Alien Scent

RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
edited February 2011 in Ideas and Suggestions
<div class="IPBDescription">Smelly Vents</div>I don't know if this is just me, but whilst I use vents and hidey holes as much as possible when on the alien team, it has actually taken me ages to find out where all the vent systems are and actually make full use of them.

It would be really nice to see some sort of 'alien scent' marks that lead into vents, like glowing ant trails.

It would be quite a nice feature for aliens to do this on the fly as well, because when you are following team mates through complex tunnel systems sometimes you can loose them at vent junctions.

Anyway, just a though.

Edit: Ops, wrong forum section. Sorry.
«1

Comments

  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited February 2011
    Adding a glow effect to vents for Kharaas would be a great feature, especially for new players.

    Your ant-trail idea would be a bonus if it is implemented.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    Great idea, though i would say that because its the same one i had a just couple of weeks ago but forgot to post! :P
  • GaroGaro Join Date: 2005-01-07 Member: 33134Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    I like the scent idea, would be awesome if skulks could follow marines (and also aliens) by their scent trails for a short distance

    - Garo
  • StormApanStormApan Join Date: 2007-06-17 Member: 61280Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    edited February 2011
    +1 for tunnel scents and also player ability
  • Slickk-Slickk- Join Date: 2007-11-26 Member: 63019Members
    I like this idea but it definitely should be toggle-able.
  • AvalonAvalon Join Date: 2007-03-04 Member: 60224Members
    Would be a cool upgrade to track marine scent short distances.
  • Josh86Josh86 Join Date: 2010-12-06 Member: 75513Members
    edited February 2011
    I don't think I'd like this idea. I'd rather not have any extra visual indicators for the alien as of now. Even in NS1, there was a lot of little color blips on the screen (in addition to the text that went halfway across at times). You say you could make it a toggle but eventually players will all get used to the maps and there would be no need for this indication at all.

    Remember when you played NS1? It was difficult at first, but you learned and were rewarded. I think we should reward players that take their time with the game and learn to appreciate it.

    Any mutliplayer game -- if you think about the games you have played -- have maps that you eventually memorize or at least get a feel for. Remembering key spots for sniping, hiding, ambushing, is all part of the experience in multiplayer gaming.

    A lot of these ideas are really cool and I'm sure could be implemented if wanted, but sometimes less is more. Games are MEANT to make you think and try to play well. Many great games that I know took a bit of time to be really good at. Unknown factors are good in strategic games, as well. You may not realize, but video games do stimulate the brain...and the more the better.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    edited February 2011
    I like the dynamic scent trail idea, but marines leave tracks it could be slightly op, should be tested though. I kind of think it <i>needs</i> to affect marines walking on di, even if it doesnt affect them normally. If it wont affect marines normally, the "I want it realistic!" guys could think of it like the di being filled with same stuff as aliens would use for scent trails, which then is squeesed out by marine walking.

    Being able to see where other aliens have been would probably help new players extremely, and for the more experienced players, those fainting glowing trails (thats how it looks like in my head, glowing dots where aliens feets touched stuff, including floor, fainting by time) could help coordinate the whole team, as then they know which direction others went, how long ago they got created, what lifeform and/or how healthy it was.

    love it!
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    I like the Idea, this could be toggable with the alien-flashlight!
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited February 2011
    The fun of finding closed of spaces are great, admittedly. But if there was something subtle for the vents (the dash dot dash system is very subtle as of now) I think it would be great. Especially for aliens. Even if it was a slime trail down the wall, like in Aliens.

    I like that idea Feha, of a marine 'tracker' upgrade. Then NS2HD can do a parody of Steve Erwin, entitled:

    NS2HD, Onos Hunter.

    [AustralianAccent]"Wow, look at the size of that beauty! I'm going to drive up to it in my Mini Cooper and jump on it!"

    "Wow, you can tell it is angry by the way it is trying to kill me"[/AustralianAccent]

    ;)
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1829639:date=Feb 4 2011, 11:56 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Feb 4 2011, 11:56 AM) <a href="index.php?act=findpost&pid=1829639"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS2HD, Onos Hunter.

