Crippling Effects
Raveness
Join Date: 2007-03-04 Member: 60229Members
In the discussion about the bloody overlay, another idea was mentioned and i figured maybe start a topic.
Firstly, i have not yet had the pleasure of playing yet, though i'm going to pre-order soon etc. etc.
We were talking about how after a fight, you get the muffled sound, bloody vision, all that. Well to add to more realism, isn't of just a image and sound change, add some sort of...crippling effect.
For example: If marines get swarmed by skulks, it's going to be bloody on all sides, and survivors probably aren't going to be walking about unharmed. Those who get majorly injured, but do not die, should maybe have some sort of negative effect by having all that low health. (The same would apply for marines who fall from high places and survive). Example: Slower movement, wobbling vision (harder aim), slower reload. Etc. Etc.
Aliens would have similar effects. Slowed movement, either extremely slow, or no energy regeneration, skulks can no longer fly (plummet if damaged mid flight?), Fades cannot blink, etc.
I think this would help ALOT of things that i noticed in the original NS as well. For example: Shotgunning a fade in the face, only to have them constantly blink away to hive, and blink all the way back with their infinite adrenaline. It just felt...unfair. As if i was just wasting bullets, because i never felt like i was DOING damage until they died. Same with lerks or skulks, being able to escape to easy.
Same can be said for marines when health-pack spam is going on. You just never feel like you're actually doing any damage.
Not only will it make you feel like your doing something, but just imagine. You shot down a lerk, and go hunting through corridors for it. It feels like you actually did damage, and you just want that killing blow, instead of just ignoring it because it obviously got away. Or BEING that lerk. Waddling away unable to fly, hoping that you'll make it to your territory in time to get patched up.
Firstly, i have not yet had the pleasure of playing yet, though i'm going to pre-order soon etc. etc.
We were talking about how after a fight, you get the muffled sound, bloody vision, all that. Well to add to more realism, isn't of just a image and sound change, add some sort of...crippling effect.
For example: If marines get swarmed by skulks, it's going to be bloody on all sides, and survivors probably aren't going to be walking about unharmed. Those who get majorly injured, but do not die, should maybe have some sort of negative effect by having all that low health. (The same would apply for marines who fall from high places and survive). Example: Slower movement, wobbling vision (harder aim), slower reload. Etc. Etc.
Aliens would have similar effects. Slowed movement, either extremely slow, or no energy regeneration, skulks can no longer fly (plummet if damaged mid flight?), Fades cannot blink, etc.
I think this would help ALOT of things that i noticed in the original NS as well. For example: Shotgunning a fade in the face, only to have them constantly blink away to hive, and blink all the way back with their infinite adrenaline. It just felt...unfair. As if i was just wasting bullets, because i never felt like i was DOING damage until they died. Same with lerks or skulks, being able to escape to easy.
Same can be said for marines when health-pack spam is going on. You just never feel like you're actually doing any damage.
Not only will it make you feel like your doing something, but just imagine. You shot down a lerk, and go hunting through corridors for it. It feels like you actually did damage, and you just want that killing blow, instead of just ignoring it because it obviously got away. Or BEING that lerk. Waddling away unable to fly, hoping that you'll make it to your territory in time to get patched up.
Comments
For Kharra, you naturally regen, and there's bound to be a gorge somewhere to help you.
It's just about those worrying few seconds between life and death where you make it or you don't.
Additional crippling effects from low health have been tried over and over in games. The reason you rarely see this in a final product is because it is not fun, even in more realistic games. Unless you're playing a true sim game, like a flight sim, crippling is lame.
And special effects should not be crippling either.
Except they crippled marine backwards movement speed.
No, aliens did not. Remember: we're talking about player induced <b>effects</b>, not balancing.
You aint a movie hero, you're bound to fall over if you're running backwards while shooting.
It's more an idea for a "horror-Mod" or "realism mod" in wich are no ermergency lights, and also crippling for injured players on both sides...
You aint a movie hero, you're bound to fall over if you're running backwards while shooting.<!--QuoteEnd--></div><!--QuoteEEnd-->
But... no, we are movie heroes. Rushing into action, guns blazing, firing at some sneaky, vicious ###### alien creatures out in the depths of space.
When a fade is blinking into a room, and blinking back out having dropped a marine in two seconds, i'd like to feel like the entire shotgun clip i managed to put into him did some damage. Maybe just decrease energy regain at low health? Difficult for lerks and fades to escape, and reduced accuracy on marines? I'm not sure, but basically i want to feel like my bullets are having some kind of effect.
When a fade is blinking into a room, and blinking back out having dropped a marine in two seconds, i'd like to feel like the entire shotgun clip i managed to put into him did some damage. Maybe just decrease energy regain at low health? Difficult for lerks and fades to escape, and reduced accuracy on marines? I'm not sure, but basically i want to feel like my bullets are having some kind of effect.<!--QuoteEnd--></div><!--QuoteEEnd-->
Or, they could just make blink cost attack energy. That's simpler and more easy to understand than a complicated cripple effect.
3 shotgunblasts and the fade goes down.
And actually you can fire 3 shots in about 3 seconds (I did not clock it, just estimateing)
<!--quoteo(post=1832690:date=Feb 16 2011, 03:45 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Feb 16 2011, 03:45 PM) <a href="index.php?act=findpost&pid=1832690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or, they could just make blink cost attack energy. That's simpler and more easy to understand than a complicated cripple effect.<!--QuoteEnd--></div><!--QuoteEEnd-->
I might be wrong but this is how it actually is, isn't it?
This might not be a problem because i'm not sure how the energy works in NS2 as of yet, but if it's the same where if a fade has an adrenaline type bonus, they can infinitely blink, attack, regen, repeat.
Yep, that's what fades do. But if the marine team is doing its job, the fade can't do enough total damage to stop them, unless he takes more risks, trying to do more damage, and then he dies. Maybe. That's the point. That is the dynamic at work here.
You'd like to feel like you did some damage? You made him retreat. That's the damage you did. If you keep making him retreat, he can't do enough damage to stop your team if you have enough res nodes and tech. Otherwise, you lose. Good day sir.