Can't say I'm entirely convinced by the "Suck it!". Graffiti on weapons just doesn't strike me as very TSA. Wall sprays HL style, sure... but when something has just been assembled by nanobots... I dunno. Doesn't help that the texture itself lacks character.
I vote ditch the graffiti and bring on the TSA logo.
I like it... A lot... <ul><li>The boxy part is the best part... Guns are boxy clean and brilliant and also smell good... If something, it needs some "deflecters"</li><li>Also it seems kinda hard to chew... Where is exactly the weakest/critical part/wire? it can be repaired after get munched hardcore?</li><li>It can be blocked by a fat Onos in a halfway? What about a gorge or a couple of unbuilt ocs in the middle? It can squish a lil silly skulk?
<img src="http://img367.imageshack.us/img367/6749/tankchinafn8.jpg" border="0" class="linked-image" /></li></ul> I have a lot more questions but my jaw is in the floor, awesome.
<!--quoteo(post=1693521:date=Nov 15 2008, 01:00 PM:name=Kaine)--><div class='quotetop'>QUOTE(Kaine @ Nov 15 2008, 01:00 PM) <a href="index.php?act=findpost&pid=1693521"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can't say I'm entirely convinced by the "Suck it!". Graffiti on weapons just doesn't strike me as very TSA. Wall sprays HL style, sure... but when something has just been assembled by nanobots... I dunno. Doesn't help that the texture itself lacks character.
I vote ditch the graffiti and bring on the TSA logo.<!--QuoteEnd--></div><!--QuoteEEnd-->
You do have a point about things that are freshly assembled, but commanders are still ordering the assembly. Since when are comms without a sense of humor? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Another explanation could simply be that marines conveniently carry sharpies(permanent markers) wherever they go, and are very quick to tag the new gear. Heck, I dunno how to "explain" it, but I just like the feel that it gives. Helps remind players that this is a game to have fun and breaks the tension.
My opinion to the siege model is much less enthusiastic then you got from the most of the guys before me. I think for a first version not bad but if this is the final look including final textures i must say i am a little bit disappointed. Even for a mod the standards are verry high these days and i would expect such quality form a mod and not from a retail - full price - game. Again it is not bad and looks cool but if you ask me if i would pay for it i guess i would say - no. The turret part and most of the top part of the model are verry nice but the wheels / chain and all around look like it was made for Half-Life 1, to plain and simple, also the textures are nice but not nearly something i would expect for a game that maybe will be released next year. Sorry, but this is clearly not HD content to me <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
I've been following the news religiously, and thought this time it was worthy to dig up my old account.
I have to say I am very impressed with the game so far, its looking very pretty. But what I had to comment on was how incredibly AWESOME that song is! Really, music is one of the most important aspects of a game. Very well done, and industrial sounding (hammer hitting iron) it would be a great song for marines. Just imagine how much star wars would have sucked if it had a half assed sound-track <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1694001:date=Nov 21 2008, 01:45 AM:name=hookeyed)--><div class='quotetop'>QUOTE(hookeyed @ Nov 21 2008, 01:45 AM) <a href="index.php?act=findpost&pid=1694001"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought I read somewhere that MASCs would be sprayable. Are ya sure "suck it" isn't just an example?<!--QuoteEnd--></div><!--QuoteEEnd--> I suggested that in this thread based on the <a href="http://www.unknownworlds.com/ns2/news/2007/06/a_good_sign" target="_blank">"A Good Sign"</a> blog entry, but AFIAK no devs have said anything about it.
After listening to the music again, I really think it should be considered as the game menu music. It really suits the whole gritty and industrial theme that (I assume) the TSA will be about.
<!--quoteo(post=1694044:date=Nov 22 2008, 08:20 AM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Nov 22 2008, 08:20 AM) <a href="index.php?act=findpost&pid=1694044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->gg stairs and ladders....<!--QuoteEnd--></div><!--QuoteEEnd--> I believe stairs were the point of having the 4 independent treads... As for ladders, well I guess that leaves the MASC in similar territory to the onos, what with needing special mapping considerations.
