i think vehicles and huge outdoor maps would be awesome for ns:source. it would be like onslaught in ut2004. those maps look beautiful <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
<!--QuoteBegin-Petco+May 6 2005, 02:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Petco @ May 6 2005, 02:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> All of them pretty much, ranking meh, not sure about that one, but everything else is good. I voted for new alien. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If new aliens would be included, wouldn't that mean that there would also have to be new marine content to counter it?
Voted "new alien" by the way. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Ages ago I had the "Kharaa Swarm" alien idea. An alien that consisted of a swarm of cooperating bacteria and corrupted nanites. it had the ability to focus electricity into a bolt and degrade marine armor and buildings, dissipate and reform at a new location (like old school Blink) and the power to cause an EMP wave by unloading all the nanites of their energy at once, causing marine huds to go static for a moment). Ultimate Kharaa support, but very weak with next to no armor.
GrendelAll that is fear...Join Date: 2002-07-19Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
edited May 2005
<!--QuoteBegin-TheAdj+May 6 2005, 03:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj @ May 6 2005, 03:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The two things that significantly limit the strategic choices each team can currently make is the small tech tree. Trees need to either be extremely wide or extremely long, or average on both. NS is small on both, there are not many options to choose from as far as marine tech goes. The limited weapons prevent someone from doing a really niche strategy, and the very narrow 3 tier tree (starting gear, Adv Armory and midlevel ups, Proto gear and 3/3 ups) prevents a real "tech" strategy from being used. In RTS games, usually it boils down to someone rushing, towering, massing, teching, or combining a couple of these ideas. In NS, rushing and teching are effective, while towering is broken and <s>teching</s> <span style='color:yellow'>massing</span> doesn't exist. I would personally love to see this:
Do not automatically give all the upgrade options once a building is complete, and require a research for some of the commander abilities. For example, medpacks should be innate and always available, while all other commander abilities should require research at a new building. Ammo, cat/stims, pinging, as well as anything else added for the commander (or upgrades to those abilities) should require research at this new structure. This makes the commander choose what is more important, augmenting his drops, developing his base, expanding for res, or upgrading. The more paths available, the more depth the game develops.
If you're going to add vehicles, I'd like to see it take a path opposite of things such as jets or HA. Distinct paths make the commander actually make a decision on what to use instead of doing a blanket "hey lets upgrade everything at once and see what works". As someone suggested, current proto tech should be moved to a new building, and new proto upgrades should be available (things such as speed augmentation or dual weapons carrying should not be left out of consideration for the protolab, it should not just be for actual gear worn). If the paths are stretched and widened, it will really enhance public and competitive play over time, as well as attracting people from the RTS genre (I doubt many people who play RTS games know of NS' RTS aspect, otherwise they'd crawl all over it). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Since I suggested marine weapons be split into individual research paths over a year ago now, I can but agree with the above. In fairness though, NS is complex by comparison to most other FPS already.
Perhaps now that there is a bigger pool of players who have played TFC, NS, Savage, Tribes 2 et al, it is possible to market a more complex game and expect a reasonable number of players to be able to pick it up.
2 or 3 years ago, NS was probably about as complex as the market it was going for could stand (FPS players). Whilst I know we'd all love to have amazing added complexity and depth for NS:S, it probably wouldn't do the RTS/FPS genre's long term growth any good to crank up the barriers to access just yet.