    [AustralianAccent]"Wow, look at the size of that beauty! I'm going to drive up to it in my Mini Cooper and jump on it!"

    "Wow, you can tell it is angry by the way it is trying to kill me"[/AustralianAccent]<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I like how everything is not obvious and that you can play a map for many hours and still find new things.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    Exactly, As you play the map you should find new routes over time. It's not necessarily a bad thing that you don't initially know where everything is, the game does enough hand holding when it comes to vents by making them pretty obvious.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Yeah, that is true. I think if I had a decent rig and awesome res and frame rate then spotting opening wouldn't be a problem. Laptop needs an upgrade I think.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    I just discovered the vent that leads into Server Room on Tram recently. Only found it by flying around in spectator mode. As for the idea, I think it would be better suited to only work in Dynamic Infestation areas. Perhaps the DI can become "worn" from lots of alien traffic, and it provides a visual clue where others have gone.
  • SilverwingSilverwing bulletsponge Join Date: 2003-11-23 Member: 23395Members, Constellation
    As a toggle? Awesome. Marine scent as an upgrade? Doubly so.
  • StormApanStormApan Join Date: 2007-06-17 Member: 61280Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    To those that are afraid this will clutter alien view: What if it was more subtle? You should not be able to see trails into vents thru walls. Rather some traces going into it from skulks or whatever gooish print got left by any random alien. Lets say you come to a crossing, and on the wall you see a pheromone / slimey path going up the wall and gives a clue to a vent further up. Marines wouldnt see this trace if its pheromone based.

    I think it is cool as long as you dont see it thru walls. Just by being close to the actual vent / wall in question.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <!--quoteo(post=1829629:date=Feb 5 2011, 02:23 AM:name=Slickk-)--><div class='quotetop'>QUOTE (Slickk- @ Feb 5 2011, 02:23 AM) <a href="index.php?act=findpost&pid=1829629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this idea but it definitely should be toggle-able.<!--QuoteEnd--></div><!--QuoteEEnd-->
    with the alien night vision
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    +1, used with Alien flashlight.
  • mrcmrc Join Date: 2011-01-30 Member: 79589Members
    <!--quoteo(post=1829633:date=Feb 4 2011, 04:37 PM:name=Josh86)--><div class='quotetop'>QUOTE (Josh86 @ Feb 4 2011, 04:37 PM) <a href="index.php?act=findpost&pid=1829633"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think I'd like this idea. I'd rather not have any extra visual indicators for the alien as of now. Even in NS1, there was a lot of little color blips on the screen (in addition to the text that went halfway across at times). You say you could make it a toggle but eventually players will all get used to the maps and there would be no need for this indication at all.

    Remember when you played NS1? It was difficult at first, but you learned and were rewarded. I think we should reward players that take their time with the game and learn to appreciate it.

    Any mutliplayer game -- if you think about the games you have played -- have maps that you eventually memorize or at least get a feel for. Remembering key spots for sniping, hiding, ambushing, is all part of the experience in multiplayer gaming.

    A lot of these ideas are really cool and I'm sure could be implemented if wanted, but sometimes less is more. Games are MEANT to make you think and try to play well. Many great games that I know took a bit of time to be really good at. Unknown factors are good in strategic games, as well. You may not realize, but video games do stimulate the brain...and the more the better.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The game should be more casual friendly even tho the trails would become useless to people after certain time they still exist there if you happen to forgot. There is no harm done even tho they are visible there if you already know the map.
    Think of the new players or casual players for example.
    I grew tired following skulks on the vent and then getting lost on the junctions, finding myself just trying to get out rather than do something feasible. I never learned NS maps, i sucked at them and i still do.

