a lerk than hovers <b>and</b> flaps babblers more weapons skulks actually spawning out of the hive maps with more water areas map textures changing as aliens build and spread out
o Elevators o Rotating doors <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> o Bigger maps !
Tons of gameplay advantages, realistic weapon physics (ricochets and stuff) volumetric explosions (vent clearing at last), realistic charge damage and physics (WOOO FLYING RINES), realistic stomping (The marines ACTUALLY FALL DOWN! INCREDIBLE!) 3rd person animations, imagine a skulk leaping onto someones chest, toppling them both to the floor ina flurry of bites and gunfire (salivates). And much much more!
It would have a lot of advantages, but only if a lot of work was put into new features that really take advantage of Source's potential. I don't think pulling a CS:S would be enough to justify the potential loss of players.
Onos where u acctually see the teeth and drool coming out of its mouth. Pieces of ship falling onto the floor. Skulks that smile when they chuckle (using the muscles in the face-hl2) A new alien race, ie THE SPIDERS! (or whatever theyre called) A power to train aliens (well a bomb) also more could be done with lighting, to give a spooky feeling to the maps, with the infestation bumping up out the floor.
The alien method of "welding" an area shut may be to bite and destroy all the highly delicate and pyrotechnic scenery and render the place a wastezone of electricity, magma, toxins, various unspeakably deadly trigger hurts... in fact, in order to close some areas of the ship or base off to the other team, it might be possible to get a large enough gun to put a hole in large and obviously shatterable bulkheads into space and have the auto-systems shut the blast doors completely. It might be possible for a marine team to set up demolition charges on the window's weakpoints (think mines that the commander can explode on command)or just shoot them while getting ready to run as hard as they can toward the blast door as soon as they see the window begin to crack.
I can envision skulks having some molelike ability with their claws, at least versus rock and fragile stuff like chainlink. Similarly, I can imagine a gorge spitting at a spot in the wall and coating it with acid that would slowly begin to build up and eat away at the surface. Random holes in the wall could be just large enough to hide a skulk's body completely, allowing AUTHENTIC Aliens-style xenoform ambushing, coming out of the walls literally. In the organic or rocky portions of maps or dimly lit ones or foggy ones, this could be huge fun, and gorges would finally have something to do besides stand around looking dumb between building. Spitting little holes in the walls and cieling, and later excavating entire segments of a wall with repeated bilebomb (think about the time it takes to weld something in terms of standing there as a gorge). Onos on the other hand would be able to batter down most small human sized doors, and would only be locked out by ENORMOUS Bast-style blast doors, and even then, the blastdoors might be "crackable" in that a hole just large enough for a fade to fit through could be made in it with enough alien melee effort.
Other engines could bring about new gameplay elements, like capturing/destroying various map locations, completing optional map objectives, perhaps to regain marine nanite control over a map (imagine: objective, restart internal monitoring system. With some work, this should be possible, and would allow a commander to peer into certain parts of the map free of charge from time to time, like a free backup observatory. Similarly, the system, once restarted, could provide the alien team with a side objective of taking out the control center for it.)
Consider ns_nothing. Lets make Red Room, which has become a mini-objective already, and turn it into a bonifide one. Reskin the room to be a gritty, red-lit computer control room for the Great Viaduct, reachable by several twisting, shoulder-wide hallways and one-man ladders from several entry points around the Great Viaduct location. When it is "controlled" by the aliens (by default aliens control it), the Great Viaduct floor room is filled almost chest high with water, with several shallower portions and maybe a tiny, soggy island of that green infestation stuff. In fact, water constantly waterfalls into the room from the two vents just below the central walkway. The walkway is connected to red room through the pair of doors that are locked in the current map build. The doors lead to L shaped hallways leading to the gritty blood dark room. When the marines lay claim to the room, the lights go from red to a soothing greyish blue, the illumination in all the hallways increases somewhat, the waterfalls in the main room stop, and slowly the water is pumped away from the floor of the Great Viaduct hive, making it safe for marines to go down and walk around, as well as allowing the commander to build on the land uncovered by the water. Kind of like ns_agora's Sewer weldable, except more intricate.
This would be particularly easy to do, since most of it would just be environmental effects or passive benefits to a team. Lets get a little sillier with this idea.
