Feature Poll For NS:Source

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Comments

  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    I just hope they get rid of the stupid sprint option
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    <!--QuoteBegin-J the battlegorge+May 18 2005, 03:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (J the battlegorge @ May 18 2005, 03:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> More like i don't want to learn script. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Not wanting to script doesn't mean you shouldn't at least know what they are, to avoid making incorrect and inflammatory statements about them. Or is ignorance bliss?

    <!--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-->In a server, that allows you to script..the one with most kills is the one with best script.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Utterly and truly false. I don't script, not a single one beyond just changing binds (which you can do from the options menu anyway), and I am quite often at the top of the scoreboard (at least in combat games. On classic maps, I tend to not be as aggressive with the kills). Furthermore, I spectate players who <u>do</u> script, and guess what? Leap-bite and blink-swipe-meta scripts just screw you up. It is impossible to time any of them to be both effective and versatile. No fade worth his salt blinks with scripts, and no skulk with any kind of good record uses scripts to leap. By all means, try a leap-bite script yourself, and tell me honestly if you do any better with it.
  • PvtBonesPvtBones Join Date: 2004-04-25 Member: 28187Members
    how about we get back on topic?
  • GrahfGrahf Join Date: 2004-01-21 Member: 25558Members
    <!--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-->Eight, random shotgun spread and the removal of the "shotgun bug" would be very ideal (excuse the slight off-topicness).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If it is made random then it will be less reliable and probably unusable unless they up the damage or amount of pellets considerably.

    <!--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-->Ninth, it would be ideal if the game could be a little more linear. Perhaps something even as radical as a "fourth hive" could help achieve this. Basically, the game is much too alien sided when they get 2 hives. Keep it as much skill-oriented as possible.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I cant see how making the game more linear could benifit at all...




    <!--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-->TheAdj: Yeah, it was hard to try to design NS to allow 'massing', when 'units' are human. I tried to do this with Babblers but it didn't really work.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Wouldnt it be possible to maybe bring back babblers with the better AI on the source engine?
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    <!--QuoteBegin-Grahf+May 18 2005, 09:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grahf @ May 18 2005, 09:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wouldnt it be possible to maybe bring back babblers with the better AI on the source engine? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The AI isn't to do with the engine, AI coding is different from Graphics Engine Coding =/
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    <!--QuoteBegin-Grahf+May 18 2005, 10:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grahf @ May 18 2005, 10:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->Eight, random shotgun spread and the removal of the "shotgun bug" would be very ideal (excuse the slight off-topicness).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If it is made random then it will be less reliable and probably unusable unless they up the damage or amount of pellets considerably. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    What's the difference if it's made random ?
    The only difference would be to prevent shotty sniping with custom crosshairs (which has been kind of fixed by the damage drop after a certain distance)
  • DRagonDRagon Join Date: 2003-08-03 Member: 18833Members, 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-->Integrated clan support<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    ns clan community stack in 1 place :/
  • BreakthroughBreakthrough Texture Artist (ns_prometheus) Join Date: 2005-03-27 Member: 46620Members, Constellation
    If you had integrated clans, you'd also probably have (or want) a world-wide ranking system for all players. You want a fun game, not one where people lame you for the best rank.

    Well, it also depends on how you design the system too. Although it's probably the least likely feature there IMHO.
  • J_the_battlegorgeJ_the_battlegorge Join Date: 2005-05-07 Member: 51101Members
    <!--QuoteBegin-Sky+May 18 2005, 03:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sky @ May 18 2005, 03:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-J the battlegorge+May 18 2005, 03:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (J the battlegorge @ May 18 2005, 03:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> More like i don't want to learn script. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Not wanting to script doesn't mean you shouldn't at least know what they are, to avoid making incorrect and inflammatory statements about them. Or is ignorance bliss?

    <!--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-->In a server, that allows you to script..the one with most kills is the one with best script.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Utterly and truly false. I don't script, not a single one beyond just changing binds (which you can do from the options menu anyway), and I am quite often at the top of the scoreboard (at least in combat games. On classic maps, I tend to not be as aggressive with the kills). Furthermore, I spectate players who <u>do</u> script, and guess what? Leap-bite and blink-swipe-meta scripts just screw you up. It is impossible to time any of them to be both effective and versatile. No fade worth his salt blinks with scripts, and no skulk with any kind of good record uses scripts to leap. By all means, try a leap-bite script yourself, and tell me honestly if you do any better with it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I dont need to use any lousy leap-bite scripts, i can do it without them.

    and belive me, scripters DO get better score/stats whatever you wanna call it, that players that dont use scripts, in server that allows you to use scripts.

