Development Blog Update - Unknown Worlds Videocast #4

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Comments

  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I can't listen to this podcast right now because I'm on holiday, but judging from the responses so far, I'm guessing it's a fairly controversial suggestion that was discussed.

    I'm therefore reserving this post for a retrospective rebuttal to said proposal once I've properly listened to the podcast. All I know right now is 'mobile sieges' and that enough is sufficient for such a placeholder.
  • Jackson3113Jackson3113 Join Date: 2008-05-16 Member: 64272Members
    <!--quoteo(post=1686132:date=Aug 17 2008, 08:21 PM:name=Tonic)--><div class='quotetop'>QUOTE(Tonic @ Aug 17 2008, 08:21 PM) <a href="index.php?act=findpost&pid=1686132"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here's an idea about the masc not moving while firing: have an animation where the each individual tread 'splays' out into an X pattern like the top portion here:

    [attachment=35846:treads.png]<!--QuoteEnd--></div><!--QuoteEEnd-->

    this is genius! devs, you gotta do that, its the only thing that could completely justify the final design from a functional perspective. otherwise, design 2 is best.
  • iKossuiKossu Join Date: 2002-12-30 Member: 11593Members
    I like the idea very much! Reminds me of <i>Return to Castle Wolfentein</i>'s map <i>Fuel Depot</i> where Allies had to escort a Churchill tank to destroy doors and stuff. From there comes this idea: maybe aliens could break the tracks of those undeployed machines with otherwise so high HP. That would put them to a halt and marines would've to repair them with welders.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->From there comes this idea: maybe aliens could break the tracks of those undeployed machines with otherwise so high HP. That would put them to a halt and marines would've to repair them with welders.<!--QuoteEnd--></div><!--QuoteEEnd-->

    thats cool, the ability to disable/repair certain parts of the siege weapon (for now lets say movement and the weapon itself), would make it much more involving for both teams... a good thing imo <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • KblackwdKblackwd Join Date: 2008-05-01 Member: 64192Members
    edited August 2008
    Can I model and make this and potentially send it down to you guys? (animate and texture it also)
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    We want the siege cannon to appear to be vulnerable when deployed, which is why the gun was not designed to be more heavily armored up. It looks a bit silly to have a skulk chewing on a tank, whereas with this design it's visually obvious that the gun could be disabled by an alien biting or clawing on the wires and ripping off the parts which aren't covered in thick metal plating.

    Another thing to note. While much of NS does take place on spaceships, the TSA are not strictly a fighting force designed solely for combat on spaceships against an alien enemy. They are involved in both space and planetary warfare all over the galaxy and have only recently come into contact with the new alien threat (granted a little less new in NS 2). Therefore, their weaponry, and specifically this siege cannon would not be designed just for rolling around in hallways of a spaceship, but would also need to traverse planet surfaces, as well. I was thinking they would have taken this basic vehicle shell and fitted it with a more "experimental" gun that's specifically designed to do more damage against the alien threat.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    <!--quoteo(post=1686174:date=Aug 18 2008, 07:30 AM:name=Kblackwd)--><div class='quotetop'>QUOTE(Kblackwd @ Aug 18 2008, 07:30 AM) <a href="index.php?act=findpost&pid=1686174"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can I model and make this and potentially send it down to you guys? (animate and texture it also)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sure. Send it to jobs@unknownworlds.com. We're pretty picky but we'll have a look and if we like it we'll talk to you about using it.
  • brechtosbrechtos Belgium Join Date: 2008-04-18 Member: 64100Members, Reinforced - Gold
    <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
    The NS2 podcasts are always of such a high quality and truly inspirig for me.

    Keep up the amazing work and connection with the community.

    Also noticed that your concept art was taken up in the expose 6 book, congratz with that!
    <a href="http://www.ballisticpublishing.com/books/expose/expose_6/" target="_blank">http://www.ballisticpublishing.com/books/expose/expose_6/</a>
  • KblackwdKblackwd Join Date: 2008-05-01 Member: 64192Members
    <!--quoteo(post=1686179:date=Aug 18 2008, 10:23 AM:name=Flayra)--><div class='quotetop'>QUOTE(Flayra @ Aug 18 2008, 10:23 AM) <a href="index.php?act=findpost&pid=1686179"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sure. Send it to jobs@unknownworlds.com. We're pretty picky but we'll have a look and if we like it we'll talk to you about using it.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Wondering if you could send me side, front, top concept? If not I'll do it with 3/4.
  • Luxon5Luxon5 Join Date: 2008-08-18 Member: 64842Members, Reinforced - Shadow
    I was never satisfied with how the "sonic siege cannon" worked in NS1. My first reaction was "what is this thing shooting at?" And once I found out it only fires through walls at enemy structures, I thought "that's kinda silly, but oh well..."

