Team Collisions?

Voyager IVoyager I Join Date: 2009-11-02 Member: 69222Members
<div class="IPBDescription">Keeping Boosting; Killing Blocking</div>Team collisions were one of the more annoying parts of NS (being stuck behind slow teammates, losing lifeforms to accidental blocks, etc.), yet at the same time they opened up a number of tactical opportunities with boosting and Skulkevators. In a perfect world, we would be able to preserve the beneficial aspects of team collisions while removing the frustrating elements. So, here's my go at making NS2 a better place.


<b>In general, implement Team Fortress 2/Left 4 Dead style team collisions.</b>

If you haven't played either game, teammates have a gentle "nudge" effect rather than full collisions. You can pass through each other without a problem, but if you attempt to stand in the same spot then you will smoothly bump each other aside until you're no longer overlapping. It works quite well in general gameplay; teammates are no longer obstructions, but the only way to stack is to find a corner and continuously back into it (which is useless in TF2 and only can only be abused in L4D due to circumstances unlikely to apply to Natural Selection). This is simple enough and relieves a great deal of annoyance, but it also means no more team boosting.

Trying to keep boosting makes things a little more complicated, and I'm honestly not sure how well this would work in practice so if you have other ideas then I'd bee happy to hear about them.


<b>Implement "Special Collisions" for boosting and Skulkevators.</b>

Put simply, make special cases in team collision specifically to enable these tactics.

<b>1.</b> The tops and bottoms of Marine collision boxes should be solid to each other. Marines can walk through each other, but if you jump on someone's head he will be solid. Obviously, this should only apply to the <i>outside</i> of the collision boxes, so if you end up overlapping you won't get stuck on each other.

<b>2.</b> Make the bottom of Gorge collision boxes solid to Skulks (again, only from the outside; a Skulk passing through a Gorge from the top shouldn't notice a thing)


Just looking at them, it doesn't seem like they would be likely to cause problems, but you never really know until you've seen it in practice and it might be harder to implement than I realize. And yes, Marines will block each other on Ladders, but I've rarely had a problem with that even in NS1 so I'm not especially worried.

So, what say ye?
«1

Comments

  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    Although this would help to eliminate some slight annoyances, I believe that teamwork is a two way street. You have those teammates who help and those who hurt. If your teammate is in the way, you must communicate that to them.

    btw, how would this work with the enemy? If two heavies block a doorway and a fade can nudge them aside to get through, then it ruins that aspect of game play. Blocking is a great strategy for anyone willing to put their neck on the line.

    Personally, I like the blocking. It was rarely annoying for me in NS1. I especially like it when fades that fly in and out (hit and run cowards) bump into each other and the retreating fade gets killed. That's bad teamwork.
  • nadylinadyli Join Date: 2007-11-01 Member: 62791Members, Squad Five Blue
    edited March 2010
    Blocking hasn't really been an issue for me the past 7-8 years and can't guess why it would be in ns2.
  • Voyager IVoyager I Join Date: 2009-11-02 Member: 69222Members
    <!--quoteo(post=1756913:date=Mar 4 2010, 05:07 AM:name=zh`)--><div class='quotetop'>QUOTE (zh` @ Mar 4 2010, 05:07 AM) <a href="index.php?act=findpost&pid=1756913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Blocking hasn't really been an issue for me the past 7-8 years and can't guess why it would be in ns2.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If you're coming from a 6v6 background, I'd imagine not. However, I play in the larger pubs that are available now and will probably be the mainstream for NS2, and while it's not a gamebreaker, teammate obstructions are a near-constant annoyance.

    And Battle-Bug, maybe I'm just not old-fashioned enough, but I generally view teammates accidentally ###### each other over as a <i>bad</i> thing. Stop raging about Aliens and think about it from their perspective for once.
  • xmainexmaine Join Date: 2009-08-10 Member: 68409Members
    All of battle bug's post are marine biased.

    same with focusedwolf and tha
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    To be honest, I've never had that big of a problem even on 32 plr servers. I guess I dodge most teammates by nature quick enough.