    What i would like to see is something like a scriptblock on whole game, dont know even if it's possible, but i would love to see this- on every server.
  • obuhobuh Not Quite Smart at NS Join Date: 2003-03-31 Member: 15072Members, Constellation
    Please quit the nubby discussion about scripts. There's already more than enough garbage in this thread.

    PS: hl1 movement code ftw.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    <!--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 dont need to use any lousy leap-bite scripts, i can do it without them.

    and belive me, scripters DO get better score/stats whatever you wanna call it, that players that dont use scripts, in server that allows you to use scripts.

    What i would like to see is something like a scriptblock on whole game, dont know even if it's possible, but i would love to see this- on every server. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    1. You missed my point. If you don't know what scripts can and can't do, you just sound silly arguing about them. That's what the scripting discussion forum is for; your refusal to even enter such a hall of heathen activity just shows that you prefer to remain willfully ignorant.

    2. I'm going to go out on a limb here and say I've been playing this game longer than you have. As such, I'm more inclined to believe what I have seen from personal experience, rather than what you have seen.

    Actually, how do you even know that the top scorers in the servers you frequent script?

    3. A server-wide scriptblock is possible, I'm quite certain there is a way to lock mp_blockscripts to 1 by default. However, and now I'm repeating myself, if you don't know squat about scripts then you really shouldn't try to debate what should be done about them.

    4. This is getting back to point number 1, but this discussion is over. Take any ideas, complaints, rants, or questions to the proper forum rather than clutter this thread with this (potentially lock-worthy) junk.
  • J_the_battlegorgeJ_the_battlegorge Join Date: 2005-05-07 Member: 51101Members
    <!--QuoteBegin-Sky+May 18 2005, 04:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sky @ May 18 2005, 04:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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 dont need to use any lousy leap-bite scripts, i can do it without them.

    and belive me, scripters DO get better score/stats whatever you wanna call it, that players that dont use scripts, in server that allows you to use scripts.

    What i would like to see is something like a scriptblock on whole game, dont know even if it's possible, but i would love to see this- on every server. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    1. You missed my point. If you don't know what scripts can and can't do, you just sound silly arguing about them. That's what the scripting discussion forum is for; your refusal to even enter such a hall of heathen activity just shows that you prefer to remain willfully ignorant.

    2. I'm going to go out on a limb here and say I've been playing this game longer than you have. As such, I'm more inclined to believe what I have seen from personal experience, rather than what you have seen.

    Actually, how do you even know that the top scorers in the servers you frequent script?

    3. A server-wide scriptblock is possible, I'm quite certain there is a way to lock mp_blockscripts to 1 by default. However, and now I'm repeating myself, if you don't know squat about scripts then you really shouldn't try to debate what should be done about them.

    4. This is getting back to point number 1, but this discussion is over. Take any ideas, complaints, rants, or questions to the proper forum rather than clutter this thread with this (potentially lock-worthy) junk. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    1.it does something that you can't do on your own.

    2.Played since 1.04, though i've had long breaks.

    3. and i know mp_scriptblock, but there is still server which doesnt have it on.
    and i do think i know enough to say that those should be blocked on everyserver..

    just think..CAL allows you to use scripts....the team with better script/script users, wins.

    4.yea,shure,whatever.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Hey J, I know players who will go into any server you want, with mp_blockscripts on or off, and will consistantly be the top scorer and player every single game.

    Scripts mean jack. If you don't believe me name a time, server, and place man... if seeing is believing you have no idea what's in store for you
  • ShinzonShinzon Join Date: 2003-07-25 Member: 18407Members
    Let's get on topic... forget scripts... if you want to discuss that start another thread please...

    NS source; I wonder will it block most of the physics like CS source... or will it be physics mayhem, that turrets can be knocked over (similar to the ones in the single player)

    That would bring alot to the strategy... turrets can be moved around, but not outside the tf range or they will stop working, and the tf itslef is too heavy to lift...