    Don't get me wrong, performing siege attacks against hives was great fun, and should be in NS2, but surely we can do something about the funny way the gun operates. One idea I had after watching this video, was to <b>have the machine generate a small portal in front of its cannon to fire an energy beam through. </b>

    My motivation is that you can only push the "technology = magic" concept so far, and that a high-tech device like that being able to open a portal seems more plausible than using sound to somehow kill buildings around walls. The portal could be small, and perhaps transparent enough that it's clear only the specialized siege cannon beam can go through it, and not players or player fired projectiles. It wouldn't have to block movement or firing at all, and marines standing behind the cannon could look through the portal and see the building the cannon is targeting.

    The best part would be the aliens standing around in their base, and all of a sudden little portals start opening up around their buildings. By looking through the portal, they would be looking down the barrel of a "powering-up" super cannon.

    ...And then the beam fires through and blasts the structure to bits <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    edited August 2008
    M.A.S.C. (Mobile Automated Siege Cannon) does have a good ring to it, but its not exactly automated in design is it? Still needs to be built, moved and deployed.. which will at least require a commander at the helm.

    R.A.C (Remote Assault Cannon)

    Kills two birds with one stone.. since it both remotely attacks the targets (from a distance) and is operated by remote. This also gives the front line grunts a GREAT one liner for the two marines escorting the RAC into the combat zone. "Hey sarge, nice rack you got there!".

    Also, from the standpoint of its sonic blast, you should consider adding a significant dead-zone around the cannon's deployment area, of say 15-20 yards. Otherwise the sonic blast or whatever would potentially damage itself!
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    <!--quoteo(post=1686131:date=Aug 17 2008, 05:09 AM:name=Suho)--><div class='quotetop'>QUOTE(Suho @ Aug 17 2008, 05:09 AM) <a href="index.php?act=findpost&pid=1686131"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, unless you have (and you don't) a better idea for siege cannons do stop saying it sucks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Got plenty of it. But i won't give em out like that. As long as UW is a start-up they will not hire guys from the other side of the planet. Not like that. It's a lot of problems to deal with, it's a complex problem. Maybee it'll change, but i don't think they'll do that right now.
  • SinterSinter Join Date: 2003-03-05 Member: 14347Members, Constellation
    <!--quoteo(post=1686182:date=Aug 18 2008, 02:20 PM:name=Luxon5)--><div class='quotetop'>QUOTE(Luxon5 @ Aug 18 2008, 02:20 PM) <a href="index.php?act=findpost&pid=1686182"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...One idea I had after watching this video, was to <b>have the machine generate a small portal in front of its cannon to fire an energy beam through. </b>...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wow, just wow. That has to be the neatest idea for a "visual" upgrade using new graphics technology. That siege-portal idea would just rock!
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    edited August 2008
    This will have extreme gameplay and balance implications but nothing that numbers-tweaks won't solve.

    I agree with Stix that the cheaper variant of an immovable siege should still be present as a more economic alternative to this behemoth.

    I can't see the riding option really mattering all that much in terms of gameplay.

    I would make the deploy time of the M.A.S.C. no less than 15 seconds (or alternately, the time it takes to upgrade a turret factory for siege). This still gives you a hell of a mobile proto tech, but it pads the response time requirement against ninjas. I would also make its movement (but not its deploy animation) very <!--coloro:lime--><span style="color:lime"><!--/coloro-->loud and ominous<!--colorc--></span><!--/colorc-->.
    Although in a way, this is actually less ninja-like than a remote stationary siege since, once parasited, the cannon becomes a major attraction especially considering it will have a distinctive parasite marker (if para functions like it does in NS).

    Very cool. Great to see what I've been waiting for for the last xxxxxxxxx months- real NS2 gameplay discussed. Thanks for that.