A lot of maps have a mess hall. Mineshaft does, Nancy does. With the ability to "capture" certain functions of a map and change their alignment, you could, say, make the mess hall a Healing Zone, in which anyone standing or walking through would recieve very slow, passive healing, maybe four times as slow as that of a TFC medic. The idea being, the mess hall is a source of slight sustinence, and most people will agree that as stupid as it sounds, having food in your stomach raises morale. Even scavenging a few spice packets, instant coffee, and some canned, preserved meat could make a grim situation measurably tolerable. There might even be a big pot full of stew steaming on a heating range only when marines control the room. When aliens controlled the room, they would not only recieve the same slow healing, but regain their energy at a fractionally better rate.
There might even be the ability to make entire rooms more dangerous through the control of a seperate control room. Imagine ns_nothing. Foreboding Antechaimber is a spooky place, and it's perfectly shaped for a reskin in Source or whatever. Instead of a raised walkway, make it a four-way stop with a fifth sideplatform for the RT. The two new side paths would lead to ladders or lifts up to the big "spine" in the middle of the room. Hollow the spine out and make it a smaller cubicle room inside Foreboding, perhaps a hanging control room with windows looking out the sides down to the room below. Alien control of this room would mean darker hallways in the Powersilo area, and while in alien control, the Powersilo hive room would be notably less full of toxic waste as it is now. When marines had control of the Foreboding/Powersilo control station, the powersilo would actually turn on. The hive room alcoves would fill familiarly with radioactive waste, steam vents would open, the lights would come back up, and occasional electric discharges would run up the walls, harmlessly to marines, not so much so to skulks.
Capturing a location might also give the commander access to bonus structure functions, a little like capturing the survielance control room would be like capturing a free Observatory. Imagine for instance pursuing an optional side objective like capturing a room which is used as a weapons production lab. Capturing the facilities might allow a commander to regularly recieve a free shotgun every minute and a half or so, or even be upgraded after being captured to produce HMGs or GLs on a minutely basis for his troops. A metal refinery could be captured and provide a half-level of additional armor, upgradable to a whole level after capture. The weapons production line could be optionally converted to provide another weapon upgrade level by the commander, instead of producing minutely guns, making superhightech bullets.
The idea that capturing a room would make it LOOK more like it was owned by a particular team is what really excites me.
Possibilities for passive control points are as numerous as the imagination. As long as we're talking about a new engine, the impossible is expected.
Another thing that might be possible with a new engine is, shock of shocks, an entirely NEW commander mode. The current one is, insofar as it could be made user friendly, PRETTY ROUGH. It's constrained by the HL engine. Imagine, all you RTS nerds, a commander mode in which the maps had layers, and viewing those layers would be an option you as the commander had control of. With a keystroke you could renavigate your eye view in the up and down axis as much as you wanted. Being able to zoom from a huge view of half of Refinery or up close to examine a small room and place meds and ammo with precision.
The maps could also be overlapping with a new commander mode. Being able to scope through the map and see it's various overlapping layers when necesary, as well as being able to tilt and rotate your view of the map, even something as simple as being able to rotate and precisely place buildings squarely against a wall would be possible.
\\\\\\\\\
what the.
I have a term paper due yesterday. Stop distracting me. ;__;
Peoples expectations of new technology never cease to amaze (or amuse) me. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
PS: NS Devs, I feel your pain right now. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-kabab+Oct 27 2004, 08:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kabab @ Oct 27 2004, 08:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd love to see NS on the Doom3 engine, Ns with proper shadows would be amazing would make for some very tense ambush situation. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> NS on the DOOM 3 Engine with 16 players, 25 turrets, two armouries, three Infantry portals, two phase gates, and a Grenade Launcher or two.
<!--QuoteBegin-supernorn2000+Oct 27 2004, 05:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Oct 27 2004, 05:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-kabab+Oct 27 2004, 08:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kabab @ Oct 27 2004, 08:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd love to see NS on the Doom3 engine, Ns with proper shadows would be amazing would make for some very tense ambush situation. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> NS on the DOOM 3 Engine with 16 players, 25 turrets, two armouries, three Infantry portals, two phase gates, and a Grenade Launcher or two.