    And in that case... if an onos will knock over an armory, how will the marines get it back up? some sort of upgrade? gravity gun? or it needs for 4 rines to "lift it up" ?
  • Jmmsbnd007Jmmsbnd007 Join Date: 2002-11-24 Member: 9793Banned, Constellation
    <!--QuoteBegin-Grahf+May 18 2005, 03:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grahf @ May 18 2005, 03:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->Eight, random shotgun spread and the removal of the "shotgun bug" would be very ideal (excuse the slight off-topicness).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If it is made random then it will be less reliable and probably unusable unless they up the damage or amount of pellets considerably.

    <!--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-->Ninth, it would be ideal if the game could be a little more linear. Perhaps something even as radical as a "fourth hive" could help achieve this. Basically, the game is much too alien sided when they get 2 hives. Keep it as much skill-oriented as possible.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I cant see how making the game more linear could benifit at all...




    <!--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-->TheAdj: Yeah, it was hard to try to design NS to allow 'massing', when 'units' are human. I tried to do this with Babblers but it didn't really work.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Wouldnt it be possible to maybe bring back babblers with the better AI on the source engine? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    what
    Less reliable? From what I've heard, a random shotgun spread will work just fine.

    As for the linearization, it would help alleviate the alien-sidedness of a second hive.
  • Jmmsbnd007Jmmsbnd007 Join Date: 2002-11-24 Member: 9793Banned, Constellation
    <!--QuoteBegin-J the battlegorge+May 18 2005, 04:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (J the battlegorge @ May 18 2005, 04:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Sky+May 18 2005, 04:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sky @ May 18 2005, 04:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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 dont need to use any lousy leap-bite scripts, i can do it without them.

    and belive me, scripters DO get better score/stats whatever you wanna call it, that players that dont use scripts, in server that allows you to use scripts.

    What i would like to see is something like a scriptblock on whole game, dont know even if it's possible, but i would love to see this- on every server. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    1. You missed my point. If you don't know what scripts can and can't do, you just sound silly arguing about them. That's what the scripting discussion forum is for; your refusal to even enter such a hall of heathen activity just shows that you prefer to remain willfully ignorant.

    2. I'm going to go out on a limb here and say I've been playing this game longer than you have. As such, I'm more inclined to believe what I have seen from personal experience, rather than what you have seen.

    Actually, how do you even know that the top scorers in the servers you frequent script?

    3. A server-wide scriptblock is possible, I'm quite certain there is a way to lock mp_blockscripts to 1 by default. However, and now I'm repeating myself, if you don't know squat about scripts then you really shouldn't try to debate what should be done about them.

    4. This is getting back to point number 1, but this discussion is over. Take any ideas, complaints, rants, or questions to the proper forum rather than clutter this thread with this (potentially lock-worthy) junk. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    1.it does something that you can't do on your own.

    2.Played since 1.04, though i've had long breaks.

    3. and i know mp_scriptblock, but there is still server which doesnt have it on.
    and i do think i know enough to say that those should be blocked on everyserver..

    just think..CAL allows you to use scripts....the team with better script/script users, wins.

    4.yea,shure,whatever. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You a moron. And I second Forlorn/NGE's challenge. The winner of a CAL match is the clan that was better in the match, not because they had "better scripts".
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    Dammit dude <!--QuoteBegin-me+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (me)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->4. This is getting back to point number 1, but this discussion is over. Take any ideas, complaints, rants, or questions to the proper forum rather than clutter this thread with this (potentially lock-worthy) junk. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->


    A random shotgun spread would not automatically weaken the shotty. Maybe all the pellets cluster in the middle on one shot, taking a massive chunk of health out of a fade, and on the next shot they scatter all over, doing poor damage. It'll all balance out. True, it would take away the guaranteed skulk insta-gib if you hit him in the right spot, every time, but at the same time you have a chance of killing him even if you do screw up your aim a bit with a random spread.
  • J_the_battlegorgeJ_the_battlegorge Join Date: 2005-05-07 Member: 51101Members
    <!--QuoteBegin-NGE+May 18 2005, 05:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NGE @ May 18 2005, 05:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hey J, I know players who will go into any server you want, with mp_blockscripts on or off, and will consistantly be the top scorer and player every single game.

    Scripts mean jack. If you don't believe me name a time, server, and place man... if seeing is believing you have no idea what's in store for you <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes, but with scripts its even easier, than without em.
  • J_the_battlegorgeJ_the_battlegorge Join Date: 2005-05-07 Member: 51101Members
    Im just trying to say that scripting helps you in a way that any game shouldnt hav,
    thats my opinion, and i dont give flying poo, what you guys think about it after all.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    I'll even be nice and post the <a href='http://www.unknownworlds.com/forums/index.php?showforum=62' target='_blank'>link</a>.

