<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Things like having the right-click menu *scroll* instead of just appearing. Things like digital ammo display counters on the side of the LMG. Things like the lights flickering on and off or going out when you shoot them. Things like animated kill icons. Things like multiple model animations for the same weapon reload, or even random ones. Things like color changing motion tracking icons that indicate distance through the UV scale. Things like the fonts used in game - a cool as hell font should never be underestimated. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes. YES! Oh dear God, YES!
A lot of things only need to be polished up to make them great. I liked the ammo counter display on the guns, that would be pretty cool. Like, a total abolishment of the HUD ammo counter for all guns. ...Maybe no counter for the shotgun though. I dunno, it just seems like it would add to that gun's inherent coolness factor, and only having to count up to 8 shells doesn't seem too hard.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Variety. I have been playing NS since *just* before 2.0, and I've been commanding since a bit after that some time. I'm not making any claims of my skill or veteranship or anything like that, I'm simply saying that I've done everything there is to do commanding wise.
What's your point Locane? My point is, the marine tech tree has the potential for HUGE variety, what with all the ideas on the I&S forums. Provide the game with multiple and extremely different paths of conquest, and you'll ensure replay value.
I'm talking about weapon variety. I'm talking about technology variety. I'm talking about having your options limited only by the amount of res you have. Something similar to assigning talent points in WoW - you only have so many, and once you've gone far enough down one tree, there's no turning back.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I like the cut of Locane's jib. You said what I tried to say, only more clearly. Kudos. Though, I think that there are limited amounts of stuff in the tech trees because of the limitations of HL1's engine. I'm pretty sure the amount of weapons was hard coded into the game (in valve's infinite wisdom.) Hopefully, Valve changed this in the Source engine.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I also wonder why marines got that laser-thingy on helmet :O maybe that could be something like infralaser-fancy-system-which-uncloacks-cloacked-aliens <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I always figured it was put there because (in an ideal world) the marines would work together in small squads. The lasers on the helmet would show the other marines where everyone one member of the squad was looking so they could get their "4 Corners" covered. "Oh, my buddy is checking the upper left corner, i'd better cover another area to make sure a skulk doesn't ambush us."
Just a technical point, it is not feisable to have "dynamic" ie on and off lights in Source, because they only calculate direct light and not radiosity, ultimately destroying the power of radiosity. Basically you cant have "on" and "off" states for lights in source, it just doesnt work.
You can have semi destructable environments now but not variable light sources.
Aliens need a new Chamber... some think like a All seeing Eye? The Chamber is a kind of a camera. All Gorges can change to the Seeing Chamber and see wat the Chamber see the gorge can give alarm when Marine in the sight of the new Chamber. And all aliens become a waypoind, or aliens with Redemtion go direct to the chamber.
Aliens need a Leader or a Queen. At the begining of a game one skull go into a hive. Into the hive the skull morphs into a new alien (a queen). The Leader is the same like a Gorge, a builder class. He (or She) can Drop Struktors and build it. The Leadter are a kind of a moving hive (a moving spawn point) Redemtion not possible for a Leader alien. If the Leader ready morpht the aliens can buld a second chamber (DC, MC, SC or The new Chamber). The Leader is slow and dont have strong attacks. When the last hive die the game dont ends. cuz the leader alien is still alive^^. The leader alien can give other aliens res or take res from the other aliens (no more res whors apart from ... the Leader Alien).
Marines need new struktures and new weapons
A Possible strukter is a munitions dump the commander can research new ammo. High explosive, armour piercing, High Speed ammo (i dont know the english word), or other ammo classes. Also the Commander upgrade the magazine (first upgrade 10% more ammo). the LMG have 50 bullets 10% are 5 bullets. The magazine for a LMG have after the upgrade 55 bullets (Sg have 9 [8,8], the HMG from 150 to 165, the Pistol 10 bevore 11 after the upgrade) second upgrade 20%, 3. upgrade 30% (LMG 50 bulltets without upgrade, after 1. upgrade 55, 2. upgrade 60, 3. upgrade 65 bullets.)
a big turret, ( <a href='http://www.3d-ring.de/3d_galerie/3d_bilder/1826_10.jpg' target='_blank'>http://www.3d-ring.de/3d_galerie/3d_bilder/1826_10.jpg</a> ) one marine can use the turret ans kill aliens the strukture cant move, only shoot. The Big Turret only can attack what in the front the turret can turn 180°. its not possible for this kind of turret to look whats behinde.
