • EntropiuaEntropiua Join Date: 2003-04-21 Member: 15736Members
    There are ways of removing marine-turtle stalemates without changing the fundamental dynamics of the game.

    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.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    edited February 2008
    According to an article by Steamfriends, a match-making system is being developed under the Steamworks developer program for games such as CS:Source and Left 4 Dead. Has match-making been planned for NS2? And if not, will this feature be considered?

    <a href="http://www.steamfriends.com/steam/p2_articleid/1225" target="_blank">http://www.steamfriends.com/steam/p2_articleid/1225</a>
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited February 2008
    <b>Q.</b> What is the current time frame of NS2? The original statement was "It won't take years". Now that a year has gone by is that still the case or is it amended to "It won't take years, from today"? In other words, are you mostly on schedule/in a comfortable place wrt to productivity?
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited February 2008
    Hmm, wasn't there an entire podcast about estimates, local?
    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.
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    Anti-cheating ideas.

    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>
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    <b>Q:</b> You've stated that you don't want the commander to have any offensive spells. Will defensive spells that do damage still be possible? (think irradiate on vessel/aura of thorns)
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    like electrifying marines? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    Well then I'd be able to recycle the armory and not drop any ammo and just tell my marines that if they want something dead, they are going to have to run up to it and hump it down. (with d matrix on of course)
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    I have one to add from reading recent topics around here if I may:

    <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!
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