Can anyone hear the servers crying? I can. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> So who cares hardware catches up very quickly...
You know Doom3 was developed for 4players? Now there is a mod, where you can have 32players in a match, but there is a big difference between 32players and 16players, many turrets, much bigger maps, many many other structures like tf´s a comchair, two hives, tons of chambers etc... The server won´t only cry, the server will die ò_Ó
<!--QuoteBegin-Zek+Oct 26 2004, 07:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Oct 26 2004, 07:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It would have a lot of advantages, but only if a lot of work was put into new features that really take advantage of Source's potential. I don't think pulling a CS:S would be enough to justify the potential loss of players.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Changing to something better increases the potential players NS could have. But what you might have is a loss of initial players.
This goes for any game or mod, if NS does not move on and become better it will die. This is the problem the NS community is having right now. The devs are getting to the point that they are done with NS, and people are finding that it is becoming stale. It’s not that version 1.XX or 2.XX was so much better than what we have now, it’s just that it was a nice change from the version they had before that one. Moving to source would allow more improvements to NS, and in turn would keep it alive.
The second a dev team stops making new and radical changes to their mod, is the second it starts to die.
What we really have here is the possibilities of what NS2 could be... a game that could be played as single player with various objectives and incredible graphics, noting what Swift Idiot had commented on. All those aspects could be included into such a game, and kapow! you just got yourself a kick-arse <b>GAME</b> (not MOD).
Of course, no one knows the future of UWE and what NS2 will be, if/when it is developed and made, or just used as a stepping stone into another game. NS is most certainly the most unique and best use of the current HL engine. However, even VALVe's esteemed and prized Source Engine would not be able to meet up to the standards of such improvements that Swift Idiot had mentioned.
The biggest problem with engine and coding development is the constraint of technology. We already have pushed the concept of transistors to the maxiumum. Not much can be done to improve upon existing technologies--short of using carbon nano-tubes and such, but I'll shut my trap and not go into my engineering lab lol. Basically, when the next new "engine" comes out (lets call it Source2 for example), it will still be held back by the technological constraints. But you have to think and realize, the sheer amount of processing power and brains it takes to render ONE frame in even the current HL engine. I think too many of us take for granted the technology we use everyday.
So to shut up and just finish my point: the possibilities of how NS could look with a new engine and everything... it's incredible. Imagine playing it on a 4 screen monitor... with 5.1 surround sound. *drools* Graphics that could kill lol. It is insane how much the gaming industry has advanced in graphics and physics replication.
All i ahve to say is... DAAAAAMN. And I complained about my 'lag' with my old video card.. psh... I'd like see anyone do that many calcluations that fast <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
NEO_PhyteWe need shirtgons!Join Date: 2003-12-16Member: 24453Members, Constellation
<!--QuoteBegin-kabab+Oct 27 2004, 01:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kabab @ Oct 27 2004, 01:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd love to see NS on the Doom3 engine, Ns with proper shadows would be amazing would make for some very tense ambush situation. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ...for the few people that can actually play it on their computers.
(and unless the devs can hack in some better lighting, you wouldnt be able to see anything)
Comments
babblers
more weapons
skulks actually spawning out of the hive
maps with more water areas
map textures changing as aliens build and spread out
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ewwwwwwwwwwwwwwwwwwwwwwww
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ewwwwwwwwwwwwwwwwwwwwwwww <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Seconded.
<!--QuoteBegin-Hybridclaw+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hybridclaw)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->a lerk than hovers <b>and</b> flaps<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I quit ns.
o Rotating doors <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
o Bigger maps !
o Rotating doors <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
o Bigger maps ! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Wait...
o Rotating doors <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
o Bigger maps ! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Wait... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Something is rotten in the state of Denmark!
o Rotating doors <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
o Bigger maps ! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Wait... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Something is rotten in the state of Denmark! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Cheese?
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ewwwwwwwwwwwwwwwwwwwwwwww <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Seconded. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
there a reason for that hole in the bottom of the hive.......
Pieces of ship falling onto the floor.
Skulks that smile when they chuckle (using the muscles in the face-hl2)
A new alien race, ie THE SPIDERS! (or whatever theyre called)
A power to train aliens (well a bomb)
also more could be done with lighting, to give a spooky feeling to the maps, with the infestation bumping up out the floor.