New Weapons
The Flamethrower, low distance, aliens are begin to burning and hight damage against struktures. And A gatling gun high distance, low accurate, it cant be equipt to a Jet pack solider or a normale solider, only Heavy Armor!!!
Vehicles and outdoor maps New weapons (sniper rifle, flamethrower, etc.) / Abilitys New alien Training level New marine tech/ New alien chamber Alternate fire for all weapons/abilities
The deleted options go against my personal freedom. A game should not force anything (except the average level goes beyond 35% compared to the other side), plus: No game should <b>ever</b> be balanced for competive playing. It destroys everything!
<!--QuoteBegin-Ricco+May 13 2005, 11:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ricco @ May 13 2005, 11:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Aliens need a new Chamber... some think like a All seeing Eye? The Chamber is a kind of a camera. All Gorges can change to the Seeing Chamber and see wat the Chamber see the gorge can give alarm when Marine in the sight of the new Chamber. And all aliens become a waypoind, or aliens with Redemtion go direct to the chamber. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> that would be an advanced version of the sc.
but i voted for more rine upgrades, but i also like the outdoor maps, maybe on the planet of the aliens like the xen world in hl1.
the best i idea i can think of is to make different models for the aliens. so when they have carapace they have a thicker looking skin or something like that. The same for the marines, when the armor level goes up the armor looks thicker.
Can you imagine an outdoor map? you'd have noobs running all over the place doing jack (edited).
And vehicles? how the heck would an alien use a vehicle, or what would be the alien's "vehicle?" when i think of that, i see a skulk trying to steer a go-cart-ish thing with it's claws....and i laugh.
<!--QuoteBegin-Shadow2+May 13 2005, 10:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadow2 @ May 13 2005, 10:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can you imagine an outdoor map? you'd have noobs running all over the place doing jack (edited). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> they already do this, and it's called CO.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And vehicles? how the heck would an alien use a vehicle, or what would be the alien's "vehicle?" when i think of that, i see a skulk trying to steer a go-cart-ish thing with it's claws....and i laugh.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->I think of something Battlefield style, but alienplayers can evolve into an apc or a real nasty star ship troopers artillery bug...
well, you should get it. while the marines use equipment, <b><i>are</b></i> the aliens this equipment...
Im defending the veicles not to focus on them compleatly, but to keep this option avalable...
First though the basic gameplay needs to be changed to source then mabe some new aliens and some rine tech...
Then after all that is done... things will start getting boring, and to spice it up the devs might want to try some sort of veicles, before they go into NS 2...
(noobs running around already can happen in regular NS... And in Co...)
I remember a rather kick-**** UT2k4 map, that had the attackers starting in short-range space dog-fighters, and the defenders had the choice of manning a space-station turret, or hopping into an interceptor.
Something like that -might- have promise;
i.e.
Aliens start as "pods" that have no attack, and have to make a kind of "Omaha beach" run (flight) to a space station.
The marines can choose to man turrets, or go after them with dog-fighters.
Once a single alien has made contact with a certain point in the station (docking bay, station-to-ship connecter, etc...) the game switches to a 1st person shooter.
The aliens start with low tech and have a choice of capturing one of multiple objectives.
Once they do this, their tech increases a bit, but they can only chose from 1 of 2 objectives.
After achieving this, they have access to all lifeforms/upgrades, but have to go for a single objective (the command bridge, for example).
The marines win if a countdown succeeds.
This whole attack/defend game-type made TFC and UT2k4 so much fun. I remember just bursting into a room as a defender, holding 4 rockets in my rocket launcher; kamikaziing in a vain but valiant attempt to buy us some time.
Charlie has got himself his own universe in NS; which has unlimited potential. Add to that a great modding engine, and all of us fans with our luny ideas- and I think NS:S has promise.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
We won't see NS:Source till sometime next spring anyways i bet.
I'm just thinking of all the work the artwork people have to do (textures, models) and if they can't use a lot of their code the programmers are gonna have a ton of work as well.
<!--QuoteBegin-J the battlegorge+May 13 2005, 04:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (J the battlegorge @ May 13 2005, 04:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-edit- or maybe if onos manages to stomp the vechile, it will stop instantly and people inside the vechile will *fly* out of the vechile<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <span style='font-size:21pt;line-height:100%'>ROFL</span>
I sincerely dislike the idea of vehicles in the game but that would be so goddamn hilarious!
