Alien Structures
Commie Spy
Join Date: 2009-07-02 Member: 68008Members
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So what do you guys think?
I think all of the structures are great. Crag looks exceptional. Shift looks bizarre, in a good way... Hopefully the colors are just as bizarre. NS2 could potentially become a VERY aesthetically pleasing game, especially with Kharaa biodiversity. Can't wait to see some blues and some greens. Remember, bright colors means RUN. Awesome.
However, when placed down on any metal surface, structures could look really out of place. I saw that with the resource tower - a great model. I just wish it looked more alive (more than just the animation) - with growth and roots and extremities and flies and residue surrounding the base of the model. Something to make it look more real. NS1 did it with smoke coming out of nodes. But this time we have powerful engine...
Hopefully some type of DI emerges from the structures, unlike the NS1 models. It adds a beautiful look.
So what do you guys think?
I think all of the structures are great. Crag looks exceptional. Shift looks bizarre, in a good way... Hopefully the colors are just as bizarre. NS2 could potentially become a VERY aesthetically pleasing game, especially with Kharaa biodiversity. Can't wait to see some blues and some greens. Remember, bright colors means RUN. Awesome.
However, when placed down on any metal surface, structures could look really out of place. I saw that with the resource tower - a great model. I just wish it looked more alive (more than just the animation) - with growth and roots and extremities and flies and residue surrounding the base of the model. Something to make it look more real. NS1 did it with smoke coming out of nodes. But this time we have powerful engine...
Hopefully some type of DI emerges from the structures, unlike the NS1 models. It adds a beautiful look.
Comments
I really dig the concepts though, can't wait to see them in model form.
EDIT: Kinda reminds me of that one episode of Cowboy Bebop...
As far as the Shade and Shift go, I'm not sure that is the case either, although it certainly seems reasonable. NS2 might do away with the traditional upgrades though, right? So I'm thinking that these are ability upgrade chambers that allow certain classes, certain abilities with their relative power being based on how many chambers there are active. Like the old chambers, they'll probably have some sort of inherent area of effect though, which will probably be similar to the old mechanics.
What really saddens me is that they do not have done any modeling on them although I can see why they would leave them less priorized (old models). Also stuff like "alpha soon" "engine test shortly" throw me off when you havent finished these stuff. While those phrases might set someones urge to pre-order I think its cruel for those who have been following and waiting for alpha 6 months.
The chambers concepts? NS2 Facebook page.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=105038&st=3660" target="_blank">http://www.unknownworlds.com/ns2/forums/in...038&st=3660</a>
Borderlands has similar things in the game world that exists as the home of Rakk. I'm not saying that because Borderlands has it that way, that NS2 has to have it that way, but the holes in the Crag chamber make it seem like something is going to shoot out of it, which is why I say Offense instead of Defense.
And shift could be "shifted out of sight" so SC :p
But I somewhat liked the old models :O
The Gorge is supposed to be getting two chambers, so these all have to be for the commander I believe. Considering the size they have they're also so huge I don't think it's feasible that they are produced by them for that reason alone almost (imagine the blocks a few Gorges could create with OC's of that size) and they said offense-chamber (which I think implies the old darts) where as this is more of the SC2 whip from the looks of it.
There's a commander for the Kharaa this time around so he'd need some structures to build as well so, that's my theory on these four at least.
<!--quoteo(post=1757143:date=Mar 4 2010, 07:49 PM:name=TrC)--><div class='quotetop'>QUOTE (TrC @ Mar 4 2010, 07:49 PM) <a href="index.php?act=findpost&pid=1757143"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also stuff like "alpha soon" "engine test shortly" throw me off when you havent finished these stuff. While those phrases might set someones urge to pre-order I think its cruel for those who have been following and waiting for alpha 6 months.<!--QuoteEnd--></div><!--QuoteEEnd-->
Off-topic:
Yup that sums it up pretty much. Have been baiting and baiting for months on end now, arguably understandable with the crew they have but it's nerve-wrecking that "soon" is nearly "never" it seems.
But it's a luxury they have as an indie-studio, and they aren't wasting it that's for sure.
