New power sockets UWE video
aeroripper
Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
<div class="IPBDescription">also 3d marine hud</div>Just had this pop-up on my youtube subscriptions:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/jyURPP7MLa8"></param><embed src="http://www.youtube.com/v/jyURPP7MLa8" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Pretty cool looking. I like the 3D Hud but would like more 'hologrammy' type effects so the view looks like a natural extension of your visor.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/jyURPP7MLa8"></param><embed src="http://www.youtube.com/v/jyURPP7MLa8" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Pretty cool looking. I like the 3D Hud but would like more 'hologrammy' type effects so the view looks like a natural extension of your visor.
Comments
I like the 3d UI effect can't wait to see after its properly done.
+1
<!--quoteo(post=1883556:date=Nov 3 2011, 06:29 PM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Nov 3 2011, 06:29 PM) <a href="index.php?act=findpost&pid=1883556"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->While it looks very nice I must say that it is kinda distracting, maybe have the effect be a little smaller in size and/or to not ping that often.
I like the 3d UI effect can't wait to see after its properly done.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
Edit: That asside the node effect is pretty for both structure and node alike, it'll certainly be distracting at first though. <!--colorc--></span><!--/colorc-->
and yeah, the 3d hud will be more hologrammy :) once i'm done with the gui animation system i will give the 3d hud some love and add appropriate effects
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I certainly hope it's not flash<!--QuoteEnd--></div><!--QuoteEEnd-->
it's not flash
I think 7 or 8 seconds would be a good amount (typical human Focused attention span). If it's too long, new players will be confused, about why the effect appears and vanishes "randomly".
To make it less distracting, I suggest make the effect more more subtle (smaller, less opaque), but always visible, because large fluctuates attract more attention.
But I too think it should fade out in the end coming to its biggest point(powernode), and maybe invert the animation on the other structures - so its also growing and fading => would look cooler i think (i know its the other way around because it should say like - hey im a structure and im getting power from the powernode(expands) showed by the glow circle that shrinks :P)
The current game mechanism needs improvement, but I think the visuals suffice -- lights are on, power is on, lights are out, power is out. Very easy to understand, and the lighting complements the gameplay.
As suggested in the other thread, <b>I think power in all areas should be on by default. Infesting a power node kills it as long as the cyst chain is connected. Marines cannot repair nodes without killing the infestation first.</b> Repair and kill time are dramatically reduced (perhaps takes marine 5 seconds to repair, infestation takes 5 seconds to kill power). This way aliens aren't running around killing power nodes all the time, and they're actually focused on attacking players. This also gives alien commanders something to do, which is nice since it's terribly boring in the later stages of the game.
If my understanding is correct, the current implementation is that power nodes have cages. Cages are indestructible until marines come by and open them. Once opened, the commander drops something that powers them, which then makes them vulnerable to alien attack... or something. Way too confusing. Not only that, but it doesn't address aliens wasting their time attacking nodes and marines wasting their time repairing them. Also, what happens when aliens start attacking marine spawn's power and the team just spent all of their TR on an upgrade? The commander cannot literally afford to put the power back on -- complete disaster.
Again, please do not waste any time with this implementation of power. It's weird, complex, and it doesn't improve the gameplay experience.
But I too think it should fade out in the end coming to its biggest point(powernode), and maybe invert the animation on the other structures - so its also growing and fading. (i know its the other way around because it should say like - hey im a structure and im getting power showed by the glow thing :P)<!--QuoteEnd--></div><!--QuoteEEnd-->
when I said that I ment the node's signal is sending and the structures are receiving the signal, so have the same effect on structures no need to change that.
Edit: *Well what I had before was a more confusing description, so more vauge seems fine*
Edit Edit: Actually setting up the effect so it looks to be pulsing out of the holes in the plating would be nice too <!--colorc--></span><!--/colorc-->
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->1. The buildable power "packs" are being removed (they are flawed and this will help reduce stalemates).