    I'd really like to see at least marines having solid collision. In earlier discussions there was a lot of worry expressed on how the alien melee system works when marines are clipping through each other like crazy. You'll land 2 bites on one only to get him replaced by a fresh marine running right through the first one. In general the human shielding is such an essential part of skulking that I'd really hate to see it go.

    As for the aliens I could live with smoother collisions than NS1 had. I'd appreciate some slowdown, but it's probably not necessary to kill the whole speed on collisions.
  • Voyager IVoyager I Join Date: 2009-11-02 Member: 69222Members
    edited March 2010
    I suppose that's a fair point about Skulks.

    If nothing else though, I'd like to be able to support a Fade as a Gorge without accidentally cockblocking him during a critical escape, and it's a pain getting a group of Skulks through a hallway when only half of them are trying to hop.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited March 2010
    <!--quoteo(post=1756941:date=Mar 4 2010, 08:01 AM:name=Voyager I)--><div class='quotetop'>QUOTE (Voyager I @ Mar 4 2010, 08:01 AM) <a href="index.php?act=findpost&pid=1756941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I suppose that's a fair point about Skulks.

    If nothing else though, I'd like to be able to support a Fade as a Gorge without accidentally cockblocking him during a critical escape, and it's a pain getting a group of Skulks through a hallway when only half of them are trying to hop.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, I think high speed collisions with blinking fades and leaping skulks should only cause a slight slowdown for them. Something similar for onoses too, maybe even make their legs have separate collision boxes that allow skulks, gorges and lerks to move under the onos' belly. Giving onoses some pushback power doesn't sound like a bad idea either, although that kinda causes trouble for fleeing fades and such again.

    I'd still like to have the element there so that I can improve it in my gameplay, but it doesn't have to be anything as critical as it is now.
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=107892&st=0" target="_blank">http://www.unknownworlds.com/ns2/forums/in...107892&st=0</a>

    Also: I vote no. Never. Don't break what is working fine. Full collision in a team game requires you pay attention to the situation and don't do anything stupid. If your team is doing a full on rush, don't stop, just rush. It doesn't matter if you die, thats not the point of the rush. If someone in front of you is doing hit and runs, don't plop yourself down behind him and then casually sit there blocking the door as he runs in bites the chair and attempts to run out. Pay Attention.

    NS2s hallways likely won't be very small anyways. They're likely big enough to have 3-4 marines walk through side by side and Vents give you a tactical advantage of being able to shoot one opponent at a time. If a bunch of marines are are hiding in a vent they definitely shouldn't all be looking in the same direction. Some cover the front (there would likely be room to shoot over the shoulder of the person infront of you) and some cover the back and move as a unit.

    If someone is being a smacktard and attempting to block you, vote kick or get an admin, and problem solved. We don't need a collision system that will create numerous glitches/bugs (for example, a Skulk bite doing damage to more than one marine because their collision hulls are inside of eachother.).

    TF2 has no team collision because it would simply ruin gameplay. It is a strategic game but its focus is simply more on the over-the-top humor and cartoony feel than the actual strategic battles that NS2 will likely include due to the RTS aspect it includes. L4D likely has no team collisions either because it too would ruin the core gameplay mechanics and make things far too difficult. I believe NS2 needs to feel solid and grounded, and adding rubber-band collision will detract from that greatly, not to mention the numerous gameplay issues and bugs that were already hinted at.