What really saddens me is that they do not have done any modeling on them although I can see why they would leave them less priorized (old models). Also stuff like "alpha soon" "engine test shortly" throw me off when you havent finished these stuff. While those phrases might set someones urge to pre-order I think its cruel for those who have been following and waiting for alpha 6 months.<!--QuoteEnd--></div><!--QuoteEEnd-->
Relax, these are important structures they want to get the look and feel of right the first time, once the concept is down, modelling, skinning and animating won't take so long. We'll probably have placeholders for the alpha, since the alpha is more of a test to see if it all just works, online, on people's computers etc. Easy enough to put them in while the Alpha is going though, or anything else for that matter.
Also:
<!--quoteo(post=1756901:date=Mar 4 2010, 04:02 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Mar 4 2010, 04:02 AM) <a href="index.php?act=findpost&pid=1756901"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The new structures, while retaining some of the basic gameplay aspects of the NS1 ones, don't compare 1 to 1 (such as Whip = OC, etc.). These will function in quite a few ways that are new and different.
The names don't all necessarily correspond to how they look, but, in some cases (such as the Shift, and Shade), describe abilities they possess. There are quite a few new cool aspects to these structures that will make them a much more active part of gameplay.
These are all getting quite a bit more refined, visually, in a color concepting pass.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
The Gorge is supposed to be getting two chambers, so these all have to be for the commander I believe. Considering the size they have they're also so huge I don't think it's feasible that they are produced by them for that reason alone almost (imagine the blocks a few Gorges could create with OC's of that size) and they said offense-chamber (which I think implies the old darts) where as this is more of the SC2 whip from the looks of it.
There's a commander for the Kharaa this time around so he'd need some structures to build as well so, that's my theory on these four at least.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll just repost myself from the twitter thread to emphasize the above, since it seems a lot of people are a little confused about this.
<!--quoteo(post=1756920:date=Mar 3 2010, 10:34 PM:name=noncomposmentis)--><div class='quotetop'>QUOTE (noncomposmentis @ Mar 3 2010, 10:34 PM) <a href="index.php?act=findpost&pid=1756920"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"The unctuous chambers that the Gorge spits up will be purely tactical. These include the familiar Defense Chamber (automatically heals players or structures nearby) and the Offense Chamber (a kind of organic turret that shoots spikes, possibly renamed to Spike Plant)," <a href="http://www.unknownworlds.com/ns2/2009/8/gorge_reveal" target="_blank">said here.</a>
In other words, Gorge is Engineer. I hope there is something analogous to the tactical effect of the movement chamber. Forward MCs really change pace of battle in NS, since it gives aliens almost unlimited "ammo".<!--QuoteEnd--></div><!--QuoteEEnd-->
May as well add Cory's post while I'm at it:
<!--quoteo(post=1756901:date=Mar 3 2010, 09:02 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Mar 3 2010, 09:02 PM) <a href="index.php?act=findpost&pid=1756901"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The new structures, while retaining some of the basic gameplay aspects of the NS1 ones, don't compare 1 to 1 (such as Whip = OC, etc.). These will function in quite a few ways that are new and different.<!--QuoteEnd--></div><!--QuoteEEnd-->
edit: Beaten to the punch!
... Build some Shift chambers (WTF ?) an if u write in short as we do DC MC SC - CC WC SC SC two SC it will make confusion.
I don't like this at all.
Chambers as themselves tho look nice.
I don't know why I didn't think of that. With the look of the holes (direction, etc.) and the way the chamber is actually shaped, I guess this is far more likely than my OC-type of chamber theory.
Whip - Like Starcraft 2's Spine Crawler, without the unburrowing of course. Maybe even a grapple like L4D's Smoker.
Crag - Like the Spore Chamber I discussed, with some Defensive Healing Abilities or Upgrades(I go with the latter).
Shade - Basically more emphasis on Cloaking style upgrades. More possibilities is that it darkens ambiet light around it. Like putting a dark transparent filter over a bright image in photoshop.
