<!--QuoteBegin-Delphi+Feb 24 2004, 06:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delphi @ Feb 24 2004, 06:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Someone never played a fade recently. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> that isnt really scary being chased by marines.. its more annoying.. cause your just like...
dam*it... i just spent 50 res on fade.... and now i die.. i guess ill just wait till i get the res again..
and to be honest.. i have never once been killed as a fade when im blinking
The real reason NS maps aren't dark is for playability. Not being able to see crap isn't fun, especially with the lack of a good flashlight. Also, if the game were reliant on darkness for Aliens to make their kills it would be very, very vulnerable to gamma exploiting.
what i might suggest is people start making maps like ns_mole (way back in 1.04) in which you had to turn the light on by welding them. Probably someone can make a map with a power source behind alien lines with a ship that only has MS with lights and the rest of the place is just a dimly lit (or not even lit) "ghost ship"
Imagine.... you're in a chamber with your welder....breathing heavily from exhaustion, you year a fade's growl in the distance and think "it's dark, it won't find me..." You finish welding the power source and the lights slowly flicker on. You turn around to see the shape of the fade you heard earlier, inching towards you with it's scythelike claws.....
oooo suspense...tasty... well enough of that, probably someone can create such a map all over again. Don't look at me, i can't even get a simple door to open right <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I'm currently in the progress of one, called ns_terror, can't tell for sure when it'll be done (I'm trying to make it as detailed as possible) but I'll get a release date some time posted on the Mapping forums <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I think THE scariest moment I ever had in NS was when I was in a hallway (with other teammates mind you) and the server lagged out a bit; as a result, a random motion tracking circle was placed directly in my face. I freaked out and emptied my clip at it, because I thought it was a cloaked alien or something. It so big that it just jumped out at me in my face.
I think scaring the player can be done by making him <i>predict</i> things that are going to happen. For example, watching three motion tracking rings race down a hallway near you may make you grip your mouse tighter; once you've seen the skulks, it's not all that scary anymore. Also, turning around to check on your squadmates and seeing a fade right behind you instead may freak you out.
That's why I came up with <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=11905' target='_blank'>this idea</a> of mine; it seeks to make all these freak-out moments more frequent ingame. (Their frequency is also tied to how alone you are, so lone-ranger, sorry <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->) Read it, if you haven't already, it's got a bunch of awesome effects that would make you grip that mouse tighter and perhaps lean in a little closer to the screen.
BTW Coil, about your quote: "There's nothing scarier than..." It's true, that position can be scary, but too often it is too utilitarian and standard-fare, especially for the skilled. And if you do end up getting into combat, it's too short before you die to be exciting. I think the <b>anticipation of impending doom </b>is what makes it more scary - thus, increasing the number of fake (hallucinated) encounters will turn up the tension on those solo missions.
After being killed for the Nth time by a Fade or Onos , you're just unable to fear them : the fact that you are discouraged from fleeing destroys the immersion. If I met a Fade IRL , I'd run the hell away from it , not pull a pathetic knife to duel it with no hope of winning. Right now , light marines are supposed to shoot till their last round to force the Fade to regenerate , though they have little hope of killing it. Marines can only run away from unupgraded onos , any other alien can reach them in a split second. They're forced to fight and respawn. Fleeing is a <b>natural</b> reaction and should be encouraged.
The Fade should terrorize the marines and not just make them respawn more often. As said before , the current Blink is atmosphere breaking , it's the actual teleportation that surprises marines , it helps the Fade get in and out of combat quickly without allowing instant kills. With equal running speeds , the Fade couldn't catch marines with ease unless they try to shoot back (halved strafe / backward speed)
It's thrilling to be chased by an Onos , however theses occurances are much too rare. I'd like to see heavy aliens trade speed for HPs , they shouldn't be the ones fleeing all the time. Fades and Onos should mostly strike by surprise and laugh at the marine's poor attempts at shooting them down. Skulks and Lerks are the ones striking lightning fast , though it wouldn't hurt if Skulk players spend more time "skulking" and Lerk players tried to lurk in vents or high places.