<!--QuoteBegin-urinalcake+May 13 2005, 06:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (urinalcake @ May 13 2005, 06:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why don't we forget all the upgrades and crap, and bring back the athmosphere. How about when Natural-Selection was just a bit scary? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> its less scary because aliens to you are now a tactical problem, not a short flicker past the end of the corridor you nervously walked down.
you've started to think about it in the wrong way..
get some nice surround sound headphones, turn down your gamma back to a good value, and stop playing siege maps. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I say go with an expansion of the tech-trees. Give commanders more ways to win. While atmosphere is good, gameplay is what will keep people playing. Not to say that the atmosphere part should be abandoned. I mean, the potential for atmosphere on source is just too great to be ignored.
1) a training map, preferably one with a scalable shooting/attack range for marines and aliens, so you can practice.
2) Better tech/new gear for the marines, as it is, Alien higher-level life forms are overpowered beyond belief. Once a good fade shows up, they might as well auto-f4 the marine team.
they all look awesome Flayra, i know each one of my {FU} boys would enjoy all of them. Looking forward to seeing the Marines be able to hold their own a little better though. Those skulks are EVIL. hehe. Had the pleasure of playing with you once on our server. Good man. Visit us sometime. <a href='http://www.fuclan.com' target='_blank'>http://www.fuclan.com</a>
<!--QuoteBegin-Heliocentric+May 14 2005, 01:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Heliocentric @ May 14 2005, 01:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-urinalcake+May 13 2005, 06:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (urinalcake @ May 13 2005, 06:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why don't we forget all the upgrades and crap, and bring back the athmosphere. How about when Natural-Selection was just a bit scary? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> its less scary because aliens to you are now a tactical problem, not a short flicker past the end of the corridor you nervously walked down. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Doom3 is still scary for me. Remove all the lights in the game and that'll be scary, but would that be fun for NS?
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Doom3 is still scary for me. Remove all the lights in the game and that'll be scary, but would that be fun for NS? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It's that way with all games, the more you get used to something\situation you'll get less scared of it.
Every once and a great while i'll jump a little because a skulk surprises me when i'm alone and i wasn't expecting anything.
If there are vehicles lets have ones for transport <b>ONLY</b>. No marine controlled turrets, no being able to shoot out of it, just something to make getting around faster, and able to carry multiple marines so you and your buddy can go and be all teamwork-y.
Not a clue how this would be done or if it is even possible.
But something to stop people using ridiculous gamma and seeing cloaked, non-moving skulks on ceilings would own <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
And I still have the crap scared out of me some games. Depends on who you play with.
TheAdjHe demanded a cool forum title of some type.Join Date: 2004-05-03Member: 28436Members, NS1 Playtester, Constellation
<!--QuoteBegin-ProfLiebstrom+May 14 2005, 11:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ProfLiebstrom @ May 14 2005, 11:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not a clue how this would be done or if it is even possible.
But something to stop people using ridiculous gamma and seeing cloaked, non-moving skulks on ceilings would own <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
And I still have the crap scared out of me some games. Depends on who you play with. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It is possible by simply not rendering cloaked aliens. The reason this isn't done is because allowing aliens to be rendered is the only defense marines have against cloaking, it is incredibly unbalanced to allow them to be invisible versus semi trnasparent. Often a cloaked alien was either heard or seen via MT, or simply sits in an obvious place, thus sealing their fate. I've been banned from a lot of server for shooting cloaked skulks simply because they ran to a hiding spot and I could hear them from a mile away. The blur caused by cloaking is also visible, it must simply be looked for. Read the thread in this forum about FPS and adrenaline, it talks about such things in certain posts regarding the human eye and it's oddities.
<!--QuoteBegin-TheAdj+May 14 2005, 11:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj @ May 14 2005, 11:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ProfLiebstrom+May 14 2005, 11:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ProfLiebstrom @ May 14 2005, 11:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not a clue how this would be done or if it is even possible.
