Simple logic puzzles to replace tedious 'E' holding sessions

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Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited June 2011
    <!--quoteo(post=1852886:date=Jun 15 2011, 04:13 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jun 15 2011, 04:13 AM) <a href="index.php?act=findpost&pid=1852886"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know how much this solves, but... E as a toggle, rather than held-down? Of course if you turn away you disengage anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I predict a funny bug if this were implemented.

    OMG I canea shoot man, I'm still toggled in repair mode. And so the civilian is born and we have a new game play element, protect the civ :P
  • SgtHydraSgtHydra Join Date: 2007-11-29 Member: 63046Members
    <!--quoteo(post=1852993:date=Jun 15 2011, 08:14 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jun 15 2011, 08:14 AM) <a href="index.php?act=findpost&pid=1852993"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I predict a funny bug if this were implemented.

    OMG I canea shoot man, I'm still toggled in repair mode. And so the civilian is born and we have a new game play element, protect the civ :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    I lol'd.

    As for this topic, I think that holding down E is simple enough for noobs to understand.

    Us old dogs might not mind a logic puzzle, but they aren't very friendly looking for new players.
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    If you can hold down W for about half an hour on average, you should be able to hold down E for a few seconds, too. It's not like whatever you are building is going to un-build itself when you let go of the key.

    Only thing I ask for is a welding tool animation. Not a separate gadget that takes up an inventory slot, just a tool that's automatically brought up when building or repairing stuff.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    edited June 2011
    <!--quoteo(post=1853464:date=Jun 16 2011, 12:38 PM:name=TAPETRVE)--><div class='quotetop'>QUOTE (TAPETRVE @ Jun 16 2011, 12:38 PM) <a href="index.php?act=findpost&pid=1853464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you can hold down W for about half an hour on average, you should be able to hold down E for a few seconds, too. It's not like whatever you are building is going to un-build itself when you let go of the key.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You've missed the point. Pressing E for one minute while doing nothing else cannot be compared to pressing W to move forward while doing many things like shooting etc.

    The comment about counter strike also misses the point. You have to hold down a key to plant the bomb but you have to decide where to plant the bomb, and only one player does that and then the round ends or the bomb is defused. The bomb is the centre of that gameplay and everything is planned around it. Powernode repairing in NS2 is a chore.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Counter Strike gave me an idea. What if the effect of Power Node destruction/repair is not instant, giving both teams the opportunity to undo the change, should the other team fail to retain control over the Node over a set length of time?

    Eg. It only takes 10 seconds to destroy/repair a Node. After the marines repair a Node, he has to defend the Node for the next 30 seconds while waiting for power to return. If the Node is destroyed again within that time, the power will remain out.

    I have posted my suggestion in another thread:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113803&view=findpost&p=1854092" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1854092</a>
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1852745:date=Jun 14 2011, 11:16 PM:name=Soylent_green)--><div class='quotetop'>QUOTE (Soylent_green @ Jun 14 2011, 11:16 PM) <a href="index.php?act=findpost&pid=1852745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If all you're doing is holding E, you're doing it wrong.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm going with this one.

    While I'm building stuff I constantly consider my positioning, follow things happening in the map and so on. It's a game of estimating danger levels, finding suitable build position that allows you to prepare for the likely threats. If it's all safe I can still have my minimap open and follow the game progress on the map. It's way more interesting than any repetetive minigame I've seen so far.

    In addition MACs are probably going to be doing a lot of the nastiest household chores. At least that was part of the reason why they got to the game in the first place.
  • AssassinTeddyAssassinTeddy Join Date: 2010-10-31 Member: 74694Members
    +1 Bacillus

    My problem with a minigame is the concentration it takes away from the game world you're still standing in.

    Even if you were still looking out and aware of an alien sneaking up; if they're 1 or 2 clicks away from finishing a minigame and focused on it people will be less likely to break and kill the alien, and more likely to just try and finish it quickly (and die, then lose the structure again).
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