Stamina Bar for marines needed!

PricePrice Join Date: 2003-09-27 Member: 21247Members
edited February 2012 in NS2 General Discussion
Is there one comming? If yes, don't mind this...but the community can talk about sprinting, stamina, jumping takes stamina?
I mean there is some kind of "stamina" for jetpacks if you understand.
Its just weird to sprint as a marine and then gets winded but you never know how much sprint you have left.




In my mind:
Sprinting costs stamina
Jumping costs stamina
Rifle butt costs stamina
The bigger the weapon, the more stamina will taken while sprint and jump.

But to prevent this situation:
'You want to jump, but you are out of stamina...'
The stamina could regenerate very fast, it just should prevent:
- marines jump all the time
- marines see their sprinting time
- prevent rifle butt spam

but ok there could be very better options, so maybe only a stamina bar for sprinting instead of other.
because jumping could be fixed with a very big scatter radius of the weapons if a marine jumps or just hide the weapon like if a marine sprint, you know.
or rifle butt spam could be fixed like the pistol secondary attack.


p.s. this is more a talk about a stamina bar, so please if you don't like it, tell us why ^^

Comments

  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    you brought up some good points. but i dont like it because it will be another element in the HUD, distracting from other things.
    i think sound could work, breathing heavily when your stamina is low.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Well sprinting was a pisspoor idea to begin with, maybe remove that altogether, immediately solves our little stamina problem. Riflebutt too, bad idea, remove it and speed-up the knife-equipping animation by 300% to make it a viable fallback-option again.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I'm with player on this one.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    I'd also remove sprinting but if they insist on including it, a bar would be better than not having one.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    The feedback is supposed to be given by sound (heavy breathing) but it doesn't really work : I didn't knew there was stamina for marines until reading this thread, so I was thinking my shift key was broken (hitting it with rage) or that the game was buggy, with sprint working sometimes and sometimes not... now everything is clear :)

    If we get the stamina bar I also want stamina potions, dropped by the comm.
  • AgielAgiel Join Date: 2006-11-14 Member: 58605Members, Constellation, NS2 Playtester, Subnautica Playtester
    Wait, what game have I been playing? I thought we used to have a stamina bar up until just a few builds ago, but they removed it because it cluttered up the HUD. If you think about it realistically it doesn't make any sense anyway. You should be able to notice yourself if you're tired or not. I believe their plan was to have audible feedback, and running out of stamina shouldn't drop you back to a walk but keep maybe 50% of the speed boost.
  • rebirthrebirth Join Date: 2007-09-23 Member: 62416Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    The jetpack is gonna need something like a stamina bar sooner or later anyway, at least i would love it if it had one.
    Maybe that would be a good point to add it back in, combine the two of them in one UI element.

    I can't remember how the old stamina bar looked exactly, but i believe i also played a build where something like that had been present even tho in a very ugly way...
    The current HUD and UI look strange anyway, the map is way too small and everything looks out of relation to each other, individual parts may look okay but overall the HUD and UI looks like they ripped pieces from different games and put them together.

    So no suprise that adding another element to the overall UI feels too crowded, the problem is not that there is too much HUD elements, they just don't harmonize nicely with each other imho.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I find that the biggest problem with HUD elements are that they are off to the sides and (especially) corners, so you have to look away from the focus of the screen in order to obtain some other information. This is fine for less essential information.

    Except that... putting them in the centre of the screen would clutter the centre of the screen, which you need for aiming and viewing.*
    * For instance, there is no need to have the +score for a kill on or near the crosshair. That kind of non-essential thing can be placed in the corner (with the kill-feed for instance), or, like RPG-esque games do it, have the +score appear above a dying player or dying structure in the actual game-world.

    So the solution is smartly implementing less HUD elements while still communicating all the required information...

    Sound cues don't work because they blend with other sounds and become noise, while a HUD element is always on-top.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1900439:date=Feb 6 2012, 09:34 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Feb 6 2012, 09:34 PM) <a href="index.php?act=findpost&pid=1900439"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I find that the biggest problem with HUD elements are that they are off to the sides and (especially) corners, so you have to look away from the focus of the screen in order to obtain some other information. This is fine for less essential information.

    Except that... putting them in the centre of the screen would clutter the centre of the screen, which you need for aiming and viewing.*
    * For instance, there is no need to have the +score for a kill on or near the crosshair. That kind of non-essential thing can be placed in the corner (with the kill-feed for instance), or, like RPG-esque games do it, have the +score appear above a dying player or dying structure in the actual game-world.

    So the solution is smartly implementing less HUD elements while still communicating all the required information...

    Sound cues don't work because they blend with other sounds and become noise, while a HUD element is always on-top.<!--QuoteEnd--></div><!--QuoteEEnd-->

    that's why i love the way they implemented the ammo counters for marines. i don't have to look to the lower right/left like in other fps's. masterful, really.
  • WispWisp Join Date: 2007-12-18 Member: 63211Members, Reinforced - Diamond
    Plenty of games have sprinting but no stamina bars. NS2 can too.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited February 2012
    <!--quoteo(post=1900262:date=Feb 6 2012, 05:49 PM:name=rebirth)--><div class='quotetop'>QUOTE (rebirth @ Feb 6 2012, 05:49 PM) <a href="index.php?act=findpost&pid=1900262"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The jetpack is gonna need something like a stamina bar sooner or later anyway, at least i would love it if it had one.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The jetpack has a stamina bar in the left bottom of your hud ^^

    I agree with player, but i don't want to say like " go back to ns1 damn" :P
    I mean seriously, ns1 was perfect in my mind, but its just annyoing that you can not see how long you can sprint, also i think you are totaly right, rifle butt should removed and the axe should be used instead, because its like every marine spam the 'rifle butt' after he is out of ammo, instead of reloading.

    <!--quoteo(post=1900493:date=Feb 7 2012, 04:47 AM:name=Wisp)--><div class='quotetop'>QUOTE (Wisp @ Feb 7 2012, 04:47 AM) <a href="index.php?act=findpost&pid=1900493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Plenty of games have sprinting but no stamina bars. NS2 can too.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <b>Tell me which new multiplayer shooter has this, but remember you can get out of sprinting.
    </b>
  • rebirthrebirth Join Date: 2007-09-23 Member: 62416Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    <!--quoteo(post=1900471:date=Feb 7 2012, 03:48 AM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Feb 7 2012, 03:48 AM) <a href="index.php?act=findpost&pid=1900471"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that's why i love the way they implemented the ammo counters for marines. i don't have to look to the lower right/left like in other fps's. masterful, really.<!--QuoteEnd--></div><!--QuoteEEnd-->


    But at the same time they make the map an small element in the upper left corner :/

    I guess it's these things that make the HUD look confusing to me so i didn't even notice the jetpack stamina bar...
    If they want to keep HUD elements on the equipment then maybe, just maybe we should consider something like giving the whole HUD some depth and 3D so the HUD actually feels like it's inside an helmet?

    Like i said: The HUD design currently feels all over the place, the ammo counter for weapons has this nice "inside the world feel" while everything else in the HUD feels like you are playing a shooting gallery inside a frame. If the remaining HUD elements would look like parts of an actual HUD inside the Marines helmet then the overall feel would be way better making the HUD easier to read at quick glance.
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