From a product perspective, NS probably needs a training level, more than anything else. [EDIT] Of course, a poll of existing players who are good at the game already is unlikely to result in a landslide win for adding "Training" as a <i>new feature</i> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.[/EDIT]
<!--QuoteBegin-Grendel+May 6 2005, 10:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grendel @ May 6 2005, 10:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [EDIT] Of course, a poll of existing players who are good at the game already is unlikely to result in a landslide win for adding "Training" as a new feature .[/EDIT] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> And thats why i voted for the ranking system <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
TheAdjHe demanded a cool forum title of some type.Join Date: 2004-05-03Member: 28436Members, NS1 Playtester, Constellation
<!--QuoteBegin-Grendel+May 6 2005, 03:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grendel @ May 6 2005, 03:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TheAdj+May 6 2005, 03:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj @ May 6 2005, 03:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The two things that significantly limit the strategic choices each team can currently make is the small tech tree. Trees need to either be extremely wide or extremely long, or average on both. NS is small on both, there are not many options to choose from as far as marine tech goes. The limited weapons prevent someone from doing a really niche strategy, and the very narrow 3 tier tree (starting gear, Adv Armory and midlevel ups, Proto gear and 3/3 ups) prevents a real "tech" strategy from being used. In RTS games, usually it boils down to someone rushing, towering, massing, teching, or combining a couple of these ideas. In NS, rushing and teching are effective, while towering is broken and <s>teching</s> <span style='color:yellow'>massing</span> doesn't exist. I would personally love to see this:
Do not automatically give all the upgrade options once a building is complete, and require a research for some of the commander abilities. For example, medpacks should be innate and always available, while all other commander abilities should require research at a new building. Ammo, cat/stims, pinging, as well as anything else added for the commander (or upgrades to those abilities) should require research at this new structure. This makes the commander choose what is more important, augmenting his drops, developing his base, expanding for res, or upgrading. The more paths available, the more depth the game develops.
If you're going to add vehicles, I'd like to see it take a path opposite of things such as jets or HA. Distinct paths make the commander actually make a decision on what to use instead of doing a blanket "hey lets upgrade everything at once and see what works". As someone suggested, current proto tech should be moved to a new building, and new proto upgrades should be available (things such as speed augmentation or dual weapons carrying should not be left out of consideration for the protolab, it should not just be for actual gear worn). If the paths are stretched and widened, it will really enhance public and competitive play over time, as well as attracting people from the RTS genre (I doubt many people who play RTS games know of NS' RTS aspect, otherwise they'd crawl all over it). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Since I suggested marine weapons be split into individual research paths over a year ago now, I can but agree with the above. In fairness though, NS is complex by comparison to most other FPS already.
Perhaps now that there is a bigger pool of players who have played TFC, NS, Savage, Tribes 2 et al, it is possible to market a more complex game and expect a reasonable number of players to be able to pick it up.
2 or 3 years ago, NS was probably about as complex as the market it was going for could stand (FPS players). Whilst I know we'd all love to have amazing added complexity and depth for NS:S, it probably wouldn't do the RTS/FPS genre's long term growth any good to crank up the barriers to access just yet.
From a product perspective, NS probably needs a training level, more than anything else. [EDIT] Of course, a poll of existing players who are good at the game already is unlikely to result in a landslide win for adding "Training" as a <i>new feature</i> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.[/EDIT] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The reason I say massing is valid for marines is due to phase gates. While the number isn't as large as other games (hello 80 hydra mass), the percentage of marines that can be sent to one spot in a small time period is pretty much 100% with beacon and phases. Thus, massing is possible in relative terms for NS. If the player number were increased, it could start to at least make warcraft3 levels in terms of unit numbers. Teching, however, still isn't very viable, thus what I stated originally stands.
im all for clan-support, even if im not in a clan by now
the game is mostly fine, but anything that supports the community, the PLAYERS is a great addition
now the question is: how would that system look like?
like the nexus? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
There is no point in the ranking system. If a player is bad, he can either learn by training, or get better by playing with better players. If it disturbs anyone to be populated with better or worse players, they can either leave, be kicked, or live with it. The ranking system is something we do not need in a game that's already too elitist.
I voted vehicles, because I've always liked (at least attempt) to make narrow escapes from overwhelming forces <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> . Also when you think, vehicles + charging onos = <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Null Vote. Can't really decide what would be good. I think everything is fine, except the stats system. And the outdoor maps. Vehicles would be interesting, but they require outdoor maps and that's not good for aliens so better don't include them. But all the other ideas sound really fine.
The vehicles would be interesting, but then the aliens would also need a faster way of moving around. After all, they are the fast ones. Vehicles would allow the marines to cover large distances fast, something PG's already do, and they allow them to be covered. How can jaws and claws face vehicle plating?
Weapons aren't needed I think, eventually flamethrower, and a tweak to hand nades. Weapons aren't the game's focus. Maybe prototype weapons would be nice, ie. non conventional weaponry. Stuff like the corsairs from SC: Brood War, lockdown, shieldgun from UT2K4, are just ideas. Not necessarily these, but it could replace the welder for a more diverse teamplay.