    Also Also: The only real problem I've had with blocking team mates is on ladders... but aren't ladders non-existant in NS2 anyways?
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1756927:date=Mar 4 2010, 12:05 AM:name=Voyager I)--><div class='quotetop'>QUOTE (Voyager I @ Mar 4 2010, 12:05 AM) <a href="index.php?act=findpost&pid=1756927"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And Battle-Bug, maybe I'm just not old-fashioned enough, but I generally view teammates accidentally ###### each other over as a <i>bad</i> thing. Stop raging about Aliens and think about it from their perspective for once.<!--QuoteEnd--></div><!--QuoteEEnd-->
    No raging here. I just view the annoyance of blocking more of a clumsiness issue than a game structure issue.

    <!--quoteo(post=1756934:date=Mar 4 2010, 12:32 AM:name=xmaine)--><div class='quotetop'>QUOTE (xmaine @ Mar 4 2010, 12:32 AM) <a href="index.php?act=findpost&pid=1756934"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All of battle bug's post are marine biased.

    same with focusedwolf and tha<!--QuoteEnd--></div><!--QuoteEEnd-->
    That post doesn't help this thread any. I do play a lot of marines and most of my suggestions concern them, but I have plenty of alien suggestions, most of which I have yet to post. Many of you are alien biased, but I don't hold it against you. We're a two-party system. We need people on both sides to properly think things through.

    Anyways, I'm with Dalin Seivewright on this one. I rarely say this, but if it ain't broke, don't fix it.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    Implement it for aliens. There's no harm in removing the completely random luck kills marines get on fades because of blocking aliens.
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1757111:date=Mar 4 2010, 04:18 PM:name=MuYeah)--><div class='quotetop'>QUOTE (MuYeah @ Mar 4 2010, 04:18 PM) <a href="index.php?act=findpost&pid=1757111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Implement it for aliens. There's no harm in removing the completely random luck kills marines get on fades because of blocking aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Surely, it is a skill not to run into objects, mobile or not. The "luck kills" for marines are simply bad teamwork, poor coordination, and low dodging skills.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    edited March 2010
    <!--quoteo(post=1757127:date=Mar 4 2010, 10:49 PM:name=Battle-Bug)--><div class='quotetop'>QUOTE (Battle-Bug @ Mar 4 2010, 10:49 PM) <a href="index.php?act=findpost&pid=1757127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Surely, it is a skill not to run into objects, mobile or not. The "luck kills" for marines are simply bad teamwork, poor coordination, and low dodging skills.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It doesn't really happen like that, though does it? 99% of the time you'll die while going round a corner, unable to know if a skulk is coming through or not.

    Thinking about it, though, it shouldn't be in-game because stacking + melee really doesnt work, for both sides.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1756937:date=Mar 4 2010, 12:48 AM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Mar 4 2010, 12:48 AM) <a href="index.php?act=findpost&pid=1756937"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To be honest, I've never had that big of a problem even on 32 plr servers. I guess I dodge most teammates by nature quick enough.

    ...

    As for the aliens I could live with smoother collisions than NS1 had. I'd appreciate some slowdown, but it's probably not necessary to kill the whole speed on collisions.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The reason it almost never comes up in NS1 is because the maps were built with passages wide enough to not be an issue most of the time. Almost all passages could fit an Onos comfortably (except vents and ladders), which means two HAs could also almost stand side-by-side. Most allowed basic Marines to be 3 wide and not have to be forced against a wall.

    Basically, with intelligent map design and not narrow doorways, you're typically A-OK in terms of collisions. See Insurgency (maybe they fixed it) where they DON'T have this and doorways are almost exactly as wide as a player model. PAIN trying to leave spawn.


    Typically the only issue was large creatures that took up the entire hallway getting blocked. See Onos vs Gorge. Later addressed by trying to let Charge have pushback, except that it's a Hive3 power....


    That being said, it's not a bad idea overall. Just body block for enemy team and gentle nudge/push system for same team. But prevent vertical (i.e. body block vertically) to allow people to stand on top of each other. Intelligent coding of course to prevent pushing causing clipping into walls. A modification to cause a bit (or a lot) of slowdown as you pass through buddies would be welcome so that you don't just warp through your buddy Onos to save your life.