    But, as a Parthian shot:
    <!--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-->Yes, but with scripts its even easier, than without em. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    How would you know if you've never used them?
  • CrisqoCrisqo Join Date: 2002-12-30 Member: 11625Members
    Hey, remember when this thread was about what feature to put into NS: Source?



    That was cool...
  • PvtBonesPvtBones Join Date: 2004-04-25 Member: 28187Members
    <!--QuoteBegin-Crisqo+May 18 2005, 06:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crisqo @ May 18 2005, 06:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hey, remember when this thread was about what feature to put into NS: Source?



    That was cool... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yea man that was so long ago, I can still remember when we argued over some <b><i><u>IMPORTANT</u></i></b> and we all suggested ideas and then we made those ideas better

    ah the good ole' days...
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited May 2005
    Anyways back on topic, its still going to be a long time before we see a NS: Source version. I would honestly be very surprised if they got one out by end of december.

    Nemesis Zero:

    <!--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-->In short: We are porting to Source, and have begun work on it.

    Slightly more elaborate: We have determined that the big bottleneck will indeed be the art assets (textures, models, animations, etc.). Our first preliminary research has been concluded - we now have a rough idea of what has to be redone in how much detail. Thus begins the conception of single items - asking ourselves questions such as what additional details we should integrate into the new marine model, and so on.
    So, as you can see, it's getting nearer, but still a long way off.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • PvtBonesPvtBones Join Date: 2004-04-25 Member: 28187Members
    yes it's deffinately a good ways off, december might be pushining it, I'd hazard a guess at minium april for a straight port (mostly redoing the comm stuff and alien adjustments/ testing)

    as for the TF I always imagined it more of a computer than an actually production unit so it would probably still work if tipped over.

    I somewhat (I can see the flames now) think it would be a good idea to use CS physics (maybe just the first couple releases to get a better feel for the engine and how it responds) they would have to be toned down a good bit so a skulk doesn't springboard off a TF when he tried to leap at a rine.

    a flame thrower is a must to have (just because their so cool! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) but I can't think of anything else that would be really needed to would fit to atmosphere.

    maybe something along the lines of having the comm (maybe a designated unit?) be able to hack into the ship mainframe and activiate onboard defenses (depressurize an area meaning only a HA could pass through that area and maybe a skulk if it gets an certain upgrade?) along with turrets and such.

    hmm if a new gametype was up there I'd suggest an idea I had along time ago that was pretty well recieved( I think...)
  • GrahfGrahf Join Date: 2004-01-21 Member: 25558Members
    Define linearization.

    If the shotgun spread is random it will be less reliable unless its spread is made narrow, or they make the randomness limited(which is a lot of work for little purpose). How would you like it if the sg made circles around the skulk your trying to kill fifty percent of the time. In most games the sgs have a really narrow cone outwards so the randomness isnt noticable, but in ns this would make it too powerful because you could nail a full shot on a fade from much farther away. Just leave it as it is.
  • UrbanConflictUrbanConflict Join Date: 2004-01-01 Member: 24939Members, Constellation
    edited May 2005
    Couple of interesting ideas, and nothing in the poll really matches it.

    1) If anybody has played Starcraft, remember the protoss had to phase in certain tech, and the structure wouldnt be there physically until it spawned in. Im not saying auto spawning structures on marines would be a good idea, just the sort of look that marines can I dunno, take out their space building thing from a weapons slot. And yes, damage can be substained in the process (just seems to fit the whole marine phase in on an IP, phase in buildings, phase in everything)

    2) I like the idea of damage to structures with dents and dings, welding causes them to repair.

    3) A hive animation that isnt just a lower opacity and then *poof* its there.

    4) Alien structures that bleed a little more realistically.

    5) I like the infrared idea, make it on the protolab and when marines use a certain key, you can see them partly through walls. Possibly make it so the comm has to drop indivuadual ones.

    6) Moveable items in a map. Such as broken computers on the floor that can be pushed, or just random debris. Good for skulk and gorge hiding.

    7) Hive infestation that looks like its breathing.

    8) Fade blink. Maybe just for cosmetics have like a fading trail behind where he blinked.