    Will it hit structures only? Dynamic infestation? Lifeforms?
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    So will the siege tank do its own pathing or does the com have to discreetly click the path?
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    What will the target selection on the New MASC be like? NS1s sieges just shot at alien structures they selected presumably in order of distance. I think it would be cool if there was a screen some where on the MASC where marines could see what it is shooting at. And the comm should be able to get a bigger view of this screen on his HUD. The screen could either show a scamatic drawing of the target, e.g. an outline of an MC and some annotations, or it could show video footage of the structure (through the wall somehow).
    It may upset game play but allowing the comm or rines to change the target selection of the MASC using either the comms HUD or this screen might be cool and change the strategy abit. The rines could use the screen to scroll left or right through each alien structure in range then allow it too shoot at the final selection.
  • FraxinusFraxinus Join Date: 2008-03-02 Member: 63783Members, Constellation
    automated seige cannons? oh sure, overpower marines even more. does this completley remove the point of having a TF and upgrading it? Having sieges that can roam around the map and destroy all of the aliens structures is lame. having 3 or 4 of those in a hive already destroy the hive structure in a second or two after it is dropped but now they can move? marines are OP enough as it is in 32 player games. something like this would make gls useless all marines would need to do is have a few players escort it to where aliens have lots of ocs let the cannon destroy them and then run in and kill all the aliens there. i don't like this idea at all. from the looks of it aliens aren't getting anything new so far (except for the seperated energy bars which i don't like) all the talk has been about making NS easier for the marines (auto squads, mobile siege cannons improved armors and weapons, everyone can buy guns et cetera).

    LETS SEE SOME ALIEN STUFF. (As well as something real and tangible for a change instead of just concept art.) This game won't be fun if it isn't balanced.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    <!--quoteo(post=1686249:date=Aug 20 2008, 06:32 AM:name=California!)--><div class='quotetop'>QUOTE(California! @ Aug 20 2008, 06:32 AM) <a href="index.php?act=findpost&pid=1686249"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->automated seige cannons? oh sure, overpower marines even more. does this completley remove the point of having a TF and upgrading it? Having sieges that can roam around the map and destroy all of the aliens structures is lame. having 3 or 4 of those in a hive already destroy the hive structure in a second or two after it is dropped but now they can move? marines are OP enough as it is in 32 player games. something like this would make gls useless all marines would need to do is have a few players escort it to where aliens have lots of ocs let the cannon destroy them and then run in and kill all the aliens there. i don't like this idea at all. from the looks of it aliens aren't getting anything new so far (except for the seperated energy bars which i don't like) all the talk has been about making NS easier for the marines (auto squads, mobile siege cannons improved armors and weapons, everyone can buy guns et cetera).

    LETS SEE SOME ALIEN STUFF. (As well as something real and tangible for a change instead of just concept art.) This game won't be fun if it isn't balanced.<!--QuoteEnd--></div><!--QuoteEEnd-->
    We've seen dynamic infestation which has been hinted to affect gameplay, hive glowies and other anti-spawning camping devices for aliens & those crazy space-bending tunnel things that let aliens get across the map at ludicrous speed.

    Also, it's laughable to think that all they're going to do is take the NS1 siege cannon and give it wheels, without a moments thought towards balance. There are plenty of numbers you can tweak to make it fair. They can limit the number of siege tanks, lower the damage output, range, armor & health, or increase the resource cost. They could demand that a turret factory be built nearby before the siege cannon can deploy. There are so many unknown variables at this stage, that for all we know this new toy could well end up underpowered and unused simply because everything else could be that much more awesome.
  • NeoSniperNeoSniper Join Date: 2005-06-02 Member: 52976Members
    <!--quoteo(post=1686083:date=Aug 16 2008, 06:55 AM:name=[TAG]Potstar)--><div class='quotetop'>QUOTE([TAG]Potstar @ Aug 16 2008, 06:55 AM) <a href="index.php?act=findpost&pid=1686083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->
    i like the idea of a moving siege! the designe of a tank still seems a bit to dominant and "human"for me personally.

    ...

    what about a spider-concept? imagine a 4-leged-(spiderlike) siege ...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not a bad idea... however I'd much rather have the spiderlike animation and effort to go into a new type of alien lifeform. Got nothing against your idea but for the feel of this game I think humans should feel technological (guns, wheels, tracks, boxy/angular structures, electricity, etc) and aliens organic (bite, slash, legs, acid, infestation, living structures, etc)

    <!--quoteo(post=1686117:date=Aug 16 2008, 06:00 PM:name=UncleCrunch)--><div class='quotetop'>QUOTE(UncleCrunch @ Aug 16 2008, 06:00 PM) <a href="index.php?act=findpost&pid=1686117"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... I mean there are no parts like wires, complex mechanical devices on the external. Exept canon and wheels which are necessary elements. But for the canon, you only see the 'tube' not the main mechanism (which is in the turet).<!--QuoteEnd--></div><!--QuoteEEnd-->

    As far as I'm concerned the "main mechanism" you mention is a hole where they stick the shell in and then shut close. Sure, modern tanks must not need the manual loading but the idea is they same.