    That's the main issue why I don't give 100% support. The Onos now has a protective giant shield and HUGE hitbox, so is supposed to block the corridor and provide cover for his advancing hoarde. How do you deal with Aliens warping through that? Seems silly to pop out of the middle of the Ono's head.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <!--quoteo(post=1757127:date=Mar 5 2010, 12:49 AM:name=Battle-Bug)--><div class='quotetop'>QUOTE (Battle-Bug @ Mar 5 2010, 12:49 AM) <a href="index.php?act=findpost&pid=1757127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Surely, it is a skill not to run into objects, mobile or not. The "luck kills" for marines are simply bad teamwork, poor coordination, and low dodging skills.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You forgot that tasty movement prediction, which blocks you kinda twice in one situation, if you are playing with higher pings.

    <!--quoteo(post=1757197:date=Mar 5 2010, 05:25 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Mar 5 2010, 05:25 AM) <a href="index.php?act=findpost&pid=1757197"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The reason it almost never comes up in NS1 is because the maps were built with passages wide enough to not be an issue most of the time. Almost all passages could fit an Onos comfortably (except vents and ladders), which means two HAs could also almost stand side-by-side. Most allowed basic Marines to be 3 wide and not have to be forced against a wall.<!--QuoteEnd--></div><!--QuoteEEnd-->
    If we mention 32 player pubs, we also have to mention the usual ######maps (gameplay-wise, no offense) that get voted on those servers and only provide these wide passages to some extend.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    I would support a form of collision for aliens that while you can't go through a player TF2 style, it does push you to the side you're closest to (up down left right) instead of just 100% blocking you. It would make it a little less frustrating to be blocked and enhances the team, what with aliens being all about movement ability.
  • Voyager IVoyager I Join Date: 2009-11-02 Member: 69222Members
    Hell, I just had a game last night that was like this (and I basically only play Classic servers on standard maps). Take a fairly small hallway with an S-turn, throw in a Turret Factory, a couple of Siege Cannons, maybe an Armory, and a half-dozen Marines, then add a harassing Fade so everyone clumps up trying not to be the guy in front, and suddenly it takes 15 seconds to walk 10 feet to the Phase Gate.

    I can understand if balance necessitates that kind of cluster######, but don't try to tell me it's not annoying to deal with.


    Can we at least all agree that blinking around a corner and stonewalling because your ankles clipped a bouncing Gorge needs to go?
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1757259:date=Mar 5 2010, 06:41 AM:name=Voyager I)--><div class='quotetop'>QUOTE (Voyager I @ Mar 5 2010, 06:41 AM) <a href="index.php?act=findpost&pid=1757259"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...so everyone clumps up trying not to be the guy in front, and suddenly it takes 15 seconds to walk 10 feet to the Phase Gate.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You have an interesting point. What if a bunch of aliens are trying to destroy a structure? If they don't block each other 100%, then more of them can bunch together around the structure. I'm imagining collision meshes inside each other, making an unfair advantage because their collision mesh is now shielded by another. That sounds like it could get abused with some teamwork.
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    edited March 2010
    Team collisions need to stay in, would make vent fights with jetpacks so much more intense when one doesn't move back in time and so the other can't and gets piled on by skulks



    <!--quoteo(post=1756934:date=Mar 4 2010, 04:32 PM:name=xmaine)--><div class='quotetop'>QUOTE (xmaine @ Mar 4 2010, 04:32 PM) <a href="index.php?act=findpost&pid=1756934"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All of battle bug's post are marine biased.

