"enemy presence" ability

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
edited June 2011 in Ideas and Suggestions
You know that tingly feeling you get when something is wrong? That is what I'd like to see in one of the marine or alien classes. When near an enemy, even if they are out of sight, I'd like to a <u>subtle</u> visual and/or auditory change to the player.

This ability could either be innate to the player class, or evolvable/purchasable.

To convey the idea, here is what an implementation *might* look like:
As you get closer to an enemy, the edge your screen would slightly fade out/darken. In addition, a heartbeat or kharrabeat (whatever that is) would get a bit louder, alerting you to the close presence of your enemy. If necessary, this ability could be further limited by showing up only when moving slowly or not at all.

P.S. I think this ability would be most fitting for the skulk, who lies waiting to ambush any approaching marines. However, I would be open to other classes having this ability.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Would be a nice addition, I also hope for something along the lines of when they venture off into infested areas!

    \half-life\ns\sound\hud\alien_enemyapproaches1.wav
    \half-life\ns\sound\hud\alien_enemyapproaches2.wav
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    your idea made me think of this
    <a href="http://www.youtube.com/watch?v=5Kek3GqbsTk" target="_blank">http://www.youtube.com/watch?v=5Kek3GqbsTk</a>

    -

    alien sight, as aliens had in ns1 should be giving back to the aliens.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    I like this idea, after all the kharra are animal type aliens it would only be natural that they would have animal instincts and animals can sense when danger or a predator is near.
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    I would not like this ability for the marines, the aliens need their stealth.
    for a skulk it could work.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1857297:date=Jun 30 2011, 06:36 AM:name=Taxen0)--><div class='quotetop'>QUOTE (Taxen0 @ Jun 30 2011, 06:36 AM) <a href="index.php?act=findpost&pid=1857297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would not like this ability for the marines, the aliens need their stealth.
    for a skulk it could work.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree, not for the marines, but yes for the kharra
  • RemedyRemedy Join Date: 2011-06-16 Member: 104735Members, NS2 Playtester, NS2 Map Tester
    But there is an enemy presence ability... noise. Both teams make noise and have means to go around it, being that skulks can hold shift and marines can crouch to not make noise either. Also aliens can see any marines moving on infestation and marines can area scan to show entities on the minimap.

    It does sound interesting introducing a more passive function for sensing an enemies presence, but it makes no sense with the functions already available.
    And if you are needing more assistance to know if enemies are about you or your commander probably aren't paying enough attention.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited June 2011
    <!--quoteo(post=1857297:date=Jun 30 2011, 07:36 AM:name=Taxen0)--><div class='quotetop'>QUOTE (Taxen0 @ Jun 30 2011, 07:36 AM) <a href="index.php?act=findpost&pid=1857297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would not like this ability for the marines, the aliens need their stealth.
    for a skulk it could work.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--quoteo(post=1857299:date=Jun 30 2011, 07:55 AM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Jun 30 2011, 07:55 AM) <a href="index.php?act=findpost&pid=1857299"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree, not for the marines, but yes for the kharra<!--QuoteEnd--></div><!--QuoteEEnd-->
    They have alien-vision and hive-sight already. It would be funny to see them gain any additional hacks.

    <!--quoteo(post=1857305:date=Jun 30 2011, 09:39 AM:name=Remedy)--><div class='quotetop'>QUOTE (Remedy @ Jun 30 2011, 09:39 AM) <a href="index.php?act=findpost&pid=1857305"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But there is an enemy presence ability... noise. Both teams make noise and have means to go around it, being that skulks can hold shift and marines can crouch to not make noise either.

    It does sound interesting introducing a more passive function for sensing an enemies presence, but it makes no sense with the functions already available.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree with this. Many times as marine i could hear an approaching alien long before seeing it. However i did get a bit of inspiration from your post. How's this sound, very-nearby noisy-moving aliens that are obstructed by walls will show up on the HUD like a small animated version of <a href="http://www.ectoweb.com/images/SoundWave1.jpg" target="_blank">this</a> that follows the alien (so long as they're not using the shift-key to move silently), also it would be larger for large aliens and smaller for the small aliens. It's nerfed by it's short range, and another way to nerf it is you can't track the alien while shooting you're rifle (unless you have an otherwise useless ns2 suppressor, when the game actually gets it) so it should be ok to give it to the marines from the start of the game. It makes total sense because this is something that the marines helmet-sensors should be capable of on their own, and the ability to determine what type of alien (by the size of the sound wave), makes it a good compliment to motion tracking (which is more of a long range not-exactly-real-time sort of tracking). This may also be an excellent way to indicate the position of a fade while it's traveling through subspace (damn these aliens are technologically advanced vs the otherwise primitive "space" marines).
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    edited June 2011
    <!--quoteo(post=1857325:date=Jun 30 2011, 03:18 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Jun 30 2011, 03:18 PM) <a href="index.php?act=findpost&pid=1857325"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They have alien-vision and hive-sight already. It would be funny to see them gain any additional hacks.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I didn't think of it as another wallhack. seeing as alien vision IS far superior. more like a cool effect.
    I don't see it having much gameplay advantage at all.
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    You know that sound of a heartbeat that you hear when you're evolving?
    Have that sound amplify the closer you are to an enemy.
    It would create a great combat atmosphere and would sound brilliant when slowly sneaking up on an unwary marine.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    <!--quoteo(post=1857355:date=Jun 30 2011, 12:10 PM:name=Taxen0)--><div class='quotetop'>QUOTE (Taxen0 @ Jun 30 2011, 12:10 PM) <a href="index.php?act=findpost&pid=1857355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I didn't think of it as another wallhack. seeing as alien vision IS far superior. more like a cool effect.
    I don't see it having much gameplay advantage at all.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Agreed. While this could be used to supplement other "hive sight" abilities, the primary purpose here is to add atmosphere and suspense when in close quarters situations, without taking away from the gameplay.
  • IcemanUnlimitedIcemanUnlimited Join Date: 2011-06-26 Member: 106516Members
    Marines having sound pinpointing upgrade would be cool.. I would support it.

    I think this feature would be useless for aliens, seeing the abilities they already have.
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