Jetpack

FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
edited February 2010 in Ideas and Suggestions
I was wondering if anyone wanted to suggest ideas regarding the NS2 jetpack.

I for one would like the ability to hover in the air at the press of the button (instead of the NS1 behavior of either hitting your head on the ceiling or feet on the floor). And maybe the option to set the pitch and roll of my character. Tie this in with some kick ass flight-interface that tells the pilot more then just how much fuel is left. Maybe some augmented reality stuff to help you lock and track air and land targets. Jetpack could use rockets that lock on btw.

And unlimited fuel (not just unlimited in the sense that NS1 fuel would replenish over a period of time and therefore is "unlimited", but instead have it where you never have to land) would be cool. It's not much of a jetpack if you have to constantly be on the ground for it to recharge. More of a jump-pack which isn't as fun.

Hmm maybe we should also discuss how it should look.

<img src="http://brandtao.files.wordpress.com/2008/08/rocket-man.jpg" border="0" class="linked-image" />
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Comments

  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    For hovering, maybe the sprint button would be useful since we won't be using it in mid air. Though, I don't remember ever having to hover in NS1.

    I've had an idea in my idea list for a while. What if the marine wasn't right side up all the time? What if you could toggle it so that you could use a joystick? Then, you could be more maneuverable because you can go upside down and sideways and such.

    As far as unlimited fuel goes, I believe NS1 had it right. It recharges at a steady rate, but can be fully drained and you don't need to go to an armory for fuel.

    Another idea for the sprint key would be a quick burst of power that can drain your fuel in 2 seconds (you can use it intermittently). It would be great for quickly getting out of the way of an enemy and it can give you some good initial speed (say you're going to fly upwards 500 feet).

    It would be nice if you could burn aliens with the jet exhaust. So if one tries to bite you in the back, it gets burned. Also, when you fly in that small space above the hive, it gets burned. The hover mode might come in useful here for burning infestation.
  • GDWhiteGDWhite Join Date: 2009-07-17 Member: 68170Members
    <!--quoteo(post=1755187:date=Feb 25 2010, 02:36 PM:name=Battle-Bug)--><div class='quotetop'>QUOTE (Battle-Bug @ Feb 25 2010, 02:36 PM) <a href="index.php?act=findpost&pid=1755187"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... What if the marine wasn't right side up all the time...<!--QuoteEnd--></div><!--QuoteEEnd-->
    YESSSSSS
    I love this idea! As long as the same mechanic could apply to Lerks, I'd love to see barrelrolls to avoid Gorge spit and such!
  • celewigncelewign Join Date: 2010-02-06 Member: 70458Members
    I worry it will be too difficult to use with rolls/pitches, etc.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    I think we'll be in too close quarters to be doing stuff like barrel rolls :P

    Personally I like the jetpack the way it is.
  • xmainexmaine Join Date: 2009-08-10 Member: 68409Members
    So you want a hang glider inside of a space ship full of aliens?
  • PrivatePrivate Join Date: 2007-06-10 Member: 61204Members, Constellation
    I'll start out with another history lesson - todays topic is infinite jetpack fuel.

    Once upon a time, when NS was still young, the jetpack fuel recharge rate was tied to your framerate. In effect, you had infinite fuel if you could maintain more than 60 fps or so. You never had to land. You and your buddies were pretty much free to flutter around the hive with your welders out, mincing the sucker in seconds. I was the only person in the world with a computer so ###### I couldn't fly to the top of ns_freefall. I liked heavy armor better - I still do.


    Anyway - jetpack. Jetpacks are all about mobility - a domain where the aliens have the upper hand most of the time. It's an interesting part of the tech tree, because it allows marines to 'beat the aliens at their own game'. Or at least put up a good fight.

    Infinite fuel? Having fuel adds a bit of skill to managing a jetpack. It's a fairly simple mechanism that adds a good amount of depth to the whole thing. It means that you can't outrun a horde of skulks forever - at some point you have to get help from your friends, or shoot them, or whatever. Even with jetpack, superior movement is still inherently alien. Why should we get rid of that?