to make NS scary you need real creepy models like some in Poke 199 or 911 or something those models which have hardly a face a big hole in the torso and intestines spilling blood on the floor
to make NS scary you need an even creeper skulk.......or lerk and fade (you really need to improve the fade model) to do so make them more human like for example:Resident evil.....when I fight zombies I get the crap scared out of me(try They Hunger) and to make the skulk moore human like you need to examin a crawling human and add some features to the skulk as for the fade just make the head a bit more round
I was agreeing with you, GF-11, about the need to make models creepier, until you said that they should be more "human-like"...
...and this is exactly the reason that the fade, for example, is not at all creepy... because it's "human-like"... unless you're playing RE, fighting zombies, "humanlike" sucks... as does "animal-like"... which is why I so suffer every game of NS and have to see them damn farm animals eat up combat hardened human beings... <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
so, I roughly sketched some new lifeforms ideas a few months back, in hopes of inspiring modellers to make similar kharaa models that might have enough potential to replace the current "cute" kharaa models... the sketches are on <a href='http://www.unknownworlds.com/forums/index.php?showtopic=53794' target='_blank'>this thread</a>...
can someone please do something with these? please? I would try n' go all the way to the top, contacting Flay so that any new (and better, and creepier) models made have a chance of going official... I'm <i>soooo</i> sure this'd make NS that much more... uuuuummm... "interesting"...
Said it before and saying it again. Want scary? Play System Shock 2.
If NS ever became as scary as SS2, then I'd play nothing else for the rest of my life, and I swear on that...
However, that'll of course never happen...one would have to start adding all kinds of RPG elements into NS (which IS prolly the most effective way of making NS more scary)...breakable weapons, way more creepy maps, limited ammo (yeah...you have no idea how scary it can be to play any game which is very scarce with any kind of ammo)
Then also, the khaara would have to be heavily modified as well...and rather badly nerfed...
However, it'd be damn sweet to play such a game, where the rines have superior technology on their side, and heavy firepower, but weapons may break down and ammo is rather scarce.
The khaara would be rather weaker, but on the other hand they'd have the element of suprise AND psychological warfare to back them up. As suggested, rines would suffer hallucinations and so on, as they get hurt ect ect, and on top of that they'd have as mentioned before, weapons which may jam in the heat of combat and much less ammo avaliable...
(perhaps make it so that the commander has to manufacture ammo, health and cata pacs, which is then stockpiled and can be dropped...that way the rines would have to be much much more careful with what they do)
Suppose it could work and to a great effect, but NS would have to be heavily rewritten...
But yeah...playing as a marine would be a nervous task indeed...
Comments
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
that isnt really scary being chased by marines.. its more annoying.. cause your just like...
dam*it... i just spent 50 res on fade.... and now i die.. i guess ill just wait till i get the res again..
and to be honest.. i have never once been killed as a fade when im blinking
<!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> = Mun'aei!! (no not money)
Imagine.... you're in a chamber with your welder....breathing heavily from exhaustion, you year a fade's growl in the distance and think "it's dark, it won't find me..." You finish welding the power source and the lights slowly flicker on. You turn around to see the shape of the fade you heard earlier, inching towards you with it's scythelike claws.....
oooo suspense...tasty... well enough of that, probably someone can create such a map all over again. Don't look at me, i can't even get a simple door to open right <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
if it goes down, a very dark map. but even after that the reens can turn on the aux generator. but they have to weld something in a hive to do it!
I think scaring the player can be done by making him <i>predict</i> things that are going to happen. For example, watching three motion tracking rings race down a hallway near you may make you grip your mouse tighter; once you've seen the skulks, it's not all that scary anymore. Also, turning around to check on your squadmates and seeing a fade right behind you instead may freak you out.