Training level is always good, but of course you can wonder how many people will actually go ahead and follow it.
New marine tech is of course always good, but only if the aliens get new tech as well. Currently we have upgrades, high-tech(proto), and intel (obs) and we always see the same patterns. How about being able to specialize in a rock-solid defence, or specialize in special-op type individuals where each person has his own use, rather than each person has his own aim?
New alien chamber: why not, but we already have enough problems to balance three of them. A better question would be to start from the other way around: what other upgrades can we have to balance the other ones, then build a chamber from that.
New alien: yes. I'm tired enough of fades.
Alternate fire: No. The focus on the game is not the weapon's abilities, but rather the environment.
Integrated clan support: whatever that means, it can't hurt the gameplay, and can help the clan scene, and hopefully the non-clan scene.
obuhNot Quite Smart at NSJoin Date: 2003-03-31Member: 15072Members, Constellation
edited May 2005
Ideally, the port should include the current movement code we currently have in ns (air control, bhop, gliding, wallstrafe, etc), without physics gimmicks just to show off the 'awesome' cpu-eating-ragdoll stuff. As for new features, a training level and integrated clan support are the best. I think that vehicles and a ranking system is a bad idea.
Those are all awsome ideas... and i would vote for them all if I could, its kinda hard to pick, but I've got to say that the New marine tech would be the best...
I can see it now!...
The marines with, wait no I'll let you use your imagination to see it the way you want to <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
A Commander vs. Commander mode ( 1on1 ) without FPS marines. So every commander builts his structures, and uses res to create marines. These marines can be commanded through the level like in strategy games.
I want to vote for everything on there, but I can't. T_T I ended up going for more marine tech, although a new alien or just some other such to increase the strategical diversity of both sides would be fun IMO.
Hmmn, as stated, not sure how well a ranking system and vehicles would work...would likely end up with a lot of people playing just for ranks or just to screw around with vehicles, rather than really *play* the game. :/
None of the above <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
Vehicles and outdoor maps: I think this breaks the feel of the game, vehicles would have to be countered by bigger aliens. If we are moving the scale up to a massive game, great but if we are keeping it 6 on 6 this would fall apart.
New weapons (sniper rifle, flamethrower, etc.): Flame thrower, yay! Other then that, I don’t think we need any more.
Training level: Always a nice side thing.
New marine tech (new structures or upgrades): I can’t think of any, but these would be great if we could find some we need.
New alien chamber: This would be great I’m sure we could find some new ideas for these
New alien: Something between a skulk and a fade, a medium duty alien, fast and mobile, but with more bite.
Alternate fire for all weapons/abilities: this would be great, if we implemented recoil, it could be used to change the rate of fire, or maybe a one shot GL upgrade for SMG (don’t flame me for this, its just a thought that can be expanded on)
Integrated clan support: I don’t clan anymore, but if have the free time, great.
Automatic ranking to let servers enforce a minimum or maximum skill level: This would encourage bad game play. I’m against this one.
<!--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-->Alternate fire for all weapons/abilities<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This is a very nice idea imho. Finally a scope for our little lmg :-)
Alternate fire for all weapons and abilities. Anything to make the controls for aliens feel more natural...even if no new attacks were added, it'd be nice to make leap the alt fire for bite, etc...and no worries about losing the menu, just move it to the scroll button or keyboard
Training level would also be a very good idea, considering the amount of new players NS would be getting from this port...and every player should be trained, at least a little, for commander mode, so they at least understand how res works, and why they can't have an HMG
new wepons +new tech + new alien + new chambers = nice:D
outdoormaps maybe in a "new" game mode ---> remove co and add outdoor maps with vehicles, tribes 2 style <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->, but aliens need "vehicles" too in this maps
I just want NS with Ragdolls, no new Weapons and Buildings. Just a Ragdoll and nice Physics + Atmosphere + Better Graphics.
Onos slamming Rines into Walls would be great <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> Make it "realistic"
Please dont make too much new. NS is nice as it is. ( -Focus / - Shottiespeed would be nice though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )
Bringing in Vehicles would be the greatest mistake in my opinion. NS is Close-Quarter fighting, not Sniping&Driving.
