Stickycamera
Price
Join Date: 2003-09-27 Member: 21247Members
<div class="IPBDescription">like the Mines from NS1</div><img src="http://i39.tinypic.com/33ff2xd.jpg" border="0" class="linked-image" />
Why not Cameras?
It can be researched and every marine can buy it.
Only 1 per marine.
The Viewport has a resolution of 160x120 with scanlines and only 1 frame every 5 seconds, so its not fluent.
It can be turned off by e.g. F12.
But aliens can very simple destroy it.
The gameplay is like the mine, you pick it up(buy) and attach* to a wall or ground, then your Monitor turn switch to the Hud, you can close it with F12 (flash animation put the Monitor to the left).
Edit:*
<b>With alternate Fire you can throw the StickyCAM only on metal walls, the CAM will always automatic well-placed and it always look to the actual marine(?)
The lens will never look to the wall.
If Dynamic Infestation hit the camera, it will destroyed or falling to the ground or what ever. </b>
<img src="http://i42.tinypic.com/2e16jh0.jpg" border="0" class="linked-image" />
Edit2: {how it will work}
no, the camera don't break if you die, because there is no reason.
it can be destroyed by aliens, maybe by DI and if you buy another.
How it works?
I guess like :
You buy camera (after commander research it, or maybe its available if you build a Observatory)
Then you can attach to the wall by primary attack (like mines)
or you can throw it with secondary attack, if the camera hit a non-metal surface, it will fall to the ground, you can pick it up again.
If you hit a metal wall, the cam play a *click sound*, then the camera aim to the marine, after that, the camera isn't moving!
There is no visible effect, so the aliens need to look very good, because the camera use Nightvision.
The refresh (for peformence?) is every 3 seconds, so you see every 3 seconds a new picture, maybe for REAL good peformence, the cam only refresh if it see a marine or alien.
(it cost a bit less then a mine, only 3 cams each room?!)
Edit3:{no controversial}
To prevent controversial, every player can switch the view of every cameras from every marine with e.g. alt + F12.
Why not Cameras?
It can be researched and every marine can buy it.
Only 1 per marine.
The Viewport has a resolution of 160x120 with scanlines and only 1 frame every 5 seconds, so its not fluent.
It can be turned off by e.g. F12.
But aliens can very simple destroy it.
The gameplay is like the mine, you pick it up(buy) and attach* to a wall or ground, then your Monitor turn switch to the Hud, you can close it with F12 (flash animation put the Monitor to the left).
Edit:*
<b>With alternate Fire you can throw the StickyCAM only on metal walls, the CAM will always automatic well-placed and it always look to the actual marine(?)
The lens will never look to the wall.
If Dynamic Infestation hit the camera, it will destroyed or falling to the ground or what ever. </b>
<img src="http://i42.tinypic.com/2e16jh0.jpg" border="0" class="linked-image" />
Edit2: {how it will work}
no, the camera don't break if you die, because there is no reason.
it can be destroyed by aliens, maybe by DI and if you buy another.
How it works?
I guess like :
You buy camera (after commander research it, or maybe its available if you build a Observatory)
Then you can attach to the wall by primary attack (like mines)
or you can throw it with secondary attack, if the camera hit a non-metal surface, it will fall to the ground, you can pick it up again.
If you hit a metal wall, the cam play a *click sound*, then the camera aim to the marine, after that, the camera isn't moving!
There is no visible effect, so the aliens need to look very good, because the camera use Nightvision.
The refresh (for peformence?) is every 3 seconds, so you see every 3 seconds a new picture, maybe for REAL good peformence, the cam only refresh if it see a marine or alien.
(it cost a bit less then a mine, only 3 cams each room?!)
Edit3:{no controversial}
To prevent controversial, every player can switch the view of every cameras from every marine with e.g. alt + F12.
Comments
I'm not attempting to sabotage the idea here, I would just like a few ideas on how this would work with motion tracking, should motion tracking make it into NS2.
Every 5 seconds is too slow, every 2-3 would be better to catch a running by skulk/fade/lerk, as they are all fast. To go with the the F12 Binding, why not 4(2 if only pan left and right) keys to pan the camera.
Every 5 seconds is too slow, every 2-3 would be better to catch a running by skulk/fade/lerk, as they are all fast. To go with the the F12 Binding, why not 4(2 if only pan left and right) keys to pan the camera.<!--QuoteEnd--></div><!--QuoteEEnd-->
Or maybe a button to toggle your mouse to move the camera or your own view. After all, your probably not going to be doing both at the same time anyway.
Also, having scanlines makes an interesting effect, however they are only realistically seen with CRT displays, and I doubt the rines have tubes in their helmets. ;)
Realistic Stuff in a game always makes it better if it has NO gameplay difference.
Motion Tracking only helps at locating _moving_ targets. But a camera would be perfect to stay informed about a location. like seeing chambers, RTs etc.
What would happen to the cam if the marine dies? It stays there but no one receives the image? (because the new cloned marine is bound to another frequency for camera-operations?)
It shouldn't be controlable - only point in the direction u attached it to the wall (pointing to your face when attaching). Otherwise it could be too powerful.
Size of an average wallet 2x forward, and size of an average wallet laying down 2.5x across
<img src="http://i192.photobucket.com/albums/z200/ryknow69/CameraSize.jpg" border="0" class="linked-image" />
I think you should be able to research this at obs before being able to hand it out.
