Kharaa eye's & mouth viewpoint's

Callinstead09Callinstead09 Join Date: 2009-07-09 Member: 68099Members
The first person view of some of the alien classes to me seem a bit odd, I like the concept because it is unique to have your point of view coming from inside your mouth! But after awhile my eyes hurt from having teeth flash before my eyes! It was a bit distracting as well! This has been brought up a few times in other threads, but it was just mere complaints.

having the point of view from the mouth made me forget what the class looked like, was I playing as a Gorge? Or some sea cucumber with stubby legs? So I thought of a way to have the best of both worlds.

Inside the mouth of some alien's is a sensory organ that allows the alien too see by, and the gorge;skulk;whoever would be able to change off between viewpoints for better handling.

Example: while using an attack/action other than what ever is in the gorge's/skulk's mouth the players view would be through the eyes. While when you use whatever is in the mouth your view will switch to inside the mouth.
or the player can choose which view they like best and keep it that way for what ever action the equip.

I think if done correctly it would be a cool addition to both game customization and alien anatomy.

Comments

  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited July 2009
    um, you're referring to the skulk, right?

    just make the mouth-HUD translucent, and when biting make it become even more transparent.

    also, if view rotation isn't gonna end up going in, then at least have hud-rotation, with something indicating the right-way-up, eg. longer fangs on the top jaw. so if you were upside down, the longer fangs would be on the bottom of the screen, and if you were on a wall on the right, the longer fangs would be on the left side of the screen.
    Question: which direction-of-gravity would the mouse be bound to?
  • Callinstead09Callinstead09 Join Date: 2009-07-09 Member: 68099Members
    I was talking about the skulk, gorge and the lerk. I don't really know what you meant by hud rotation, well I know what you meant but that would be a bit awkward. I was just suggesting that the player could switch between views, auto or by choice.
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    I liked the Skulk HUD. It blocked your view for a fraction of a second when you attacked which gave the marine some chance to get away/kill you. Otherwise the moment you are in melee range of the marine he's most likely dead since you wont lose him anymore.
  • Callinstead09Callinstead09 Join Date: 2009-07-09 Member: 68099Members
    edited July 2009
    <!--quoteo(post=1716923:date=Jul 11 2009, 10:39 PM:name=project_demon)--><div class='quotetop'>QUOTE (project_demon @ Jul 11 2009, 10:39 PM) <a href="index.php?act=findpost&pid=1716923"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I liked the Skulk HUD. It blocked your view for a fraction of a second when you attacked which gave the marine some chance to get away/kill you. Otherwise the moment you are in melee range of the marine he's most likely dead since you wont lose him anymore.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I never want to sacrifice gameplay for depth! But at least I don't post "Onos troop carrier" suggestions! But I sort of have a soft spot for gorge threads <83. But It was just something I came up with, In reality I think the suggestion forum has ran its course unless something big comes up.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1716923:date=Jul 12 2009, 11:39 AM:name=project_demon)--><div class='quotetop'>QUOTE (project_demon @ Jul 12 2009, 11:39 AM) <a href="index.php?act=findpost&pid=1716923"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I liked the Skulk HUD. It blocked your view for a fraction of a second when you attacked which gave the marine some chance to get away/kill you. Otherwise the moment you are in melee range of the marine he's most likely dead since you wont lose him anymore.<!--QuoteEnd--></div><!--QuoteEEnd-->
    But that's just annoying and probably unfair for the skulk player to have his vision blocked.
    Also consider the skulk's melee-range advantage has been somewhat counter-acted by the LMG knock-back, so vision-blocking on top of that would be overkill.
  • Callinstead09Callinstead09 Join Date: 2009-07-09 Member: 68099Members
    edited July 2009
    <!--quoteo(post=1716952:date=Jul 12 2009, 06:53 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jul 12 2009, 06:53 AM) <a href="index.php?act=findpost&pid=1716952"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But that's just annoying and probably unfair for the skulk player to have his vision blocked.
    Also consider the skulk's melee-range advantage has been somewhat counter-acted by the LMG knock-back, so vision-blocking on top of that would be overkill.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's how I felt too, as well as some other people who brought it up before. I don't really see how blocking the player's view is fair. seeing as the Fade and the Onos don't have that problem, Neither do any of the the marines! It may originally had been a gameplay component but it's redundant now. And maybe a switchable view would make both sides of the argument happy.
  • Cheezy104Cheezy104 Join Date: 2009-06-11 Member: 67792Members
    I don't have any trouble with skulk vision...

    really, it's like, just.. half a second
  • AvataAvata Join Date: 2009-05-25 Member: 67477Members
    It's been said that bite cam is staying. However I'd be open to an alternative view, simply to make straffing marines easier
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