I would really like to see a new tech tree for both aliens and marines as gameplay in a way almost feels like its stagnating. I feel this is because the last major gameplay changes to be implimented was back in 2.0, i think a larger tech tree with linked research would open it up more as a commander would have to start weighing where they would like to take their team upgrade wise. I'm not sure exactly how i would go about this but thats why its you guys who are teh dev team ^_^
I really dont get why you all are asking for a sniper rifle, you already got one, its called your pistol, expecially you people who are scripting <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->, and a flame thrower has a vary large potential to unbalance the gameplay depending whats done with it. Alternative fire would be cool but i mean honestly what would an alternative fire for an LMG be? chaning from automatic to semi auto matic? a pistol, well you could pistol whip that i guess, a knife, if you can think of an alternative fire thats not throwing your knife across the room, its one of those things where the current wepons were designed specifically in mind for not having an alternative fire. The alien wepons of course have a bit more leway but...
The one thing i feel thats a must to add into what ever is the training level. I know everybody started out as a nub at one point but the amount of times that i've been asked how do i get a better wepon i've lost track of because they're to lazy to read the manual that comes with it. and put something in there teaching people how to use web, i'm tired of any one post 1.04 slinging them every where on the floor, but now i'm just complaining ^_^.
the only other coment i have is outdoor maps could be cool if wrked properly but i think vehicles may unbalance things again cuz i'm sure a jeep could take on a couple skulks atleast, and all it takes is a stray shot to take down a fade sometime, but if you have to melee down a fast moving vehicle that could potentially shoot.....
Just follow whats best for the NS universe rather than what people want to see 'for fun' and i'm sure what ever gets changed will be for the better
Comments
If new aliens would be included, wouldn't that mean that there would also have to be new marine content to counter it?
Voted "new alien" by the way. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Ages ago I had the "Kharaa Swarm" alien idea. An alien that consisted of a swarm of cooperating bacteria and corrupted nanites. it had the ability to focus electricity into a bolt and degrade marine armor and buildings, dissipate and reform at a new location (like old school Blink) and the power to cause an EMP wave by unloading all the nanites of their energy at once, causing marine huds to go static for a moment). Ultimate Kharaa support, but very weak with next to no armor.
Do not automatically give all the upgrade options once a building is complete, and require a research for some of the commander abilities. For example, medpacks should be innate and always available, while all other commander abilities should require research at a new building. Ammo, cat/stims, pinging, as well as anything else added for the commander (or upgrades to those abilities) should require research at this new structure. This makes the commander choose what is more important, augmenting his drops, developing his base, expanding for res, or upgrading. The more paths available, the more depth the game develops.
If you're going to add vehicles, I'd like to see it take a path opposite of things such as jets or HA. Distinct paths make the commander actually make a decision on what to use instead of doing a blanket "hey lets upgrade everything at once and see what works". As someone suggested, current proto tech should be moved to a new building, and new proto upgrades should be available (things such as speed augmentation or dual weapons carrying should not be left out of consideration for the protolab, it should not just be for actual gear worn). If the paths are stretched and widened, it will really enhance public and competitive play over time, as well as attracting people from the RTS genre (I doubt many people who play RTS games know of NS' RTS aspect, otherwise they'd crawl all over it). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Since I suggested marine weapons be split into individual research paths over a year ago now, I can but agree with the above. In fairness though, NS is complex by comparison to most other FPS already.
Perhaps now that there is a bigger pool of players who have played TFC, NS, Savage, Tribes 2 et al, it is possible to market a more complex game and expect a reasonable number of players to be able to pick it up.
2 or 3 years ago, NS was probably about as complex as the market it was going for could stand (FPS players). Whilst I know we'd all love to have amazing added complexity and depth for NS:S, it probably wouldn't do the RTS/FPS genre's long term growth any good to crank up the barriers to access just yet.