    same with focusedwolf and tha<!--QuoteEnd--></div><!--QuoteEEnd-->




    I do one thread about equipment suggestions for marines and im suddenly marine biased?
  • brownymasterbrownymaster Join Date: 2009-07-11 Member: 68110Members
    I hold the same regard to battle-bug and focusedwolf right now anyways (terrible marines who get destroyed by aliens. Seriously, "coward" fake when playing hit and run, a coward surgical striker. I would bet he's a suicide marine once he gets that jetpack and hmg), but I don't think I could say the same for Tha from what I've seen (very little). I'm heavily marine biased (I love marines and play them way more than aliens), but that's because I know how much better they are than aliens (never go ######liens, to quote the old NS elitists). Aliens just have a much higher skill ceiling and with that comes the whole blocking burden. I'm sure some people will grief blocking, but team collisions I find very important for a team to either play cooperatively (very hard when you're fighting) or doing boost tactics on both sides (gorge boost, marine boosts, etc). I don't think there needs to be an added stack/collision modifier button for this frankly. So I do agree there shouldn't be a change to collision, but it's not because aliens are overpowered, it's because it just makes it so you can't have an onos come out and tank for a fade running away then they all back out. Meatshielding using no collisions basically. I've had a terrible experience in TF2 from explosions being blocked by a guy 2 feet away from a rocket because he was clipping other models. Considering NS2 is mainly hitscan with non piercing shots, meatshielding is gonna be really annoying to me.
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    edited March 2010
    <!--quoteo(post=1757578:date=Mar 6 2010, 12:56 AM:name=brownymaster)--><div class='quotetop'>QUOTE (brownymaster @ Mar 6 2010, 12:56 AM) <a href="index.php?act=findpost&pid=1757578"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hold the same regard to battle-bug and focusedwolf right now anyways...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Leave that stuff for private messages. It has nothing to do with this or any thread.

    Here's a question for those of you who are frustrated that you're blocked as a fade by other fades. Are you both crouching when you run into each other? Crouching would be an easy way to reduce the odds of a collision.
  • Voyager IVoyager I Join Date: 2009-11-02 Member: 69222Members
    <!--quoteo(post=1757716:date=Mar 6 2010, 11:57 PM:name=Battle-Bug)--><div class='quotetop'>QUOTE (Battle-Bug @ Mar 6 2010, 11:57 PM) <a href="index.php?act=findpost&pid=1757716"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Leave that stuff for private messages. It has nothing to do with this or any thread.

    Here's a question for those of you who are frustrated that you're blocked as a fade by other fades. Are you both crouching when you run into each other? Crouching would be an easy way to reduce the odds of a collision.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Counter question: have you ever played Aliens?
  • brownymasterbrownymaster Join Date: 2009-07-11 Member: 68110Members
    Most collisions are in vents and small doorways/tunnels. Ever wonder how effective crouching actually is when it's the width of the room that's causing collision, not vertical? Crouching makes just about 0 difference in vents because you already are, and they're often the biggest cluster areas. Your argument's don't work well at all because you don't seem to know how aliens play.

    Still, I think leave no ally collisions to a mod, because collisions are much rarer in 6s which is the focus anyways, and a huge tactic when using it for gorge boosting and stuff.
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1757745:date=Mar 6 2010, 07:42 PM:name=brownymaster)--><div class='quotetop'>QUOTE (brownymaster @ Mar 6 2010, 07:42 PM) <a href="index.php?act=findpost&pid=1757745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Most collisions are in vents and small doorways/tunnels. Ever wonder how effective crouching actually is when it's the width of the room that's causing collision, not vertical? Crouching makes just about 0 difference in vents because you already are, and they're often the biggest cluster areas. Your argument's don't work well at all because you don't seem to know how aliens play.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I obviously wasn't talking about vents since blocking should be 100% in those tight spaces. Also, small doorways and tunnels have a cross sectional <b>area </b>of around 4-16 crouched fades. That's plenty.

    I've played aliens and I don't remember ever having more problems with blocking than I do on marines. Also, I blame myself or the teammate for these and don't find anything wrong with the game. I believe NS1 had it right.