    A hover button? Being stationary, in the air or anywhere else, is exactly what being mobile and agile is <u>not</u> about. As I see it, it is contrary to what a jetpack should be. I'm not too bothered though, stationary marines are easy prey.

    The real issue here is teamplay. I've seen countless public games where the commander tech and drop jetpacks. The entire marine team scurries back to base, gears up, and flies in distinctly separate directions to die alone. Apparently, you can have jetpacks or stay together - not both (I'm talking public here - obviously). I would like to see a jetpack that didn't instantly turn the average wearer into Rambo. Any ideas?
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    edited February 2010
    <!--quoteo(post=1755298:date=Feb 25 2010, 11:35 PM:name=Private)--><div class='quotetop'>QUOTE (Private @ Feb 25 2010, 11:35 PM) <a href="index.php?act=findpost&pid=1755298"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The real issue here is teamplay. I've seen countless public games where the commander tech and drop jetpacks. The entire marine team scurries back to base, gears up, and flies in distinctly separate directions to die alone. Apparently, you can have jetpacks or stay together - not both (I'm talking public here - obviously). I would like to see a jetpack that didn't instantly turn the average wearer into Rambo. Any ideas?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I didn't know that Rambo dies.

    Edit: :)
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited February 2010
    <!--quoteo(post=1755284:date=Feb 25 2010, 10:07 PM:name=xmaine)--><div class='quotetop'>QUOTE (xmaine @ Feb 25 2010, 10:07 PM) <a href="index.php?act=findpost&pid=1755284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So you want a hang glider inside of a space ship full of aliens?<!--QuoteEnd--></div><!--QuoteEEnd-->

    See i was waiting for someone to pick up on that. Up until recently the reveal videos have shown extremely close quarter situations non stop (including the recent lerk reveal video), and the custom maps people are making. The only exception being the concept art showing the inside of a mine or something, with large cavernous interiors, but that's just a drawing :P

    Now we have NS1. Whoops. We forgot about the JP and that maps need to be very large and roomy with high ceilings. ::face palm:: uber tight close quarter rainbow six ninjas out, uber wide gigantic rooms with large scale battles are in (like supersiege_005)... maybe we need a scope, or hud based zoom ability, cause aliens will be 300+ ft away at times. The other option is don't make maps that expect NS2 to have a jetpack.

    Maybe the devs will drop the jetpack and instead give marines that NS1-CO-xmenu option of cybernetics for the exosuit... i.e. they will get speed hacks so they can run down a hallway like Sonic the hedgehog with a heavy on, but won't be able to fly lol

    Or we let marines fight on the OUTSIDE of the ship :P

    <!--quoteo(post=1755298:date=Feb 26 2010, 12:35 AM:name=Private)--><div class='quotetop'>QUOTE (Private @ Feb 26 2010, 12:35 AM) <a href="index.php?act=findpost&pid=1755298"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would like to see a jetpack that didn't instantly turn the average wearer into Rambo. Any ideas?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hmm nerf the game, or disappoint you... :P
  • Voyager IVoyager I Join Date: 2009-11-02 Member: 69222Members
    In all fairness, you don't need to hand out Jetpacks for people to start running off by themselves and dying.

    They just get more eager whenever they have more res worth of equipment to lose.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    lol @ picture! Somebody photoshop a skulk in the background...
  • xmainexmaine Join Date: 2009-08-10 Member: 68409Members
    Don't cry about rambos. Some are good because:

    Maybe the comm issued a bad order to a location.
    Resource Killing
    Scouting
    Ninja Phase Gates

    Those ninja phase gates are what win the tug of war situation.

    Sure, some rambos suck but the rambos that know what they're doing, i have one word to say, Spec Ops.

    If they travel in large groups, they will get killed because stealth diminishes as the group gets bigger.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <!--quoteo(post=1755298:date=Feb 26 2010, 07:35 AM:name=Private)--><div class='quotetop'>QUOTE (Private @ Feb 26 2010, 07:35 AM) <a href="index.php?act=findpost&pid=1755298"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The real issue here is teamplay. I've seen countless public games where the commander tech and drop jetpacks. The entire marine team scurries back to base, gears up, and flies in distinctly separate directions to die alone. Apparently, you can have jetpacks or stay together - not both (I'm talking public here - obviously). I would like to see a jetpack that didn't instantly turn the average wearer into Rambo. Any ideas?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, I have a idea. Let marines pay with their own, hard-earned money for their weapons and equipment and they will be more careful with it.