From a product perspective, NS probably needs a training level, more than anything else. [EDIT] Of course, a poll of existing players who are good at the game already is unlikely to result in a landslide win for adding "Training" as a <i>new feature</i> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.[/EDIT]
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
And thats why i voted for the ranking system <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Do not automatically give all the upgrade options once a building is complete, and require a research for some of the commander abilities. For example, medpacks should be innate and always available, while all other commander abilities should require research at a new building. Ammo, cat/stims, pinging, as well as anything else added for the commander (or upgrades to those abilities) should require research at this new structure. This makes the commander choose what is more important, augmenting his drops, developing his base, expanding for res, or upgrading. The more paths available, the more depth the game develops.
If you're going to add vehicles, I'd like to see it take a path opposite of things such as jets or HA. Distinct paths make the commander actually make a decision on what to use instead of doing a blanket "hey lets upgrade everything at once and see what works". As someone suggested, current proto tech should be moved to a new building, and new proto upgrades should be available (things such as speed augmentation or dual weapons carrying should not be left out of consideration for the protolab, it should not just be for actual gear worn). If the paths are stretched and widened, it will really enhance public and competitive play over time, as well as attracting people from the RTS genre (I doubt many people who play RTS games know of NS' RTS aspect, otherwise they'd crawl all over it). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Since I suggested marine weapons be split into individual research paths over a year ago now, I can but agree with the above. In fairness though, NS is complex by comparison to most other FPS already.
Perhaps now that there is a bigger pool of players who have played TFC, NS, Savage, Tribes 2 et al, it is possible to market a more complex game and expect a reasonable number of players to be able to pick it up.
2 or 3 years ago, NS was probably about as complex as the market it was going for could stand (FPS players). Whilst I know we'd all love to have amazing added complexity and depth for NS:S, it probably wouldn't do the RTS/FPS genre's long term growth any good to crank up the barriers to access just yet.
From a product perspective, NS probably needs a training level, more than anything else. [EDIT] Of course, a poll of existing players who are good at the game already is unlikely to result in a landslide win for adding "Training" as a <i>new feature</i> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.[/EDIT] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The reason I say massing is valid for marines is due to phase gates. While the number isn't as large as other games (hello 80 hydra mass), the percentage of marines that can be sent to one spot in a small time period is pretty much 100% with beacon and phases. Thus, massing is possible in relative terms for NS. If the player number were increased, it could start to at least make warcraft3 levels in terms of unit numbers. Teching, however, still isn't very viable, thus what I stated originally stands.
the game is mostly fine, but anything that supports the community, the PLAYERS is a great addition
now the question is: how would that system look like?
like the nexus? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
The ranking system is something we do not need in a game that's already too elitist.
while interesting i think it should be left to NS2
New weapons (sniper rifle, flamethrower, etc.)
just the flamethrower. sniper rifles just won't work in ns
Training level
yes yes yes. make it so that it would at least allow newbs to enter a ns game without being scolded
New marine tech (new structures or upgrades)
yes although the current tech tree is large enough
New alien chamber
not sure. maybe? depending on how it works
New alien
yes. i think this will have as huge an impact as co had on natural selection
Alternate fire for all weapons/abilities
no. i could tolerate it. but i sure do not support this idea. i like my pop up menus
Integrated clan support
yep.
Automatic ranking to let servers enforce a minimum or maximum skill level
dunno... might widen that gap between newbs and pros too much
Can't really decide what would be good. I think everything is fine, except the stats system. And the outdoor maps. Vehicles would be interesting, but they require outdoor maps and that's not good for aliens so better don't include them. But all the other ideas sound really fine.
Weapons aren't needed I think, eventually flamethrower, and a tweak to hand nades. Weapons aren't the game's focus. Maybe prototype weapons would be nice, ie. non conventional weaponry. Stuff like the corsairs from SC: Brood War, lockdown, shieldgun from UT2K4, are just ideas. Not necessarily these, but it could replace the welder for a more diverse teamplay.
Training level is always good, but of course you can wonder how many people will actually go ahead and follow it.
New marine tech is of course always good, but only if the aliens get new tech as well. Currently we have upgrades, high-tech(proto), and intel (obs) and we always see the same patterns. How about being able to specialize in a rock-solid defence, or specialize in special-op type individuals where each person has his own use, rather than each person has his own aim?
New alien chamber: why not, but we already have enough problems to balance three of them. A better question would be to start from the other way around: what other upgrades can we have to balance the other ones, then build a chamber from that.
New alien: yes. I'm tired enough of fades.