Shift - If you look on the bottom of it, where the small tentacles are, you can climb up into the structure. Then you can select any other Shift Chamber on the map(like the Kommander) and pop out there. Like how the Nydus Network System works in Starcraft 2. Also this chamber could provide Movement/"Speed" type upgrades, and possibly grab Marines that are too close.
Expanded Name:
Whip Binder/Growth
Crag Mound/Bulb
Shade Colony/Jelly(=D)
Shift Den/Spire
*****
If they don't add a suffix to the Structure Names, then I propose this shortened naming scheme.
Whip = WP = WHP
Crag = CG = CRG
Shade = SD = SHD
Shift = ST = SHT(C WUT I DID THAR!?)
*****
All these shortened names will work with the Defense Chamber (DC/DFC), and the Offense Chamber(OC/OFC); or the Spike Plant(SP/SPT) if they change it. (I hope they change it to the Spike Plant; just need some zombies to kill then. =D)
<3
Actually, since the AComm will most likely be making these, I think it will be the Alien version of a TF. It'll release spores and kill marines. I figure the gorge will be dropping defense chambers anywho. It seems like those "black smoker" hydrothermal vents at the bottom of the ocean. Whatever its ludic effects are, I agree with you that it'll spew gases.
As for the other chambers... Shift sounds like it does teleporting or temporary cloaking. Maybe it speeds up research times. Maybe it even moves other buildings or hives? It might even be able to drop aliens anywhere on the map (I doubt this a lot). Shade sounds like it creates darkness. Maybe it darkens areas so much Marines are heavily disadvantaged?
Whip's name seems to come only from its shape. Perhaps it's a mobile melee offense chamber (as has been theorized before). If OC's could chase Marines, that'd be pretty boss. Definite creepy atmosphere and halts marine movement. Perhaps it can be absorbed into bacterium and then pop up where its needed (and goes back into the infestation if it can't hit anything to avoid being out ranged). So it keeps marines out of Alien territory, but doesn't chase them around the map smacking them silly.
In NS2 I think this idea could be adapted to create a more viscious form of area denial, where the chamber can be placed out of sight and a swarm of tiny aliens in the air (represented by a particle effect... non-damageable... possibly the creatures that land around the hive and evolve into eggs?) and they hunt marines within the range of the chamber. They would only be able to go where marines and aliens can actually go (i.e. they can't fly through walls). They won't tear apart marines but will do damage over time. When the Swarm turret is destroyed, the swarm launched from it is immediately killed.
In NS2 I think this idea could be adapted to create a more viscious form of area denial, where the chamber can be placed out of sight and a swarm of tiny aliens in the air (represented by a particle effect... non-damageable... possibly the creatures that land around the hive and evolve into eggs?) and they hunt marines within the range of the chamber. They would only be able to go where marines and aliens can actually go (i.e. they can't fly through walls). They won't tear apart marines but will do damage over time. When the Swarm turret is destroyed, the swarm launched from it is immediately killed.<!--QuoteEnd--></div><!--QuoteEEnd-->
I say no, because in FPS games there are a lot of LoS blockers. In an RTS it is basically cliffs and thats it.
Being unable to damage them would suck.
Maybe the Kharaa Kommander can build a structure that increases Glowie production at the closest Hive.
-OR-
Make that structure produce Glowiez that fly around it. The Kommander can then use these Glowiez for any purpose that is allowed by them. Hopefully this is some type of small damaging attack. Weldbot should be able to do the same thing.
The story behind this would be that the cloaking "technology" (it wouldn't be tech because Kharaa is a lifeform, not a machine) would alter the visibility light and thus it would look very weird when the cloaking field is disrupted.
Hopefully Cory will see this ^__^
- Garo
Oh my, I just had an idea regarding this.
What if the Crag spits out....BABBLERS?!
What if the Crag spits out....BABBLERS?!<!--QuoteEnd--></div><!--QuoteEEnd-->
that would be some crazy, yet awesome sight
What if the Crag spits out....BABBLERS?!<!--QuoteEnd--></div><!--QuoteEEnd-->
Where do you get these crazy idea :P
OH YES!
Can't wait to see some renders and in game shots of these. Keep up the good work UW!