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1694184:date=Nov 23 2008, 04:32 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Nov 23 2008, 04:32 PM) <a href="index.php?act=findpost&pid=1694184"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe it can flip the treads 90 degrees and activate hover mode, like the Blaster Master tank!<!--QuoteEnd--></div><!--QuoteEEnd--> Can... can I... put a scorpion spray on it?
<!--quoteo(post=1693980:date=Nov 20 2008, 10:42 PM:name=Masterchief)--><div class='quotetop'>QUOTE(Masterchief @ Nov 20 2008, 10:42 PM) <a href="index.php?act=findpost&pid=1693980"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have to say I am very impressed with the game so far, its looking very pretty. But what I had to comment on was how incredibly AWESOME that song is! Really, music is one of the most important aspects of a game. Very well done, and industrial sounding (hammer hitting iron) it would be a great song for marines. Just imagine how much star wars would have sucked if it had a half assed sound-track <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
keep up the good work guys<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed, the music is profoundly inspiring. On the subject of the hammer sounding fantasy-ish, I can see your point. But on the other hand if you shift your mental image of a dwarf pounding on his plate armor on the Great Anvil in Ironforge to a giant 25 ton hydraulic press stamping out huge sheets of red hot nanosteel plate armor for MASCs suddenly you have a very sci-fi feel to that metal on metal noise. Just because TSA uses Nanos to build their tech doesn't mean they don't still use high-powered foundry equipment to cut costs. I'll bet that powering nano tech isn't cheap. It seems to me the primary cost of Nano tech, and thus the high resource requirement for marines, is the teleportation ability they seem to exhibit. This would be of course characterized by the sudden appearance of weapons, ammo, medpacks, marines, and structures on the battlefield. Despite the sci-fi power of the future, one simply can't expect nano-meter sized machines to transport materials to a location that quickly without some sort of matter transport assist. It seems logical to me that this also explains why the Infantry Portals take as long to teleport marines to the battlefield as they do. On the matter of why IPs don't spew Frontiersman non-stop even when marines aren't dead would likely be addressed by a matter of cloning technology. The body of the deceased marine is likely collected by the nanos for return processing to the marine HQ where they can extract what remains of the marine's consciousness to be recombined with the existing mental backup of the marine (thus explaining the same marine reappearing on the battlefield again and again while at the same time retaining the new memories and things learned from previous deaths. Then of course, the new body with implanted memories from the backup and of course the last life with the new experiences is transported to the Infantry Portal.
The Kharaa of course can be explained through a Zerg like overmind presence or perhaps the Ender's Game Buggers style one-consciousness-many-bodies being and even when one body is lost, the consciousness is retained because it isn't stored in the body. This also explains their all too eager use of Xenocide ("Divine Wind") and a seemingly low regards for their own safety and life. On the contrary, just as in a game of chess pawns (skulks) are easily sacrificed, you must of course gather your rooks (gorges) and bishops (lerks), and knights (fades) to protect the valuable resources of the Queen (Onos) and King (Hive). This means that while self-preservation doesn't come into play, resource protection does, which is why higher life forms display hit-and-run tactics instead of the suicide runs that skulks do.
I was going to go on making a huge post here about this and that, enough to start an NS book no doubt, but I see a new forum thread has been created for the ModDB award of #1 non-commercial mod for half life so I'll cut it short here.
On a side note, I like the MASC but the second set of renders made me like it better. The first set left something to be desired. As any advertising agency will tell you, it's all about the lighting.
I like the render, but the flap that's sticking up in the rear makes the MASC look more fragile, if it were lowered it would make it look more solid. Good job on it all the same.
Comments
I'm glad you guys included that detail. Hope to see other signs of graffiti in the game!
I vote ditch the graffiti and bring on the TSA logo.
<img src="http://img367.imageshack.us/img367/6749/tankchinafn8.jpg" border="0" class="linked-image" /></li></ul> I have a lot more questions but my jaw is in the floor, awesome.
I vote ditch the graffiti and bring on the TSA logo.<!--QuoteEnd--></div><!--QuoteEEnd-->
You do have a point about things that are freshly assembled, but commanders are still ordering the assembly. Since when are comms without a sense of humor? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Another explanation could simply be that marines conveniently carry sharpies(permanent markers) wherever they go, and are very quick to tag the new gear. Heck, I dunno how to "explain" it, but I just like the feel that it gives. Helps remind players that this is a game to have fun and breaks the tension.