    9) Model animations that seem realistic - attacks, dropping medpacks, beaconing.

    10) Possibly marine classes like in TFC. Ones a builder, heavy armor but weak weapons. Ones a scouter, faster but light armor. You see where this is going, encourages marine teamwork instead of 12 guys heading in 12 different directions.
    Commander can choose which upgrades for each class. Faster scouts, quicker builders, etc.

    And why not for kicks a gravity gun so I can take the armory with me. Throw the comm chair upside down, and throw space toliets at aliens.

    Im out of suggestions for now, but im sure Ill come back with more.
  • ReVerthexReVerthex Join Date: 2005-01-10 Member: 34719Members
    Aliens get hivesight again and can see marines in the dark. Now marines have those cool visors on what purpose do they have? Absolutely nothing, how about we get them some night vision to see aliens in the dark. The torch is useless but source should fix that.

    Just my opinion.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-J the battlegorge+May 18 2005, 06:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (J the battlegorge @ May 18 2005, 06:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Im just trying to say that scripting helps you in a way that any game shouldnt hav,
    thats my opinion, and i dont give flying poo, what you guys think about it after all. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Saying it's your opinion doesn't make it valid. At best it makes you stupid.

    The ignorant learn when they are told something, the stupid refuse to learn. You have never used scripts and don't know what is possible with them. You have had delta level clanners, highly active in the comunity pub masters, and now me, tell you that scripts are not exploititive or wrong.

    Are you ignorant or stupid? you decide.
  • J_the_battlegorgeJ_the_battlegorge Join Date: 2005-05-07 Member: 51101Members
    <!--QuoteBegin-Swiftspear+May 19 2005, 04:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ May 19 2005, 04:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-J the battlegorge+May 18 2005, 06:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (J the battlegorge @ May 18 2005, 06:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Im just trying to say  that scripting helps you in a way that any  game shouldnt hav,
    thats my opinion, and i dont give flying poo, what you guys think about it after all. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Saying it's your opinion doesn't make it valid. At best it makes you stupid.

    The ignorant learn when they are told something, the stupid refuse to learn. You have never used scripts and don't know what is possible with them. You have had delta level clanners, highly active in the comunity pub masters, and now me, tell you that scripts are not exploititive or wrong.

    Are you ignorant or stupid? you decide. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I might be ignorant, yes i admit that
    but what i've seen people do with scripts, i don't feel like doing the same.
  • ZammaZamma Join Date: 2004-05-04 Member: 28458Members, Constellation
    <!--QuoteBegin-UrbanConflict+May 19 2005, 02:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UrbanConflict @ May 19 2005, 02:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Couple of interesting ideas, and nothing in the poll really matches it.

    1) If anybody has played Starcraft, remember the protoss had to phase in certain tech, and the structure wouldnt be there physically until it spawned in. Im not saying auto spawning structures on marines would be a good idea, just the sort of look that marines can I dunno, take out their space building thing from a weapons slot. And yes, damage can be substained in the process (just seems to fit the whole marine phase in on an IP, phase in buildings, phase in everything)

    2) I like the idea of damage to structures with dents and dings, welding causes them to repair.

    3) A hive animation that isnt just a lower opacity and then *poof* its there.

    4) Alien structures that bleed a little more realistically.

    5) I like the infrared idea, make it on the protolab and when marines use a certain key, you can see them partly through walls. Possibly make it so the comm has to drop indivuadual ones.

    6) Moveable items in a map. Such as broken computers on the floor that can be pushed, or just random debris. Good for skulk and gorge hiding.

    7) Hive infestation that looks like its breathing.

    8) Fade blink. Maybe just for cosmetics have like a fading trail behind where he blinked.

    9) Model animations that seem realistic - attacks, dropping medpacks, beaconing.

    10) Possibly marine classes like in TFC. Ones a builder, heavy armor but weak weapons. Ones a scouter, faster but light armor. You see where this is going, encourages marine teamwork instead of 12 guys heading in 12 different directions.
    Commander can choose which upgrades for each class. Faster scouts, quicker builders, etc.

    And why not for kicks a gravity gun so I can take the armory with me. Throw the comm chair upside down, and throw space toliets at aliens.

    Im out of suggestions for now, but im sure Ill come back with more. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Considering were meant to be talking about NS:S not scripts - agreed to all but number 10. kthx
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