But something to stop people using ridiculous gamma and seeing cloaked, non-moving skulks on ceilings would own <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
And I still have the crap scared out of me some games. Depends on who you play with. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It is possible by simply not rendering cloaked aliens. The reason this isn't done is because allowing aliens to be rendered is the only defense marines have against cloaking, it is incredibly unbalanced to allow them to be invisible versus semi trnasparent. Often a cloaked alien was either heard or seen via MT, or simply sits in an obvious place, thus sealing their fate. I've been banned from a lot of server for shooting cloaked skulks simply because they ran to a hiding spot and I could hear them from a mile away. The blur caused by cloaking is also visible, it must simply be looked for. Read the thread in this forum about FPS and adrenaline, it talks about such things in certain posts regarding the human eye and it's oddities. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well the only people who see non moving cloaked lifeforms are pretty much exploiting the game anyways. I don't see why the hell we are balancing the game arounds exploiters doing thier job.
<!--QuoteBegin-TOmekki+May 15 2005, 04:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ May 15 2005, 04:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> they exploit because they have a different video card than others. damn. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Or they've just umpfed the gamma up that their video card and produce. I can do it on my geforce 5200. Hell can't look at the screen without sun glasses. But cloakers show up pretty good.
But I don't do it. I more rely on the magical name appearing tag or just common sense.
<!--QuoteBegin-Taaketa+May 15 2005, 04:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Taaketa @ May 15 2005, 04:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TOmekki+May 15 2005, 04:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ May 15 2005, 04:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> they exploit because they have a different video card than others. damn. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Or they've just umpfed the gamma up that their video card and produce. I can do it on my geforce 5200. Hell can't look at the screen without sun glasses. But cloakers show up pretty good.
But I don't do it. I more rely on the magical name appearing tag or just common sense. -------- Scripting is the art of manipulating the game for your benifit weather its right or wrong...
I am undecided, but I use scripts anyway... (cos they help, and thats right) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> but you DO script, which is even worse..
Comments
Things like having the right-click menu *scroll* instead of just appearing.
Things like digital ammo display counters on the side of the LMG.
Things like the lights flickering on and off or going out when you shoot them.
Things like animated kill icons.
Things like multiple model animations for the same weapon reload, or even random ones.
Things like color changing motion tracking icons that indicate distance through the UV scale.
Things like the fonts used in game - a cool as hell font should never be underestimated.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes. YES! Oh dear God, YES!
A lot of things only need to be polished up to make them great. I liked the ammo counter display on the guns, that would be pretty cool. Like, a total abolishment of the HUD ammo counter for all guns. ...Maybe no counter for the shotgun though. I dunno, it just seems like it would add to that gun's inherent coolness factor, and only having to count up to 8 shells doesn't seem too hard.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Variety. I have been playing NS since *just* before 2.0, and I've been commanding since a bit after that some time. I'm not making any claims of my skill or veteranship or anything like that, I'm simply saying that I've done everything there is to do commanding wise.
What's your point Locane? My point is, the marine tech tree has the potential for HUGE variety, what with all the ideas on the I&S forums. Provide the game with multiple and extremely different paths of conquest, and you'll ensure replay value.
I'm talking about weapon variety. I'm talking about technology variety. I'm talking about having your options limited only by the amount of res you have. Something similar to assigning talent points in WoW - you only have so many, and once you've gone far enough down one tree, there's no turning back.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I like the cut of Locane's jib. You said what I tried to say, only more clearly. Kudos. Though, I think that there are limited amounts of stuff in the tech trees because of the limitations of HL1's engine. I'm pretty sure the amount of weapons was hard coded into the game (in valve's infinite wisdom.) Hopefully, Valve changed this in the Source engine.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I also wonder why marines got that laser-thingy on helmet :O
maybe that could be something like infralaser-fancy-system-which-uncloacks-cloacked-aliens
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I always figured it was put there because (in an ideal world) the marines would work together in small squads. The lasers on the helmet would show the other marines where everyone one member of the squad was looking so they could get their "4 Corners" covered.
"Oh, my buddy is checking the upper left corner, i'd better cover another area to make sure a skulk doesn't ambush us."
You can have semi destructable environments now but not variable light sources.