    An alternate solution to the problem (that is an extreme and completely out of the question) is the realism of having two aliens knock each other over, spin them around, and knock them on their rears like a real collision of two objects going 10-40mph. The other extreme is no collisions period. (I'm not suggesting anything. I'm just pointing out the extremities)


    Extremities Graph (in my opinion):

    <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->No collisions<!--colorc--></span><!--/colorc--><!--coloro:#000000--><span style="color:#000000"><!--/coloro-->--<!--colorc--></span><!--/colorc--><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Reduced Team Collision Hitbox<!--colorc--></span><!--/colorc--><!--coloro:#000000--><span style="color:#000000"><!--/coloro-->--<!--colorc--></span><!--/colorc--><!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->NS1 Collisions<!--colorc--></span><!--/colorc--><!--coloro:#000000--><span style="color:#000000"><!--/coloro-->---------------------------------<!--colorc--></span><!--/colorc--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Realistic<!--colorc--></span><!--/colorc-->
    <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->X<!--colorc--></span><!--/colorc-->------------<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->X<!--colorc--></span><!--/colorc-->--------------------------------<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->X<!--colorc--></span><!--/colorc-->-------------------------------------------------<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->X<!--colorc--></span><!--/colorc-->

    See how close the reduction in team collisions is to the TF2 (No) collisions and how close to the middle are the NS1 collisions?
  • brownymasterbrownymaster Join Date: 2009-07-11 Member: 68110Members
    Just saying, gravity says that most of the time a fade/skulk will be hovering much lower than that, otherwise you'd hit the top of the doorway and not get through or hit some clipping. Also, I'd actually say there's more blocking on marines because they are stuck on the ground most of the game. But still, remember that collisions can't be calculated as area either because you have to take into account the entire volume (cross sectional VOLUME because you're not colliding squares in 3D, it's an entire box. You might have both of your boxes initially miss, but then the end of the hitbox might collide with the other one and push that player down and make them lose a huge portion of their momentum).
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    Firstly, to notice how annoying collisions are, you have to be <b>good</b>. No offence, but you have to be good enough that you can get places faster than the person in front of you and good enough that you actually bother fleeing on a regular basis for hit-and-runs. This isn't meant to antagonise anyone, hoho!

    Secondly, while I agree that blocking is almost negligible in 6v6 competitive (less players, more likely to be evenly skilled, better players in general), blocking is definitely a source of frustration in big public games. An ally-only nudge effect is a <i>very</i> good idea. It'd be very easy to keep the team-based aspects of collisions available through no-collision zones and the problem bacillus puts forward that a skulk might land bites on different marines won't exist if you can't actually pass through allies. You should definitely not be able to push an ally by repeatedly running in to him obviously. A relatively small movement-slowing effect on impact retains both the incentive to avoid collisions in general and the advantage given to marines by poor alien control so the only change to gameplay being made is the reduction of fatal bouts of poor luck. Teamwork is not reduced in any way whatsoever and its hard to see why removing the possibility of a team-blocked fade death changing the entire course of the game would be a bad thing.