    <!--quoteo(post=1686117:date=Aug 16 2008, 06:00 PM:name=UncleCrunch)--><div class='quotetop'>QUOTE(UncleCrunch @ Aug 16 2008, 06:00 PM) <a href="index.php?act=findpost&pid=1686117"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"A propos":
    -If the siege canon is a tank like thing, will it be hit boxe<b>S</b> ? I mean if a was a skulk i would try to disable the canon first instead of the wheels (dunno the exact name). Having different damagable parts would bring some interesting things.
    -I may have missed it but : Is a marins will be able to 'ride' on it? It would be difficult to cover if the siege canon moves faster than marins.
    -Do Kharras will have that kind of things for OCs ? Maybe different type of OCs?<!--QuoteEnd--></div><!--QuoteEEnd-->

    -Nice Idea with the hit boxes! I'd be cool if they gun can be damaged and repair independently of the moving platform.
    -No way that's moving faster than marines... and I don't think the marines will be able to ride in the "press E to enter" meaning, just maybe like jump on it and be carried(like people riding the hood on the Jeep in Battlefield 1942).
    -I sure hope the kharaa get many new "toys" but not an actual Siege-Chamber... eww.

    <!--quoteo(post=1686136:date=Aug 17 2008, 07:54 AM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Aug 17 2008, 07:54 AM) <a href="index.php?act=findpost&pid=1686136"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I feel like a designers choice has been made on the look of the weapon instead of a milatary choice. For a game it has to look pretty, for killing purpose and effectiveness it does not. (The ugly weapon is usually the better one <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    I think your wrong on the "For a game it has to look pretty". It's the designers are more like "For a game it has to be fun and have good gameplay". Having the thing be weaker when deployed is first and foremost a gameplay choice. And of course it also has to look cool and sweet, yet logical. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    LOL require the tank to be within 10 feet of the hive.

    Epic. <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Exactly 10 feet?

    Anyways, MASC discussion:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=104683" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=104683</a>
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    I mean require the tank to be right under the hive to work.

    That would be hot. gameplay++
  • TestosteronTestosteron Join Date: 2006-12-29 Member: 59299Members, Constellation
    For those who speak German my translation + summary might come come in handy: <a href="http://www.lerk.de/2008/08/mobile-automated-siege-cannons/" target="_blank">http://www.lerk.de/2008/08/mobile-automated-siege-cannons/</a> + more Special Weapons Observation Reconnaissance Detection System pictures and Transformers Videos (Real Life & from the movie)
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    Something tells me that having to put the MASC cannon up in the hive's ovipositor wouldn't exactly be appropriate.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    Look it's none of my business what a hive wants to do in its spawn point okay.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1686375:date=Aug 21 2008, 03:45 PM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Aug 21 2008, 03:45 PM) <a href="index.php?act=findpost&pid=1686375"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Look it's none of my business what a hive wants to do in its spawn point okay.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Radix wins.

    Also, forcing the MAS to be under the Hive would 1) negate it's whole purpose of sieging from a defendable position and 2) why not just shotgun it at that point?

    Of course, there's the humiliation value. Kinda like welding the Hive to death, or electrifying it to death. I have screenshots of that. =]

    Maybe.... oh wait, I'll put this in the I&S thread.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    The point is, if you put it under the hive, you can cover 100% of the time while <i>glowies</i> spawn in and try to kill you.

    It turns the hive siege into a crazy ffa deathmatch instead of "lets sit behind a wall and play Duck Hunt." Assuming of course, that spawncamping wouldn't be <i>too</i> easy at that point.
  • eliotmateliotmat Join Date: 2002-12-01 Member: 10350Members, Reinforced - Shadow
    Please keep doing vidocasts and don't go back to podcasts.
  • Electricity_over_IPElectricity_over_IP Join Date: 2003-05-14 Member: 16310Members, Constellation
    Can't say I'm crazy about the design. Looks too much like a tank, which the siege cannon is not. I would have gone for something looking more like a radar dish (or 3 radar dishes with tesla coils in the middle, placed on a triangular frame, all aimed at the same point - their "interference" would generate the blast at the coordinates where the three "lines of sight" met).

    And, instead of tracks, I would have opted for legs (six, for example, although it would be doable with three). It would move by taking short insect-like steps, with all the legs close together at the middle, and would deploy by moving its legs further apart (for stability), and possibly driving small spikes into the ground, before "unfolding" the wave generating-dish-coil-thingies.
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    that all sounds cool.

    but its absolutly stratigical bull######. (sry )

    why use clumbsy, slow legs when you have tracks? who need less hardware, are faster, can be repaired, and are multifunctional.

    however, i like the youre radar dish idea.
    but i like the prototype tech cannon of the devs more.
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