    As a casual gamer i fully support this idea
    It builds up the atmosphere of the game as well :P
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Glowing vents is too much spoon feeding. I like the idea that an alien can activate the alien flashlight and see other aliens recent footprints. That way you can easily follow more experienced players and discover new routes.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    <!--quoteo(post=1829749:date=Feb 5 2011, 12:52 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Feb 5 2011, 12:52 AM) <a href="index.php?act=findpost&pid=1829749"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1, used with Alien flashlight.<!--QuoteEnd--></div><!--QuoteEEnd-->

    aliens just need ns1 alien flashlight. Seeing your own teammates highlighted, and enemy is badly needed right now. I'm not sure glowing vents is honestly needed at all, aliens need to see in the dark as easily as they saw in ns1. darkness should be something used as an advantage but right now killing power nodes, hurts aliens as well.

    I also like to add, rooms where power nodes go down need to be bit darker, and red lights need to flicker to show power shortage.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The game should be more casual friendly even tho the trails would become useless to people after certain time they still exist there if you happen to forgot. There is no harm done even tho they are visible there if you already know the map.
    Think of the new players or casual players for example.
    I grew tired following skulks on the vent and then getting lost on the junctions, finding myself just trying to get out rather than do something feasible. I never learned NS maps, i sucked at them and i still do.

    As a casual gamer i fully support this idea
    It builds up the atmosphere of the game as well :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thank you. I'm tired of this binary thinking and decisive rhetoric about casual gamers ruining the game. It is not a bad thing that things are accessible to new and casual players.

    We aren't all the same. Not everyone can photographically remember every single map no matter how much they play the game, not to even mention casual gamers with very limited time.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I could barely find my way around my house the first two weeks I moved in. And it's not a big house. I was that bad.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Not everyone can shoot well; should we also give auto aim to people who have poor coordination?

    Nobody has to be GREAT at every aspect of the game. Just practice and see how you improve. How dull to start a new thing and have nothing to learn!
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    As cool as it would be to see scent trails, all I want for vents are hive sight glow around the entrances and exits.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    edited February 2011
    Nice Reverse accident fallacy, but using a single case to make an over-arching generalization doesn't make it true. This isn't about making everyone great at the game. It's about making things in the game much easier to access for everyone. Just because the vents are easy to see doesn't mean everyone will be good at using them, or everyone will even use them at all.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    What does easier to access mean? Everyone who joins the map has equal access to all areas of the map. There is nothing stopping any player from accessing vents.

    Lighting up special areas is patronising and not immersive. I like to be able to play a map and learn about it as I play. It's fun to discover a new vent area and new ways of moving about the map, and it encourages people to pay attention to the environment. NS2 is not a complicated or difficult game, the maps are quite straightforward and there is even a clear minimap.

    NS2 is not a single player game that will leave people looking for walkthroughs. If you get stuck or want tips just ask your teammates.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    You're mistaking the definition of "easier to access" completely. A phrase you might remember is "easy to learn, hard to master" - it's that "easy to learn" bit - <b>accessibility</b>; also, <b>intuitiveness</b>. This game is very, very hard to get into; and anything that does not detract from ("dumb down") the game that can make it <b>easier to get into</b> should be encouraged. Mostly, this involves intuitive game and interface/input design.
    I'm not fully supporting the OP's idea, but I'm definitely against your discarding of this essential goal - making the game <b>easier to access</b>.
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You're mistaking the definition of "easier to access" completely. A phrase you might remember is "easy to learn, hard to master" - it's that "easy to learn" bit - accessibility; also, intuitiveness. This game is very, very hard to get into; and anything that does not detract from ("dumb down") the game that can make it easier to get into should be encouraged. Mostly, this involves intuitive game and interface/input design.
    I'm not fully supporting the OP's idea, but I'm definitely against your discarding of this essential goal - making the game easier to access.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Exactly. I worry that the game will be very off putting to any players who didn't invest huge amounts of time into NS1 if the developers and community aren't willing to make it much more accessible to brand new players. This doesn't mean removing the higher level and more competitive play that comes with mastering all the aspects of the game; it just means making it so all the different aspects of the game are easy to find and understand. This doesn't mean you'll instantly be a pro just because vents are much easier to see and find, just like it doesn't mean you'll be a pro at aiming if you use a cross hair that is designed to be easier to see and aim with. You still have to be able to have good reaction times and be able to aim.
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