    Regarding potential exploits, I can't really see any. Squeezing more aliens around a structure is marginally beneficial and only when there isn't friendly fire. Fitting more aliens into a corridor doesn't pose any foreseeable problems really. Regarding realism, well...
  • Voyager IVoyager I Join Date: 2009-11-02 Member: 69222Members
    I don't recall ever being in a situation where I was unable to reach a structure because there were already so many people trying to bite it down. Hell, I <i>wish</i> I could find a pub with that degree of coordination.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    <!--quoteo(post=1756913:date=Mar 4 2010, 06:07 AM:name=zh`)--><div class='quotetop'>QUOTE (zh` @ Mar 4 2010, 06:07 AM) <a href="index.php?act=findpost&pid=1756913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Blocking hasn't really been an issue for me the past 7-8 years and can't guess why it would be in ns2.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Then you never play games...
    The Last example is bad company 2, some player can block the door and you are just traped...if you not shoot the wall with a RL, GL or Grenade.
    And in NS1 a lot of stupid player had fun to block a players, most time skulks block other or the other aliens block the onos to death.
    Here is some example of a retard.
    <a href="http://www.youtube.com/watch?v=fMkLWWmIqrU" target="_blank">http://www.youtube.com/watch?v=fMkLWWmIqrU</a>
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1758834:date=Mar 11 2010, 02:14 PM:name=Price)--><div class='quotetop'>QUOTE (Price @ Mar 11 2010, 02:14 PM) <a href="index.php?act=findpost&pid=1758834"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Then you never play games...
    The Last example is bad company 2, some player can block the door and you are just traped...if you not shoot the wall with a RL, GL or Grenade.
    And in NS1 a lot of stupid player had fun to block a players, most time skulks block other or the other aliens block the onos to death.
    Here is some example of a retard.
    <a href="http://www.youtube.com/watch?v=fMkLWWmIqrU" target="_blank">http://www.youtube.com/watch?v=fMkLWWmIqrU</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    Natural Selection tends to have large doorways, so it would take more than one player to block you. That would be intentional.

    If a skulk can block something, then we're probably talking a vent. Vents that small are only big enough for one skulk to fit through (stating the obvious). I don't believe that two objects should be able to share the same space, so I support this form of blocking.

    As far as your video goes, I don't believe in my 8 years of playing NS that I've seen a weird block like that happen. I'm sure it did once or twice and I've forgotten, but that tells me that it's not a big problem. Also, that Onos wasn't blocked to death in that video, like you suggested might happen. Instead, he still killed two marines and lived.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    edited March 2010
    <!--quoteo(post=1758839:date=Mar 11 2010, 02:26 PM:name=Battle-Bug)--><div class='quotetop'>QUOTE (Battle-Bug @ Mar 11 2010, 02:26 PM) <a href="index.php?act=findpost&pid=1758839"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Vents that small are only big enough for one skulk to fit through (stating the obvious). I don't believe that two objects should be able to share the same space, so I support this form of blocking.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's not universally true. It's a map design choice, and most of the vents from NS1 are wide enough for skulks/lerks/fades to pass each other. However, there are certain vents that are very restrictive and only open up wide enough at certain points, or are so short most don't care (until you really, really badly need to run through there and are blocked by a gorge).

    Intentional blockers are just jerks, but if we leave in HL1 collision, mappers will naturally build wider corridors when they want to let people pass each other easily, and restrict when necessary. Most "modern tactical" shooters need the non-blocking since their doorways are built to scale, which only fit ~1 person side-by-side, and thus are easily blocked. Yay being a sci-fi arcade-ish shooter, we don't care!
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    edited March 2010
    There's the block that stops you from getting somewhere entirely (like in a vent) and there's the block that's momentary, unavoidable and costly (like a fade hitting a skulk around a corner). The main purpose behind Voyager's suggestion was to deal with the latter.

    It's not necessary to make two entities capable of sharing the same space to address the problem either. I agree that it would be crap if you could stack aliens on top of eachother for obvious reasons. You only have to implement a small nudge feature.

    <!--quoteo(post=1758839:date=Mar 11 2010, 03:26 PM:name=Battle-Bug)--><div class='quotetop'>QUOTE (Battle-Bug @ Mar 11 2010, 03:26 PM) <a href="index.php?act=findpost&pid=1758839"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as your video goes, I don't believe in my 8 years of playing NS that I've seen a weird block like that happen. I'm sure it did once or twice and I've forgotten, but that tells me that it's not a big problem. Also, that Onos wasn't blocked to death in that video, like you suggested might happen. Instead, he still killed two marines and lived.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've seen that kind of block hundreds of times and I rarely play combat. More importantly though, the fact that you think that video was posted to show a lerk blocking an onos is truly scary.
Sign In or Register to comment.