Of course it could also be useful for a savvy alien team too...one skulk blocks the camera with his butt while other aliens ambush the marine who comes in to clear his camera...
Imagine spawning with one of these cameras and attaching it to the room prior to entering the marine base. Without wasting any resources other than the cost of the upgrade, you've managed to determine the nature of the next marine base attack. Commander could safely send the marine team to another section of the map knowing full and well that there are no aliens approaching the human base. The moment he sees an alien, he could immediately determine the level of threat it poses (for example if it were a skulk, you'd likely let the base turrets take him out, but if it is an onos, you can call an alarm to respawn all marines in your base before the onos even reaches the base). I would expect them to be small and relatively difficult to spot unless you were looking for one, though if nothing else it still provides a one-time intelligence bonus.
Cool idea.
It would be nice to be a builder and watch another room/area so you can focus on another area, but attackers need to focus more on the area they are in, and as such will get less use out of it. More so if you have to die until you can place another at a low cost, say 1 res each, but only dropped near an armory, so near by is easy to set up, but one in a hive room is both risky in time to get there and back, but the rewards for such a hard task would be worth it.
If you want to get really funky, make it easy for the aliens to remove by physical attack, but give it a self-destruct function so the marine controlling it can use it as a single shot planted explosive. This also answers what happens when the marine dies. Camera goes boom (but not in the damaging fashion)
Just kidding i love it... but instead of it being sticky... i want it like in perfect dark where i can fly it around and tranquilize aliens!!!
Having it require a huge little hand-held machine isn't right. Having it link up with the marine's HUD is much better, and I like the 'Suicide' charge attached can't kill a skulk, but should harm it a damn good amount, 1/3rd health without Carapace?
If you want the marine to look obviously as a 'Camera Man', make the unit model stick his hand on the left side of his Visor as he has the screen on, and force the marine to a walk(like walk ingame, as if he's holding alt[whatever key bounded]). He can still use his main gun, he's just forced to a walk.
it can be destroyed by aliens, maybe by DI and if you buy another.
How it works?
I guess like :
You buy camera (after commander research it, or maybe its available if you build a Observatory)
Then you can attach to the wall by primary attack (like mines)
or you can throw it with secondary attack, if the camera hit a non-metal surface, it will fall to the ground, you can pick it up again.
If you hit a metal wall, the cam play a *click sound*, then the camera aim to the marine, after that, the camera isn't moving!
There is no visible effect, so the aliens need to look very good, because the camera use Nightvision (see example screen at first post)
The refresh (for peformence?) is every 3 seconds, so you see every 3 seconds a new picture, maybe for REAL good peformence, the cam only refresh if it see a marine or alien.
To prevent controversial, every player can switch the view of every cameras from every marine with e.g. alt + F12.
I have 2 suggestions...
1. Have a maximum of 2... maybe 3? cameras allowed in the map at a time. Have them fired like harpoons at the wall, facing the place they're fired from. All marines then have the ability to check these views (toggle through them). Commander(s) get to detonate the cameras, and they hand them out (like mines). Commander says "Here, take this camera and put it in room x". Use it to keep an eye on a hive, or get the reverse view of a choke point, watch base. The camera is cloaked, so aliens need sc to see it, but infestation disables cameras, and so does lerk cloud/fade bomb/bile bomb etc
2. Depends on the map. Cameras are in fixed positions, and need to be powered with the power grid. Aliens should be given the ability to block the camera (with infestation or an anti-weld mechanism). If there could be some ability for the aliens to trick the camera, that could help balance things, but apart from blocking or disabling it, I can't think of anything. Maybe motion tracking should be in pwoered on places only, and the motion tracking nodes have cameras. And aliens can disable the motion tracking temporarily (the device has a protective covering that disables the motion and camera for 30 seconds). The would still be an advantage to marines because a disabled sensor means aliens present... But can also be an advantage to aliens because this can be used to create diversions
Oh yeah.... A well placed SC "fools" the camera/motion and hides alien activity. Gives the aliens a chance to stealth attack a room that the marines think is otherwise safe.
Or.... Commander gets to toggle between cameras, and that's the view that everyone gets. A light on the camera shows if it's active or not, and aliens get to sneak past when the light's off. Commander gets to see all the motion in powered up areas, but only gets to broadcast one view at a time. MAYBE commander can be in charge of the active camera, but gets to sticky that to a squad. Squad one gets to view triad, squad 2 views base. Press K to change camera, press L to turn that camera on for the marines you have selected. Marine can of course toggle camera off if it's distracting.
"Have a maximum of 2... maybe 3? cameras allowed in the map at a time."+"All marines then have the ability to check these views (toggle through them)." That was one of like, one good idea you posted right there, limiting cameras, but making them universal. So you don't have to ask the guy who pre-planted a Cam ahead "Hey, is the room clear?" you can just look for yourself.
"Have a maximum of 2... maybe 3? cameras allowed in the map at a time."+"All marines then have the ability to check these views (toggle through them)." That was one of like, one good idea you posted right there, limiting cameras, but making them universal. So you don't have to ask the guy who pre-planted a Cam ahead "Hey, is the room clear?" you can just look for yourself.