Aliens need a Leader or a Queen. At the begining of a game one skull go into a hive. Into the hive the skull morphs into a new alien (a queen). The Leader is the same like a Gorge, a builder class. He (or She) can Drop Struktors and build it. The Leadter are a kind of a moving hive (a moving spawn point) Redemtion not possible for a Leader alien. If the Leader ready morpht the aliens can buld a second chamber (DC, MC, SC or The new Chamber). The Leader is slow and dont have strong attacks. When the last hive die the game dont ends. cuz the leader alien is still alive^^. The leader alien can give other aliens res or take res from the other aliens (no more res whors apart from ... the Leader Alien).
Marines need new struktures and new weapons
A Possible strukter is a munitions dump the commander can research new ammo. High explosive, armour piercing, High Speed ammo (i dont know the english word), or other ammo classes. Also the Commander upgrade the magazine (first upgrade 10% more ammo). the LMG have 50 bullets 10% are 5 bullets. The magazine for a LMG have after the upgrade 55 bullets (Sg have 9 [8,8], the HMG from 150 to 165, the Pistol 10 bevore 11 after the upgrade) second upgrade 20%, 3. upgrade 30% (LMG 50 bulltets without upgrade, after 1. upgrade 55, 2. upgrade 60, 3. upgrade 65 bullets.)
a big turret, ( <a href='http://www.3d-ring.de/3d_galerie/3d_bilder/1826_10.jpg' target='_blank'>http://www.3d-ring.de/3d_galerie/3d_bilder/1826_10.jpg</a> ) one marine can use the turret ans kill aliens the strukture cant move, only shoot. The Big Turret only can attack what in the front the turret can turn 180°. its not possible for this kind of turret to look whats behinde.
New Weapons
The Flamethrower, low distance, aliens are begin to burning and hight damage against struktures.
And A gatling gun high distance, low accurate, it cant be equipt to a Jet pack solider or a normale solider, only Heavy Armor!!!
Vehicles and outdoor maps
New weapons (sniper rifle, flamethrower, etc.) / Abilitys
New alien
Training level
New marine tech/ New alien chamber
Alternate fire for all weapons/abilities
The deleted options go against my personal freedom.
A game should not force anything (except the average level goes beyond 35% compared to the other side), plus: No game should <b>ever</b> be balanced for competive playing. It destroys everything!
that would be an advanced version of the sc.
but i voted for more rine upgrades, but i also like the outdoor maps, maybe on the planet of the aliens like the xen world in hl1.
the best i idea i can think of is to make different models for the aliens. so when they have carapace they have a thicker looking skin or something like that. The same for the marines, when the armor level goes up the armor looks thicker.
GAH!
Noo....just, no.
Can you imagine an outdoor map? you'd have noobs running all over the place doing jack (edited).
And vehicles? how the heck would an alien use a vehicle, or what would be the alien's "vehicle?" when i think of that, i see a skulk trying to steer a go-cart-ish thing with it's claws....and i laugh.
they already do this, and it's called CO.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And vehicles? how the heck would an alien use a vehicle, or what would be the alien's "vehicle?" when i think of that, i see a skulk trying to steer a go-cart-ish thing with it's claws....and i laugh.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->I think of something Battlefield style, but alienplayers can evolve into an apc or a real nasty star ship troopers artillery bug...
well, you should get it. while the marines use equipment, <b><i>are</b></i> the aliens this equipment...
and IF, IF there will be vechiles, they should be weak,
like someone said, kill the driver, and vechile will crash or something
-edit-
or maybe if onos manages to stomp the vechile, it will stop instantly and people inside the vechile will *fly* out of the vechile
First though the basic gameplay needs to be changed to source then mabe some new aliens and some rine tech...
Then after all that is done... things will start getting boring, and to spice it up the devs might want to try some sort of veicles, before they go into NS 2...
(noobs running around already can happen in regular NS... And in Co...)
Something like that -might- have promise;
i.e.
Aliens start as "pods" that have no attack, and have to make a kind of "Omaha beach" run (flight) to a space station.
The marines can choose to man turrets, or go after them with dog-fighters.
Once a single alien has made contact with a certain point in the station (docking bay, station-to-ship connecter, etc...) the game switches to a 1st person shooter.
The aliens start with low tech and have a choice of capturing one of multiple objectives.
Once they do this, their tech increases a bit, but they can only chose from 1 of 2 objectives.
After achieving this, they have access to all lifeforms/upgrades, but have to go for a single objective (the command bridge, for example).
The marines win if a countdown succeeds.