Alternate fire: No. The focus on the game is not the weapon's abilities, but rather the environment.
Integrated clan support: whatever that means, it can't hurt the gameplay, and can help the clan scene, and hopefully the non-clan scene.
Ranking: no.
4 - 6 Onos = marine pwnage
so a tech to make marines able to better fend against this amount of oni!
A wider tech tree would be an appreciated bonus.
I can see it now!...
The marines with, wait no I'll let you use your imagination to see it the way you want to <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
A Commander vs. Commander mode ( 1on1 ) without FPS marines. So every commander builts his structures, and uses res to create marines. These marines can be commanded through the level like in strategy games.
Hmmn, as stated, not sure how well a ranking system and vehicles would work...would likely end up with a lot of people playing just for ranks or just to screw around with vehicles, rather than really *play* the game. :/
AND FOR THE LOVE OF GOD DONT ADD VEHICLES OR OUTDOOR MAPS.
Training Map.
New Marine upgrades.
Flamethrower.
<i>non crappy Onos perhaps?</i>
I think this breaks the feel of the game, vehicles would have to be countered by bigger aliens. If we are moving the scale up to a massive game, great but if we are keeping it 6 on 6 this would fall apart.
New weapons (sniper rifle, flamethrower, etc.):
Flame thrower, yay! Other then that, I don’t think we need any more.
Training level:
Always a nice side thing.
New marine tech (new structures or upgrades):
I can’t think of any, but these would be great if we could find some we need.
New alien chamber:
This would be great I’m sure we could find some new ideas for these
New alien:
Something between a skulk and a fade, a medium duty alien, fast and mobile, but with more bite.
Alternate fire for all weapons/abilities:
this would be great, if we implemented recoil, it could be used to change the rate of fire, or maybe a one shot GL upgrade for SMG (don’t flame me for this, its just a thought that can be expanded on)
Integrated clan support:
I don’t clan anymore, but if have the free time, great.
Automatic ranking to let servers enforce a minimum or maximum skill level:
This would encourage bad game play. I’m against this one.
I want a sniper rifle or a falmetrhower!
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This is a very nice idea imho. Finally a scope for our little lmg :-)
Training level would also be a very good idea, considering the amount of new players NS would be getting from this port...and every player should be trained, at least a little, for commander mode, so they at least understand how res works, and why they can't have an HMG
outdoormaps maybe in a "new" game mode ---> remove co and add outdoor maps with vehicles, tribes 2 style <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->, but aliens need "vehicles" too in this maps
Just a Ragdoll and nice Physics + Atmosphere + Better Graphics.
Onos slamming Rines into Walls would be great <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Make it "realistic"
Please dont make too much new. NS is nice as it is.
( -Focus / - Shottiespeed would be nice though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )
Bringing in Vehicles would be the greatest mistake in my opinion. NS is Close-Quarter fighting, not Sniping&Driving.
Keep the backgroundstory :/
I really dont get why you all are asking for a sniper rifle, you already got one, its called your pistol, expecially you people who are scripting <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->, and a flame thrower has a vary large potential to unbalance the gameplay depending whats done with it. Alternative fire would be cool but i mean honestly what would an alternative fire for an LMG be? chaning from automatic to semi auto matic? a pistol, well you could pistol whip that i guess, a knife, if you can think of an alternative fire thats not throwing your knife across the room, its one of those things where the current wepons were designed specifically in mind for not having an alternative fire. The alien wepons of course have a bit more leway but...
The one thing i feel thats a must to add into what ever is the training level. I know everybody started out as a nub at one point but the amount of times that i've been asked how do i get a better wepon i've lost track of because they're to lazy to read the manual that comes with it. and put something in there teaching people how to use web, i'm tired of any one post 1.04 slinging them every where on the floor, but now i'm just complaining ^_^.
the only other coment i have is outdoor maps could be cool if wrked properly but i think vehicles may unbalance things again cuz i'm sure a jeep could take on a couple skulks atleast, and all it takes is a stray shot to take down a fade sometime, but if you have to melee down a fast moving vehicle that could potentially shoot.....
Just follow whats best for the NS universe rather than what people want to see 'for fun' and i'm sure what ever gets changed will be for the better