I like it, though. That is, if we again tie it to Parasite, because I imagine that the role of the parasite is simply to transmit information to the communal hive mind - so if it receives an enhancement (through a commander research), it transmits more information (HP, in this case) - plus, skulks, the otherwise squishiest unit in the game, would see the most benefit from this.
Hmm, I kinda like the idea of seeing health of a marine if they are parasited - as I recall from NS1 you simply could always see it.. if you were looking at a downward angle. But then that may have been buildings only..
Anywho, I just wanted to point out that health bar or no, if you can't track the marine already, then having a health bar as an additional thing clogging your vision as you bounce around trying to bite a marine's butt isn't going to help : /.
Let me give a bit of advice to any struggling skulks:
1) DO NOT run straight at a marine (jump, strafe, and/or turn instead) 2) Walls and ceilings are your friend, marines will often run right past you if you wait above them, then simply attack from behind unnoticed 3) Use leap to close distances, also very useful for escaping 4) ALWAYS parasite marines, that way if you die, your teammates have a better chance of finishing the job
It does take time to develop skill, but I personally love playing skulk. A great way to practice is to head over to NS1 and play a combat map, this is a non-stop deathmatch on relatively small maps with fast respawn times.
There is nothing wrong with current skulk implementation. If you can't keep track of a marine then that is purely your fault, and it is something that comes with practice. And in terms of the HP indicator, I don't think that is neccissary either, In the majority of cases it is quite possible to keep track of which marine you are biting.
I honestly don't see any of these ideas being implemented in the game by UWE, The game is meant to be competitive. Over-the-top handicaps that remove skill that is already quite attainable should not be implemented.
Describing what are essentially extra GUI features as "Over-the-top handicaps that remove skill" is over-the-top.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If you can't keep track of a marine then that is purely your fault, and it is something that comes with practice.<!--QuoteEnd--></div><!--QuoteEEnd--> You are right, but you have also not given this any thought. No one wants to spend a set amount of hours to become <b>merely competent</b>** at a game. <u>It's not a job.</u> I'm talking <b>entry-level</b>, here. Why do you think people skip tutorials? They're the boring, non-game component of the software.
Some players being unable to track marines does not add anything meaningful to the game for <b>anyone</b>, and meanwhile is unenjoyable for those aforementioned players (as well as opponents who appreciate at least a modicum of a challenge).
Indicators will not at all raise "n00bs" to "pro"-level, and indicators will not at all reduce the skill ceiling for "pro" players.
**I'll just leave this here for you: <!--quoteo(post=1891072:date=Dec 21 2011, 02:17 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Dec 21 2011, 02:17 AM) <a href="index.php?act=findpost&pid=1891072"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Apparently I'm too wordy, so let's illustrate what I'm talking about when I say "binary" (I make up dumb terms too :), with a picture. <img src="http://i.imgur.com/Oo6oK.png" border="0" class="linked-image" /> Above, is a player's effectiveness (tracking ability) vs their skill/experience/whatever with the current low-information implementation. Below, is a player's effectiveness (tracking ability) vs their skill/experience/whatever with <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><b>peripheral vision/proximate awareness indicators</b><!--colorc--></span><!--/colorc-->.
<b><u>Please note</u>:</b> I think <!--coloro:red--><span style="color:red"><!--/coloro-->"Melee Lock-on" is a <b>very bad idea</b><!--colorc--></span><!--/colorc-->, and <i>I have argued against it from the start</i>. <u>This thread has moved on since then</u>, and because of your response, now I'm thinking I should create a new thread for this new, different suggestion.<!--QuoteEnd--></div><!--QuoteEEnd--><!--quoteo(post=1891148:date=Dec 21 2011, 04:45 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Dec 21 2011, 04:45 PM) <a href="index.php?act=findpost&pid=1891148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The idea was simply to illustrate the "binary" nature of melee combat: <!--coloro:red--><span style="color:red"><!--/coloro-->there is a large region where you are simply, utterly ineffective <i>(incompetent; unable to track a marine at all, let alone land bites)</i><!--colorc--></span><!--/colorc-->; and then <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->there is a region of increasing effectiveness proportional to experience/skill <i>(competence; able to track a marine, able to land bites, able to move effectively, able to survive, able to react prudently, able to make tactical decisions, able to coordinate with team members, and so on)</i><!--colorc--></span><!--/colorc-->. <!--coloro:red--><span style="color:red"><!--/coloro-->I believe we should do without the former region.<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
A greater FOV (field of view) for skulk would help massively with this problem. It will look strange but once you are used to it you would be able to see your "peripherals" and keep the enemy within your sights. If any of you have an old Quake 1 or 2 games try it out. It's in the game config and is easy to set. Try between 180 and 130 degrees and see how you can get a better feel of what is around you.