My opinion to the siege model is much less enthusiastic then you got from the most of the guys before me. I think for a first version not bad but if this is the final look including final textures i must say i am a little bit disappointed. Even for a mod the standards are verry high these days and i would expect such quality form a mod and not from a retail - full price - game. Again it is not bad and looks cool but if you ask me if i would pay for it i guess i would say - no. The turret part and most of the top part of the model are verry nice but the wheels / chain and all around look like it was made for Half-Life 1, to plain and simple, also the textures are nice but not nearly something i would expect for a game that maybe will be released next year. Sorry, but this is clearly not HD content to me <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
From the FAQ:
<b>How much will NS2 cost?</b>
Our gut says $20 but we're not sure.
I have to say I am very impressed with the game so far, its looking very pretty. But what I had to comment on was how incredibly AWESOME that song is! Really, music is one of the most important aspects of a game. Very well done, and industrial sounding (hammer hitting iron) it would be a great song for marines. Just imagine how much star wars would have sucked if it had a half assed sound-track <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
keep up the good work guys
I suggested that in this thread based on the <a href="http://www.unknownworlds.com/ns2/news/2007/06/a_good_sign" target="_blank">"A Good Sign"</a> blog entry, but AFIAK no devs have said anything about it.
I believe stairs were the point of having the 4 independent treads... As for ladders, well I guess that leaves the MASC in similar territory to the onos, what with needing special mapping considerations.
Can... can I... put a scorpion spray on it?
I actually laughed at this, as simple as it was. Nicely played.
keep up the good work guys<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed, the music is profoundly inspiring. On the subject of the hammer sounding fantasy-ish, I can see your point. But on the other hand if you shift your mental image of a dwarf pounding on his plate armor on the Great Anvil in Ironforge to a giant 25 ton hydraulic press stamping out huge sheets of red hot nanosteel plate armor for MASCs suddenly you have a very sci-fi feel to that metal on metal noise. Just because TSA uses Nanos to build their tech doesn't mean they don't still use high-powered foundry equipment to cut costs. I'll bet that powering nano tech isn't cheap. It seems to me the primary cost of Nano tech, and thus the high resource requirement for marines, is the teleportation ability they seem to exhibit. This would be of course characterized by the sudden appearance of weapons, ammo, medpacks, marines, and structures on the battlefield. Despite the sci-fi power of the future, one simply can't expect nano-meter sized machines to transport materials to a location that quickly without some sort of matter transport assist. It seems logical to me that this also explains why the Infantry Portals take as long to teleport marines to the battlefield as they do. On the matter of why IPs don't spew Frontiersman non-stop even when marines aren't dead would likely be addressed by a matter of cloning technology. The body of the deceased marine is likely collected by the nanos for return processing to the marine HQ where they can extract what remains of the marine's consciousness to be recombined with the existing mental backup of the marine (thus explaining the same marine reappearing on the battlefield again and again while at the same time retaining the new memories and things learned from previous deaths. Then of course, the new body with implanted memories from the backup and of course the last life with the new experiences is transported to the Infantry Portal.
The Kharaa of course can be explained through a Zerg like overmind presence or perhaps the Ender's Game Buggers style one-consciousness-many-bodies being and even when one body is lost, the consciousness is retained because it isn't stored in the body. This also explains their all too eager use of Xenocide ("Divine Wind") and a seemingly low regards for their own safety and life. On the contrary, just as in a game of chess pawns (skulks) are easily sacrificed, you must of course gather your rooks (gorges) and bishops (lerks), and knights (fades) to protect the valuable resources of the Queen (Onos) and King (Hive). This means that while self-preservation doesn't come into play, resource protection does, which is why higher life forms display hit-and-run tactics instead of the suicide runs that skulks do.
I was going to go on making a huge post here about this and that, enough to start an NS book no doubt, but I see a new forum thread has been created for the ModDB award of #1 non-commercial mod for half life so I'll cut it short here.
On a side note, I like the MASC but the second set of renders made me like it better. The first set left something to be desired. As any advertising agency will tell you, it's all about the lighting.