bring back insta blink!

DOGFISHHEADDOGFISHHEAD Join Date: 2008-05-01 Member: 64194Members
the original fade blink ruled compared to that new one where fades wiggled around as they flew through the air. And part of the fun was watching your fade buddies come back into this dimension with their face stuck in the wall, I understand that it could be frustrating sometimes having to kill your self or be easy target practice with your arm stuck in a pipe, but that was part of mastering the move.

Comments

  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    <!--quoteo(post=1687193:date=Sep 2 2008, 05:59 PM:name=DOGFISHHEAD)--><div class='quotetop'>QUOTE(DOGFISHHEAD @ Sep 2 2008, 05:59 PM) <a href="index.php?act=findpost&pid=1687193"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the original fade blink ruled compared to that new one where fades wiggled around as they flew through the air. And part of the fun was watching your fade buddies come back into this dimension with their face stuck in the wall, I understand that it could be frustrating sometimes having to kill your self or be easy target practice with your arm stuck in a pipe, but that was part of mastering the move.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think the devs will mainly stick on NS1 as it currently is (balance / gameplay related things) because its more or less proved balanced (after about 7 years). Some additions like MASC or any other tactical "additions" will be tested and tried to balance to fit in the current NS world.

    Im expecting from NS2 a "NS1 with some additions and improved atmosphere, graphics"

    Question is: Why should they bring back instant blink when they removed it before because of balance / gameplay?
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    ns2 is way to different to ns alone through the DI and the many other things. so NS2 cant be balanced whit ns methods,

    i think that teleporting blink is a really good idea, and being stuck was in my believe just a engine problem,
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    ok no-one knows for sure, but i think the developement process of NS2 will be like:

    - re-create all gameplay elements NS1 had
    - add the new features (DI, MASC and whatever)
    - test it and balance as much as possible

    - release an at least technical wise stable client / server

    - patch, patch patch

    - (several months/years after release): release "NS2 version 3.2" <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />


    I believe things like "bring back instant blink" could happen in that "patch patch patch" phase, but I dont
    believe before. UWE will be busy enough to balance the new with the old elements and of course bug
    fixing.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    The whole tech tree and gameplay are most likely going through some big changes, so teleporting fade wouldn't be impossible to implement. However, I don't know how that serves the gameplay in general. Most likely its going to be a pain to get balanced, since on most cases it would really speed up the fading into a snapping teleport aiming. At that point most people are in trouble with the game speed and some people really dominate, making fade a huge do-or-die lifeform. I doubt that would really serve the purpose. The fade gameplay flow would really suffer too.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    It shouldn't be that hard to make fades blink like they used to, and it seems like a great way to add more diversity to the alien classes.

    You could do something like: hitscan to the nearest thing, draw bounds the size of the fade's hitbox (so it's faster). If the bounds are clear, teleport the fade. If the bounds are obstructed, fail blink. Regardless, deplete energy to penalize people who don't know what places they can blink to.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Offtopic: are u liek a worker of Unknown worlds ?? i'd love to see a sniper rifle =0 to go with flamey


    Ontopic: I'd really like to try to keep something noob friendly, it's an awsome idea, and i'd love it ingame, but each unit/gun needs some noob friendlyness, or you won't attr...'hook' newer ppl.

    just a thought
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1687218:date=Sep 3 2008, 02:34 AM:name=Schimmel)--><div class='quotetop'>QUOTE(Schimmel @ Sep 3 2008, 02:34 AM) <a href="index.php?act=findpost&pid=1687218"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the devs will mainly stick on NS1 as it currently is (balance / gameplay related things) because its more or less proved balanced (after about 7 years). Some additions like MASC or any other tactical "additions" will be tested and tried to balance to fit in the current NS world.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think alien comm, DI, redesigned heavies, and Mobile Sieges all speak to large scale changes to balance and gameplay. I'm for teleport blink.
    <!--quoteo(post=1687284:date=Sep 3 2008, 12:32 PM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Sep 3 2008, 12:32 PM) <a href="index.php?act=findpost&pid=1687284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It shouldn't be that hard to make fades blink like they used to, and it seems like a great way to add more diversity to the alien classes.

    You could do something like: hitscan to the nearest thing, draw bounds the size of the fade's hitbox (so it's faster). If the bounds are clear, teleport the fade. If the bounds are obstructed, fail blink. Regardless, deplete energy to penalize people who don't know what places they can blink to.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think I'd let the fade blink to the obstruction, like the old blink(just hopefully not in it). It would be hard to use blink to attack if you could never blink directly <i>to</i> the marine.
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