That's why I came up with <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=11905' target='_blank'>this idea</a> of mine; it seeks to make all these freak-out moments more frequent ingame. (Their frequency is also tied to how alone you are, so lone-ranger, sorry <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->) Read it, if you haven't already, it's got a bunch of awesome effects that would make you grip that mouse tighter and perhaps lean in a little closer to the screen.
BTW Coil, about your quote: "There's nothing scarier than..."
It's true, that position can be scary, but too often it is too utilitarian and standard-fare, especially for the skilled. And if you do end up getting into combat, it's too short before you die to be exciting. I think the <b>anticipation of impending doom </b>is what makes it more scary - thus, increasing the number of fake (hallucinated) encounters will turn up the tension on those solo missions.
Marines can only run away from unupgraded onos , any other alien can reach them in a split second. They're forced to fight and respawn. Fleeing is a <b>natural</b> reaction and should be encouraged.
The Fade should terrorize the marines and not just make them respawn more often. As said before , the current Blink is atmosphere breaking , it's the actual teleportation that surprises marines , it helps the Fade get in and out of combat quickly without allowing instant kills. With equal running speeds , the Fade couldn't catch marines with ease unless they try to shoot back (halved strafe / backward speed)
It's thrilling to be chased by an Onos , however theses occurances are much too rare. I'd like to see heavy aliens trade speed for HPs , they shouldn't be the ones fleeing all the time. Fades and Onos should mostly strike by surprise and laugh at the marine's poor attempts at shooting them down. Skulks and Lerks are the ones striking lightning fast , though it wouldn't hurt if Skulk players spend more time "skulking" and Lerk players tried to lurk in vents or high places.
to make NS scary you need an even creeper skulk.......or lerk and fade (you really need to improve the fade model) to do so make them more human like for example:Resident evil.....when I fight zombies I get the crap scared out of me(try They Hunger) and to make the skulk moore human like you need to examin a crawling human and add some features to the skulk
as for the fade just make the head a bit more round
...and this is exactly the reason that the fade, for example, is not at all creepy... because it's "human-like"... unless you're playing RE, fighting zombies, "humanlike" sucks... as does "animal-like"... which is why I so suffer every game of NS and have to see them damn farm animals eat up combat hardened human beings... <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
so, I roughly sketched some new lifeforms ideas a few months back, in hopes of inspiring modellers to make similar kharaa models that might have enough potential to replace the current "cute" kharaa models... the sketches are on <a href='http://www.unknownworlds.com/forums/index.php?showtopic=53794' target='_blank'>this thread</a>...
can someone please do something with these? please? I would try n' go all the way to the top, contacting Flay so that any new (and better, and creepier) models made have a chance of going official... I'm <i>soooo</i> sure this'd make NS that much more... uuuuummm... "interesting"...
If NS ever became as scary as SS2, then I'd play nothing else for the rest of my life, and I swear on that...
However, that'll of course never happen...one would have to start adding all kinds of RPG elements into NS (which IS prolly the most effective way of making NS more scary)...breakable weapons, way more creepy maps, limited ammo (yeah...you have no idea how scary it can be to play any game which is very scarce with any kind of ammo)
Then also, the khaara would have to be heavily modified as well...and rather badly nerfed...
However, it'd be damn sweet to play such a game, where the rines have superior technology on their side, and heavy firepower, but weapons may break down and ammo is rather scarce.
The khaara would be rather weaker, but on the other hand they'd have the element of suprise AND psychological warfare to back them up. As suggested, rines would suffer hallucinations and so on, as they get hurt ect ect, and on top of that they'd have as mentioned before, weapons which may jam in the heat of combat and much less ammo avaliable...
(perhaps make it so that the commander has to manufacture ammo, health and cata pacs, which is then stockpiled and can be dropped...that way the rines would have to be much much more careful with what they do)
Suppose it could work and to a great effect, but NS would have to be heavily rewritten...
But yeah...playing as a marine would be a nervous task indeed...