Fade's can't blink when on fire

MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Members
Ok, so the Flamethrower got me going. When you're on fire, it's pretty much impossible to think, so if a Fade is set on fire, it can't blink til it goes out. Small feature, but adds to immersion, I'd think. I mean Marines have the downside of already being able to set themselves on fire, so it balances it out. I mean the Fade would be focusing on the pain so much it couldn't blink, but could still attack, just more wild like.

Also, on the maps, the old space corridor thing is great and all; glad custom maps are allowed, but how about a few stock maps...with, let us say, an open area?

Yes, I know, considering the game's style, and gameplay, it doesn't fit, but I think it'd be unique. Imagine in a forest or so, a large area, like 3-4x the current map size, but to balance it out, allow like 24 players. Of course this is further down the line with optimization, but I think this gamestyle could work nice on large scale, too. I just imagine seeing skulks running through tall grass, with their backs sticking out lightly, or they could crouch and hide, be amazingly intense as a marine.

Also, the little flying units could perch on tree's and such, when Marines are going through the forest. I am sure mappers could do this ,but I think a stock map for it would be great, like

ns_forgottenforest or something.

Generic backdrop; the Marines crash land on the planet and find the Hive, ect.

Comments

  • Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
    You know at first I was opposed but now... yes seeing skulks through grass and stuff would be cool, and backs slightly pointing out, or even just seeing the grass hold over making tracks where they are, that'll be cool too.

    Maybe set it as lushious planet where humans have inhabited, and a human spaceship has crash landed there, a group of marines is dispached to see what happened and to inspect to look for survivors. But once they enter in the place is diserted, the emergency becon is later found to have gone off 13 years late, and now the ship is mostly full of grass and infesation. But aliens are known to live on this planet and the marines thought they exterminated most of them and have built a barrier seperating them from the remaining aliens. keeping them out but this spaceship landed and damaged the barrier. It turns out the door you entered in was the door to exit into the humans area and that your the only people stopping them from invadding. Inside this large spaceship is long grass, lushious tree posibility to go outside into Khara teritory. and 3 hives to kill.

    1 Human outpost with 3 alien outposts, mostly everything with infestation, and let the match begin.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    edited December 2010
    While were on it, make it so that grenades damage the space station's hull, causing immediate pressure loss and killing all marines.

    What I want to say is that NS has realistic elements, but that doesn't mean making everything realistic leads to a better game. Disabling blink equals certain death, which isn't immersive in any way.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited December 2010
    Fades don't feel pain, they're just dealers.

    +1 for forest setting. The problem is with outer limits... but that's a problem with any outdoor map game.
  • Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
    Hay about the Fade's how about a delay in blinking, I agree it wouldn't be nice to remove blinking but what about keeping it just delaying it by a second or 2, this will encourage fleeing, but bring in a slight possible realism but not so much as removing the blink. since it being removed wouldn't leave the fade feeling so good and it'll feel helpless, and that's not cool, even for the aliens.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    Wait, so you think the flamethrower needs a BUFF?
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I doubt a fade would catch on fire and suddenly forget it's primal and basic method of escape.
  • MOOtantMOOtant Join Date: 2010-06-25 Member: 72158Members
    <!--quoteo(post=1821853:date=Jan 6 2011, 02:10 AM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Jan 6 2011, 02:10 AM) <a href="index.php?act=findpost&pid=1821853"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait, so you think the flamethrower needs a BUFF?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Buahahahahhaahahhaahhaaha.

    But tbh there'd be no need to talk about what happens after fade is hit with flamethrower if I had proper FPS with my fade. That's the only thing that I need to kill all these noaim cowards.
  • MkilbrideMkilbride Join Date: 2010-01-07 Member: 69952Members
    It's not a buff, it's a gameplay design choice.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    edited January 2011
    About the map idea, I like it, if spark will get good grass. As in, grass that wont affect the player, but still collide and be dynamic enough to actually bend (atleast a little) when you walk over it.

    That is something I would love to see in an outdoor map, the only problem is that it would most likely be kind of performance hogging to have houndreds of grass straws each checking collisions and bending as 24 players walk in the field.
    I guess it might work if it didnt actually check collision, and instead the "field" entity detecting player-plane collision (or similar) and uses that position to set each straw (would still have to be less straws than in normal fields I guess, but still I hope it could be many enough) angle away from it, with magnitude depending on distance.

    It would just be such a sweet feature to see, with skulks able to sneak in the cover of the grass, or atleast hide if it stays still (humans easily sees movement), no matter how unlikely it is to be pulled of in a lag free way :S
  • thecowsaysmoothecowsaysmoo Join Date: 2008-02-02 Member: 63557Members
    edited January 2011
    This is actually an idea that has merit, change the flamethrower from a high damage dealer to a support role. Flamethrower flames could do very little damage, but could get rid of specific alien abilities, such as, no blink for fades on fire, no leap for skulks, no charge for onos etc, this would be a great solution to the current god mode flamethrower ability. however the current flame effect that makes it hard to see would need to get nerfed again, it's just a ###### mechanic that aliens cant see anything when on fire, that makes the game less fun.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    no. bad. go to your room.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Currently I barely play the game because flamethrowers are so broken and overpowered. This suggestion is rubbing salt into the fade's wounds.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2011
    Looks like this is partially coming true... Tho the flamethrower's burn duration still needs to be capped for balance.
  • eisigereisiger Join Date: 2010-11-22 Member: 75159Members
    If you're going to talk about immersion, it would make more sense for the Fade to lose the flames when fading.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    edited January 2011
    yeah..even more nerfs for aliens <.<
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    This is why we can't have nice things...

    I like the flamethrower as a support weapon, but you just can't take away the fun of playing kharaa, which is moving around. Bad, bad idea.
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