    Oh wait..
  • xmainexmaine Join Date: 2009-08-10 Member: 68409Members
    <!--quoteo(post=1755333:date=Feb 26 2010, 10:37 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Feb 26 2010, 10:37 AM) <a href="index.php?act=findpost&pid=1755333"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, I have a idea. Let marines pay with their own, hard-earned money for their weapons and equipment and they will be more careful with it.

    Oh wait..<!--QuoteEnd--></div><!--QuoteEEnd-->
    That sounds exactly how the aliens play in NS1. It seems to work fine.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    If anything, JP should have less fuel and be good for dodging only. In NS1 it provides too much map control, too cheaply for the marine team. Faster acceleration in any direction than the NS1 JPs but less overall flying time. It would also let marines hop around to places theyre not normally meant to get to. Something like reapers in SC2 would be a nice.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1755307:date=Feb 26 2010, 01:27 AM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Feb 26 2010, 01:27 AM) <a href="index.php?act=findpost&pid=1755307"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lol @ picture! Somebody photoshop a skulk in the background...<!--QuoteEnd--></div><!--QuoteEEnd-->

    It is funny, but it is also real :P

    <img src="http://www.seekextreme.com/images/fusion-man-jet-pack.jpg" border="0" class="linked-image" />

    <a href="http://www.core77.com/blog/technology/jet_man_crosses_the_english_channel_11285.asp" target="_blank">http://www.core77.com/blog/technology/jet_...annel_11285.asp</a>
    <img src="http://s3files.core77.com/blog/images/yves-rossy.jpg" border="0" class="linked-image" />

    <img src="http://www.topnews.in/files/yves-rossy.jpg" border="0" class="linked-image" />

    and i think the military knows about it (this will be good for getting into those ######hole countries secretely and killing the people in charge :P)
    <img src="http://monsterrebellion.files.wordpress.com/2009/12/jetpack.jpg" border="0" class="linked-image" />
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Wait. We want to implement Shattered Horizons indoors?


    In NS1 you could pseudo hover by tapping the jetpack appropriately. Also, you could skim the floor by jumping and on the way down hold the jetpack, which would cause you to still fall, but due to acceleration you would level out and then start to climb. Yay double tap JPs.

    Personally, I don't see the point. The OP's hover system would require infinite fuel to be useful (o hai! I'm up near the ceiling, shootin' your dudes) and quite frankly infinite fuel is stupid. See other posts for why. And really giving the Marines the ability to sit and shoot in the middle of the air is a bit OP. It's a temporary mobility booster, not something that gives you more air control than the aliens.
  • Arkio89Arkio89 Join Date: 2010-02-24 Member: 70702Members
    I personally don't like Jetpacks, they make no sense in NS maps. If they are planning to make the same Jetpack idea in NS2 as in NS1. Then, they should't exist in NS2.

    And as some of you said, they kill teamplaying. Creating Rambos.
    For me, TEAMPLAY is everything in NS.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited February 2010
    <!--quoteo(post=1755539:date=Feb 26 2010, 04:45 PM:name=Arkio89)--><div class='quotetop'>QUOTE (Arkio89 @ Feb 26 2010, 04:45 PM) <a href="index.php?act=findpost&pid=1755539"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I personally don't like Jetpacks, they make no sense in NS maps. If they are planning to make the same Jetpack idea in NS2 as in NS1. Then, they should't exist in NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree that jetpants don't make any sense. Almost like a last minute attempt to give the marines some advantage, to counter there overwhelming disadvantages (being slow, weakly armored, weakly ARMED, constantly endangered by there commanders mistakes). If you got a jp then you can get away from the meat that is your team and hide in a vent :P

    At the other extreme is the heavy. Now you move slow (so you need more armor to stay alive while moving at your armors maximum speed). To bad there weaponry is still just as bad so they can't really be considered walking tanks... But it works if you got an entire team with heavies welding each other constantly.