2. Power points (on walls) are now "sockets" where power nodes must be built before the area is powered.<!--QuoteEnd--></div><!--QuoteEEnd-->
one thing of your not very optimistic post i still like: the idea to make infestation "attack" marine technology. there is already planned that infestation should be able to unlock doors, so having infestation destroying power nodes seems not wrong to me.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Edit Edit: Actually setting up the effect so it looks to be pulsing out of the holes in the plating would be nice too<!--QuoteEnd--></div><!--QuoteEEnd-->
cool idea, i keep that in mind once i have time to revisit that effect
Although as others have said, don't make the actual power node's effect infrequent, it should be very frequent, practically continuous. The reason being it will appear less random to new players, and things communicate their significance much more clearly with consistency. Once they see the connection between power nodes and the buildings, which i think is nearly perfect, they'll under stand the role of power nodes even better, which is more likely to happen if the power node still pulses frequently.
The only thing about the power node that needs to change is to make the effect less obtrusive, though don't lose the spherical lined design, i really like the pattern scheme behind it, reinforces the "power-grid" notion.
Here are my problems with the current model:
1. Aliens spend too much time attacking power nodes. Marines spend too much time rebuilding destroyed power nodes
2. Not every area has power nodes, difficult for players to figure out which areas are powered / not powered (summit)
3. Power packs can be easily hidden; they are confusing to aliens in a powerless room with still powered marine structures
Here's why I like power nodes:
1. Powerless areas give an advantage to aliens, which makes sense. A way for aliens to take down a room without destroying every structure
2. Stylistically, they are a nice touch. Very creepy for marines, very satisfying for aliens to hide when power is out
Here are my problems with my interpretation of the new model, as explained by Schimmel:
1. Balance issues -- marines now must spend resources just to build in a specific area
2. Aliens will still spend time attacking these sockets instead of engaging in combat. Marines will still spend time rebuilding these sockets
3. How will a neutral room appear? Will it still be lit? How will it differ artistically from a room with a socket? I anticipate confusion on the marine side if they can't tell the difference between a room without a socket and a room with a socket aside from their structures aren't powered
One minute, it's complaining about no new features being added.
Then when a new feature is added, it's complaining that the new feature will make engine run poorly or make the gameplay confusing.
But then if a build comes out strictly for the engine to run smoother some say, this game sucks, no new features.
¡Ay, ay, ay!
Now this is just a small group I'm seeing.
Everyone else is reasonable in their opinions.
I think it's an awesome effect that will add to the game.
-B1ackSmoke
Love that there is some action on the uwe youtube channel the last few days :)
I don't think posts like this (above) are constructive, including this one I'm posting. However, I'll comment once and be done with it.
I believe that most people on these forums want to see and play a successful, polished game. Offering constructive criticism to proposed ideas helps the UWE team refine game mechanics and reinforce or rethink their convictions.
Useless btching or smug commenting doesn't do anything. It's a waste of your post, and it's a waste for others to read it, so why bother.
I realize that this is a General Discussion forum and not strictly limited to Ideas & Suggestions, but there is enough of it going on (see 'Losing Interest...' thread) to comment that these posts accomplish nothing.
That being said, I'll stick to commenting on game features with my opinions and critiques to help the team with their final product, if anything I say would interest or serve them.
<!--quoteo(post=1883588:date=Nov 3 2011, 07:09 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Nov 3 2011, 07:09 PM) <a href="index.php?act=findpost&pid=1883588"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->one thing of your not very optimistic post i still like: the idea to make infestation "attack" marine technology. there is already planned that infestation should be able to unlock doors, so having infestation destroying power nodes seems not wrong to me.<!--QuoteEnd--></div><!--QuoteEEnd-->
Very similar to the concept put in the I&S forum. I would like to see the map start in a neutral, unpowered (lights on, but structures dont work) state. Let marines build power sockets and aliens infest them with large cysts. Powered rooms function as they do now, maybe brighter lights or something to show that this room is marine territory. Infested rooms get covered on all surfaces with infestation and become very dark, only lit by the alien glow that is planned.
This would be a great way to show how control of the map ebbs and flows. Besides, how creepy would a room be where every surface is infested?
I plan to clean up that suggestion and repost it sometime soon.
On another note, UWE needs to bring back power packs. Not as they are now, with some tweaks of course. Posting new thread as to not hijack this one.
Would be kool if the electric globe net thing for the powernode shrunk so it just covered the powernode instead of entirely disappearing (during its cycle). This way you can instantly tell whether the power is on/off instead of having to wait 4 seconds perhaps to see. Im still confused by the new powernode system though and maybe the lighting is supposed to tell you if the powers on dno.