This whole attack/defend game-type made TFC and UT2k4 so much fun. I remember just bursting into a room as a defender, holding 4 rockets in my rocket launcher; kamikaziing in a vain but valiant attempt to buy us some time.
Charlie has got himself his own universe in NS; which has unlimited potential. Add to that a great modding engine, and all of us fans with our luny ideas- and I think NS:S has promise.
I'm just thinking of all the work the artwork people have to do (textures, models) and if they can't use a lot of their code the programmers are gonna have a ton of work as well.
or maybe if onos manages to stomp the vechile, it will stop instantly and people inside the vechile will *fly* out of the vechile<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<span style='font-size:21pt;line-height:100%'>ROFL</span>
I sincerely dislike the idea of vehicles in the game but that would be so goddamn hilarious!
--Locane
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
How about when Natural-Selection was just a bit scary?
How about when Natural-Selection was just a bit scary? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
its less scary because aliens to you are now a tactical problem, not a short flicker past the end of the corridor you nervously walked down.
you've started to think about it in the wrong way..
get some nice surround sound headphones, turn down your gamma back to a good value, and stop playing siege maps. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
How about when Natural-Selection was just a bit scary?"
I agree
1) a training map, preferably one with a scalable shooting/attack range for marines and aliens, so you can practice.
2) Better tech/new gear for the marines, as it is, Alien higher-level life forms are overpowered beyond belief. Once a good fade shows up, they might as well auto-f4 the marine team.
How about when Natural-Selection was just a bit scary? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
its less scary because aliens to you are now a tactical problem, not a short flicker past the end of the corridor you nervously walked down. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Doom3 is still scary for me. Remove all the lights in the game and that'll be scary, but would that be fun for NS?
It's that way with all games, the more you get used to something\situation you'll get less scared of it.
Every once and a great while i'll jump a little because a skulk surprises me when i'm alone and i wasn't expecting anything.
But something to stop people using ridiculous gamma and seeing cloaked, non-moving skulks on ceilings would own <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
And I still have the crap scared out of me some games. Depends on who you play with.
But something to stop people using ridiculous gamma and seeing cloaked, non-moving skulks on ceilings would own <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
And I still have the crap scared out of me some games. Depends on who you play with. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It is possible by simply not rendering cloaked aliens. The reason this isn't done is because allowing aliens to be rendered is the only defense marines have against cloaking, it is incredibly unbalanced to allow them to be invisible versus semi trnasparent. Often a cloaked alien was either heard or seen via MT, or simply sits in an obvious place, thus sealing their fate. I've been banned from a lot of server for shooting cloaked skulks simply because they ran to a hiding spot and I could hear them from a mile away. The blur caused by cloaking is also visible, it must simply be looked for. Read the thread in this forum about FPS and adrenaline, it talks about such things in certain posts regarding the human eye and it's oddities.
But something to stop people using ridiculous gamma and seeing cloaked, non-moving skulks on ceilings would own <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
And I still have the crap scared out of me some games. Depends on who you play with. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It is possible by simply not rendering cloaked aliens. The reason this isn't done is because allowing aliens to be rendered is the only defense marines have against cloaking, it is incredibly unbalanced to allow them to be invisible versus semi trnasparent. Often a cloaked alien was either heard or seen via MT, or simply sits in an obvious place, thus sealing their fate. I've been banned from a lot of server for shooting cloaked skulks simply because they ran to a hiding spot and I could hear them from a mile away. The blur caused by cloaking is also visible, it must simply be looked for. Read the thread in this forum about FPS and adrenaline, it talks about such things in certain posts regarding the human eye and it's oddities. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well the only people who see non moving cloaked lifeforms are pretty much exploiting the game anyways. I don't see why the hell we are balancing the game arounds exploiters doing thier job.
Or they've just umpfed the gamma up that their video card and produce. I can do it on my geforce 5200. Hell can't look at the screen without sun glasses. But cloakers show up pretty good.
But I don't do it. I more rely on the magical name appearing tag or just common sense.
Or they've just umpfed the gamma up that their video card and produce. I can do it on my geforce 5200. Hell can't look at the screen without sun glasses. But cloakers show up pretty good.
But I don't do it. I more rely on the magical name appearing tag or just common sense.
--------
Scripting is the art of manipulating the game for your benifit weather its right or wrong...
I am undecided, but I use scripts anyway... (cos they help, and thats right) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
but you DO script, which is even worse..