Comments
I like it, though. That is, if we again tie it to Parasite, because I imagine that the role of the parasite is simply to transmit information to the communal hive mind - so if it receives an enhancement (through a commander research), it transmits more information (HP, in this case) - plus, skulks, the otherwise squishiest unit in the game, would see the most benefit from this.
Anywho, I just wanted to point out that health bar or no, if you can't track the marine already, then having a health bar as an additional thing clogging your vision as you bounce around trying to bite a marine's butt isn't going to help : /.
1) DO NOT run straight at a marine (jump, strafe, and/or turn instead)
2) Walls and ceilings are your friend, marines will often run right past you if you wait above them, then simply attack from behind unnoticed
3) Use leap to close distances, also very useful for escaping
4) ALWAYS parasite marines, that way if you die, your teammates have a better chance of finishing the job
It does take time to develop skill, but I personally love playing skulk. A great way to practice is to head over to NS1 and play a combat map, this is a non-stop deathmatch on relatively small maps with fast respawn times.
I honestly don't see any of these ideas being implemented in the game by UWE, The game is meant to be competitive. Over-the-top handicaps that remove skill that is already quite attainable should not be implemented.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If you can't keep track of a marine then that is purely your fault, and it is something that comes with practice.<!--QuoteEnd--></div><!--QuoteEEnd-->
You are right, but you have also not given this any thought. No one wants to spend a set amount of hours to become <b>merely competent</b>** at a game. <u>It's not a job.</u> I'm talking <b>entry-level</b>, here. Why do you think people skip tutorials? They're the boring, non-game component of the software.
Some players being unable to track marines does not add anything meaningful to the game for <b>anyone</b>, and meanwhile is unenjoyable for those aforementioned players (as well as opponents who appreciate at least a modicum of a challenge).
Indicators will not at all raise "n00bs" to "pro"-level, and indicators will not at all reduce the skill ceiling for "pro" players.
**I'll just leave this here for you:
<!--quoteo(post=1891072:date=Dec 21 2011, 02:17 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Dec 21 2011, 02:17 AM) <a href="index.php?act=findpost&pid=1891072"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Apparently I'm too wordy, so let's illustrate what I'm talking about when I say "binary" (I make up dumb terms too :), with a picture.
<img src="http://i.imgur.com/Oo6oK.png" border="0" class="linked-image" />
Above, is a player's effectiveness (tracking ability) vs their skill/experience/whatever with the current low-information implementation.
Below, is a player's effectiveness (tracking ability) vs their skill/experience/whatever with <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><b>peripheral vision/proximate awareness indicators</b><!--colorc--></span><!--/colorc-->.
<b><u>Please note</u>:</b> I think <!--coloro:red--><span style="color:red"><!--/coloro-->"Melee Lock-on" is a <b>very bad idea</b><!--colorc--></span><!--/colorc-->, and <i>I have argued against it from the start</i>. <u>This thread has moved on since then</u>, and because of your response, now I'm thinking I should create a new thread for this new, different suggestion.<!--QuoteEnd--></div><!--QuoteEEnd--><!--quoteo(post=1891148:date=Dec 21 2011, 04:45 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Dec 21 2011, 04:45 PM) <a href="index.php?act=findpost&pid=1891148"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The idea was simply to illustrate the "binary" nature of melee combat: <!--coloro:red--><span style="color:red"><!--/coloro-->there is a large region where you are simply, utterly ineffective <i>(incompetent; unable to track a marine at all, let alone land bites)</i><!--colorc--></span><!--/colorc-->; and then <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->there is a region of increasing effectiveness proportional to experience/skill <i>(competence; able to track a marine, able to land bites, able to move effectively, able to survive, able to react prudently, able to make tactical decisions, able to coordinate with team members, and so on)</i><!--colorc--></span><!--/colorc-->. <!--coloro:red--><span style="color:red"><!--/coloro-->I believe we should do without the former region.<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->