Hive Sight - Essential alien characteristic
moosemanvanalgae
Join Date: 2007-08-28 Member: 62036Members
Why would you remove hive sight?
This is an essential alien characteristic.
The color scheme of the marines and the aliens and the maps make your targets hard to see. The marines have long range weapons and can hold still and shoot at something that's moving. The aliens have to be able to see their target early to be able to avoid being sniped and to be able to plan a traversal route to get within biting distance.
This is an essential alien characteristic.
The color scheme of the marines and the aliens and the maps make your targets hard to see. The marines have long range weapons and can hold still and shoot at something that's moving. The aliens have to be able to see their target early to be able to avoid being sniped and to be able to plan a traversal route to get within biting distance.
Comments
And in general they didn't transfer the NS1 hivesight system into NS2 but only parts of it, in a very strange and jumbled way!
NS1:
(taken from <a href="http://www.unknownworlds.com/ns/static/Natural_Selection_Manual.html" target="_blank">here</a>)
<img src="http://www.unknownworlds.com/ns/static/manual_files/images/hive_sight_6.gif" border="0" class="linked-image" />Friendly hive
<img src="http://www.unknownworlds.com/ns/static/manual_files/images/hive_sight_5.gif" border="0" class="linked-image" />Friendly gorge
<img src="http://www.unknownworlds.com/ns/static/manual_files/images/hive_sight_2.gif" border="0" class="linked-image" />Friendly player
<img src="http://www.unknownworlds.com/ns/static/manual_files/images/hive_sight_3.gif" border="0" class="linked-image" />Friendly player under attack
<img src="http://www.unknownworlds.com/ns/static/manual_files/images/hive_sight_0.gif" border="0" class="linked-image" />Parasited enemy player or structure
<img src="http://www.unknownworlds.com/ns/static/manual_files/images/hive_sight_1.gif" border="0" class="linked-image" />Player detected by scent of fear
To this came the parasited structure symbol being a triangle.
In NS2 the red aura indicating a detected enemy player was used for everything (both players and structures) AND it's size didn't scale with distance to the target. Then you had a second version for friendly players. So two symbols all in all and no scaling with distance.
So why remove hivesight now instead of trying a full implementation of it first???
It's like when gorge bilebomb had insane dmg + range, and instead of tweaking it down it was moved to the lerk.
<i>Hive sight was removed only because we're redoing it + didn't have time to finish before releasing the build - it'll be back in a new form</i>
Not sure why they had to remove just because their working on redoing it.