    -----------------------------------

    Jetpants don't make any sense, and so it makes sense that at one point the devs wanted to drop heavies from the game... err ya wtf were they thinking lol.

    Not to get off topic, but when are the devs going to do a reveal that is strictly for us marine-only players... I wanna see some shirtguns and flamethrowsers and grenadier stuff and where's the jetpack or heavy (aka exo-shirt) going to happen??? Maybe a mine reveal?
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1755375:date=Feb 26 2010, 07:00 AM:name=MuYeah)--><div class='quotetop'>QUOTE (MuYeah @ Feb 26 2010, 07:00 AM) <a href="index.php?act=findpost&pid=1755375"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If anything, JP should have less fuel and be good for dodging only. In NS1 it provides too much map control, too cheaply for the marine team. Faster acceleration in any direction than the NS1 JPs but less overall flying time. It would also let marines hop around to places theyre not normally meant to get to. Something like reapers in SC2 would be a nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You have to chase those fades down... Without jetpacks, marines rely on phase gates. Phase gates rely on marines and turrets to keep them from being destroyed. Onos are great at destroying these structures. There's just too much time invested in movement without the jetpack.

    As far as unlimited fuel goes, I do believe that fuel should recharge infinitely, but it can run out after about 10 seconds of continuous use. Then it recharges... just like in NS1.

    The running fast idea isn't half bad. I'd like to see some kind of mechanical device that will have a long stride with the sprint key. I'm going to put that in my ideas list.
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    about the looks of the jetpack, i really thought it was badass how the marine kinda had it over one shoulder.. also it would be epic making them like starcraft reapers.. more ofa short distance burst of speed
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited March 2010
    all these ideas sound pretty great but i'm not sure if it's enough, i was thinking maybe you should be able to buy both heavy armor and jetpack and combine them into the iron man suit
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1757106:date=Mar 4 2010, 04:11 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Mar 4 2010, 04:11 PM) <a href="index.php?act=findpost&pid=1757106"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->all these ideas sound pretty great but i'm not sure if it's enough, i was thinking maybe you should be able to buy both heavy armor and jetpack and combine them into the iron man suit<!--QuoteEnd--></div><!--QuoteEEnd-->
    You wouldn't get very high. However, you could drag yourself across the ground. That could increase mobility.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited March 2010
    <!--quoteo(post=1757125:date=Mar 4 2010, 05:47 PM:name=Battle-Bug)--><div class='quotetop'>QUOTE (Battle-Bug @ Mar 4 2010, 05:47 PM) <a href="index.php?act=findpost&pid=1757125"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You wouldn't get very high. However, you could drag yourself across the ground. That could increase mobility.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Why do we limit ourselves like this. A heavy that flies perfectly is a logical evolution of the technology presented in NS1, where the jetpack did not have enough power to push anything but the most lightest armored of marines off the ground. Now we can have it where a jetpack not only has extra fuel and maneuverability features (as listed in the above posts), but a heavy that can fly (not 4 ft off the ground, but really fly).

    What if the heavy + jetpack was something positioned above a jetpack in the tech tree. In NS1 it was like Jetpack OR Heavy. Most coms went for jetpacks, and most games were won with heavies. So why not it be like a jetpack is a mid-game feature, and the most uber is a heavy that has an integrated jetpack (aka armored jetpack aka Iron Man!!).
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1757302:date=Mar 5 2010, 10:13 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Mar 5 2010, 10:13 AM) <a href="index.php?act=findpost&pid=1757302"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why do we limit ourselves like this. A heavy that flies perfectly is a logical evolution of the technology presented in NS1, where the jetpack did not have enough power to push anything but the most lightest armored of marines off the ground. Now we can have it where a jetpack not only has extra fuel and maneuverability features (as listed in the above posts), but a heavy that can fly (not 4 ft off the ground, but really fly).