1. Balance issues -- marines now must spend resources just to build in a specific area
2. Aliens will still spend time attacking these sockets instead of engaging in combat. Marines will still spend time rebuilding these sockets
3. How will a neutral room appear? Will it still be lit? How will it differ artistically from a room with a socket? I anticipate confusion on the marine side if they can't tell the difference between a room without a socket and a room with a socket aside from their structures aren't powered<!--QuoteEnd--></div><!--QuoteEEnd-->
1. Yes, that is true, but it may get balanced out in a way that doesn't end up too different from now. So, to build a power node may take some res, but we may reduce the res on the extractors for example, to help negate the extra cost.
2. Not sure if you mean power nodes when you say sockets. The sockets are an empty frame model, basically, that can't be attacked by aliens. Think of an electrical outlet in the wall. The power nodes are added to these sockets by the commander and built by the marines, at which point the node itself can be attacked. This is different from the current model, in that aliens won't be running around at the start of the game attacking all the power nodes, because there won't be as many on the map to start with, just a lot of empty sockets.
3. A neutral room will appear as normally lit, the default lighting the mapper created. A neutral room is a room with just a socket, which will be all areas of the maps, to start with, except for Marine Start, which will probably have a power node built automatically at game start. There may be a slight brightening of the lights in rooms that the marines have built power nodes in, but for the most part they won't be dramatically different from rooms with just an empty socket. However, there will be the effect coming off the power node, as seen in the video that was posted, and that will likely be visible to marine players from most areas of the rooms. In addition, it is not really all that important if marine players on the ground know instantly if a room has power, since it is the marine commander who needs to know. And there will be warnings that pop up telling him that the area is without power if he tries to drop a building, and there will probably be other visual indicators for the commander to quickly differentiate an area with a power node and one without.
Once a power node has been destroyed, the lights will be off, so it will be easy to tell which rooms had power before, but have been attacked by aliens.
Hope that clears some questions up.
--Cory
Once a power node has been destroyed, the lights will be off, so it will be easy to tell which rooms had power before, but have been attacked by aliens.
Hope that clears some questions up.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Cory,
Have you guys considered a neutral room having spotlights from off the ceilings kind of like in these pictures. Instead of having it just the same as it would be with the node in.
<img src="http://atmcoupons.com/spotlight.jpg" border="0" class="linked-image" />
<img src="http://mirror-us-ga1.gallery.hd.org/_exhibits/light/_more2006/_more12/stadium-lights-on-football-athletics-ground-fog-mist-heavy-duty-metal-safety-security-fence-on-foggy-misty-December-night-in-Kingston-London-England-2-DHD.jpg" border="0" class="linked-image" />
<img src="http://www.officialpsds.com/images/stocks/Stadium-Lights-stock4376.jpg" border="0" class="linked-image" />
Not as many lights on the last one but you get the picture.
Then of course when a power node is plugged in and built it lights the room to normal w/o spotlights, then when power node is destroyed, the lights go off as they do now. Maybe it could have a story behind it or something.
Have you guys considered a neutral room having spotlights from off the ceilings kind of like in these pictures. Instead of having it just the same as it would be with the node in.<!--QuoteEnd--></div><!--QuoteEEnd-->
Spotlights would need to be in marine controlled areas, not in neutral areas. Having spotlights in neutral areas would favor marines.
Eh maybe, Idk.
I think it would actually give the aliens a bigger advantage since the room wouldn't be fully lit.
I know the pictures show a lot of light but I'm thinking only 3 or 4 spotlights per room, more of a gloomy look.
It's an idea to throw out that would let each team know whether a room is neutral or not.
Plus it might add some cool lighting effects.
-B1ackSmoke
I know the pictures show a lot of light but I'm thinking only 3 or 4 spotlights per room, more of a gloomy look.<!--QuoteEnd--></div><!--QuoteEEnd-->
I see what you mean now. I thought you meant spotlights AND regular lights.
Only spotlights in neutral areas would be pretty cool.
Hint: NS2 is not a pure fast paced shooter, it's a shooter with RTS elements. I very much welcome the variety in gameplay and I really like how building up power nodes strengthens the bond between commander and player even more.
Critique is fine but at some point you reach the level of opinion and right here I just don't agree with you and fear you don't see that other players play different from you and don't want to constantly kill things.