    What if the heavy + jetpack was something positions above a jetpack in the tech tree. In NS1 it was like Jetpack OR Heavy. Most coms went for jetpacks, and most games were won with heavies. So why not it be like a jetpack is a mid-game feature, and the most uber is a heavy that has an integrated jetpack (aka armored jetpack aka Iron Man!!).<!--QuoteEnd--></div><!--QuoteEEnd-->
    A heavy duty jetpack would cost quite a bit. If we went with my earlier suggestion of having an extra powerful burst that burns fuel really fast, that would definitely make a heavy fly... for about 3 seconds :)

    Don't forget that heavies take fall damage.
  • PantZmanPantZman Join Date: 2009-05-29 Member: 67540Members
    If someone wearing a jetpack is given a HMG or GL it should add to their weight and reduce mobility/flight time/speed in the air.

    A Heavy Armor with jetpack should work more like a jump booster, maybe help reduce fall speed/dmg when jumping off high places.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited March 2010
    <!--quoteo(post=1757312:date=Mar 5 2010, 12:10 PM:name=PantZman)--><div class='quotetop'>QUOTE (PantZman @ Mar 5 2010, 12:10 PM) <a href="index.php?act=findpost&pid=1757312"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If someone wearing a jetpack is given a HMG or GL it should add to their weight and reduce mobility/flight time/speed in the air.

    A Heavy Armor with jetpack should work more like a jump booster, maybe help reduce fall speed/dmg when jumping off high places.<!--QuoteEnd--></div><!--QuoteEEnd-->

    holding a Hmg or GL is like giving someone that weighs 200 lbs + 500 lbs of heavy armor + 500 lbs of jetpack (not including fuel, and remember that someone with a heavy can carry very heavy items so this implies a different model of jp for people without heavies (which is light weight and less featured), and a more powerful version for people with heavies), a gun that probably weighs as much as a m249, i.e. 22 lbs (when fully loaded <a href="http://en.wikipedia.org/wiki/M249_light_machine_gun)" target="_blank">http://en.wikipedia.org/wiki/M249_light_machine_gun)</a>.

    i.e. there's no reason a heavy can't fly, and there's no reason that a flying heavy will have trouble when he picks up a light weight gun that a regular marine can wield with ease. Forget the jump pack heavy that they had in some NS1 servers that permitted a heavy to have a jetpack where fuel ran out in half a second :P

    Now if you want to suggest super powerful weapons that only a heavy can hold (like the giant knife + giant gun + ammo in the Avatar movie), then i'll believe what you say that they will have trouble flying.
  • Voyager IVoyager I Join Date: 2009-11-02 Member: 69222Members
    edited March 2010
    This seems like a good idea. In the same vein, lets give the Onos Blink.

    'cause obviously the Aliens have been evolving too.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited March 2010
    <!--quoteo(post=1757333:date=Mar 5 2010, 02:22 PM:name=Voyager I)--><div class='quotetop'>QUOTE (Voyager I @ Mar 5 2010, 02:22 PM) <a href="index.php?act=findpost&pid=1757333"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This seems like a good idea. In the same vein, lets give the Onos Blink.

    'cause obviously the Aliens have been evolving too.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It would but it's more like the NS2 aliens are mutating oddly... i.e. there's something wrong with them in NS2. Marines on the other hand can have vastly improved abilities faster. Isn't NS2 set some big number of years after NS1? I would hope that war technology has improved in that period of time lol.

    Note i'm not against aliens not developing new attacks and abilities in NS2, but i AM against NS2 marines not improving in the least since NS1, while we've already seen that aliens in NS2 have new abilities and roles.

    Everyone keeps on thinking "how would this fit in NS1" when considering new features for NS2.
  • JimydJimyd Join Date: 2003-02-08 Member: 13289Members
    Fudge it, just add a Gyrocopter. Who gives a Shift about balance.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1757361:date=Mar 5 2010, 03:55 PM:name=Jimyd)--><div class='quotetop'>QUOTE (Jimyd @ Mar 5 2010, 03:55 PM) <a href="index.php?act=findpost&pid=1757361"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fudge it, just add a Gyrocopter. Who gives a Shift about balance.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Now your talking lol.
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