AND INTELLIGENT BOTS!
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ewwwwwwwwwwwwwwwwwwwwwwww <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Seconded. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
there a reason for that hole in the bottom of the hive.......
<img src='http://www.unknownworlds.com/forums/uploads//post-1-1098841548.gif' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ewwwwwwwwwwwwww
The alien method of "welding" an area shut may be to bite and destroy all the highly delicate and pyrotechnic scenery and render the place a wastezone of electricity, magma, toxins, various unspeakably deadly trigger hurts... in fact, in order to close some areas of the ship or base off to the other team, it might be possible to get a large enough gun to put a hole in large and obviously shatterable bulkheads into space and have the auto-systems shut the blast doors completely. It might be possible for a marine team to set up demolition charges on the window's weakpoints (think mines that the commander can explode on command)or just shoot them while getting ready to run as hard as they can toward the blast door as soon as they see the window begin to crack.
I can envision skulks having some molelike ability with their claws, at least versus rock and fragile stuff like chainlink. Similarly, I can imagine a gorge spitting at a spot in the wall and coating it with acid that would slowly begin to build up and eat away at the surface. Random holes in the wall could be just large enough to hide a skulk's body completely, allowing AUTHENTIC Aliens-style xenoform ambushing, coming out of the walls literally. In the organic or rocky portions of maps or dimly lit ones or foggy ones, this could be huge fun, and gorges would finally have something to do besides stand around looking dumb between building. Spitting little holes in the walls and cieling, and later excavating entire segments of a wall with repeated bilebomb (think about the time it takes to weld something in terms of standing there as a gorge). Onos on the other hand would be able to batter down most small human sized doors, and would only be locked out by ENORMOUS Bast-style blast doors, and even then, the blastdoors might be "crackable" in that a hole just large enough for a fade to fit through could be made in it with enough alien melee effort.
Other engines could bring about new gameplay elements, like capturing/destroying various map locations, completing optional map objectives, perhaps to regain marine nanite control over a map (imagine: objective, restart internal monitoring system. With some work, this should be possible, and would allow a commander to peer into certain parts of the map free of charge from time to time, like a free backup observatory. Similarly, the system, once restarted, could provide the alien team with a side objective of taking out the control center for it.)
Consider ns_nothing. Lets make Red Room, which has become a mini-objective already, and turn it into a bonifide one. Reskin the room to be a gritty, red-lit computer control room for the Great Viaduct, reachable by several twisting, shoulder-wide hallways and one-man ladders from several entry points around the Great Viaduct location. When it is "controlled" by the aliens (by default aliens control it), the Great Viaduct floor room is filled almost chest high with water, with several shallower portions and maybe a tiny, soggy island of that green infestation stuff. In fact, water constantly waterfalls into the room from the two vents just below the central walkway. The walkway is connected to red room through the pair of doors that are locked in the current map build. The doors lead to L shaped hallways leading to the gritty blood dark room. When the marines lay claim to the room, the lights go from red to a soothing greyish blue, the illumination in all the hallways increases somewhat, the waterfalls in the main room stop, and slowly the water is pumped away from the floor of the Great Viaduct hive, making it safe for marines to go down and walk around, as well as allowing the commander to build on the land uncovered by the water. Kind of like ns_agora's Sewer weldable, except more intricate.
This would be particularly easy to do, since most of it would just be environmental effects or passive benefits to a team. Lets get a little sillier with this idea.
A lot of maps have a mess hall. Mineshaft does, Nancy does. With the ability to "capture" certain functions of a map and change their alignment, you could, say, make the mess hall a Healing Zone, in which anyone standing or walking through would recieve very slow, passive healing, maybe four times as slow as that of a TFC medic. The idea being, the mess hall is a source of slight sustinence, and most people will agree that as stupid as it sounds, having food in your stomach raises morale. Even scavenging a few spice packets, instant coffee, and some canned, preserved meat could make a grim situation measurably tolerable. There might even be a big pot full of stew steaming on a heating range only when marines control the room. When aliens controlled the room, they would not only recieve the same slow healing, but regain their energy at a fractionally better rate.
There might even be the ability to make entire rooms more dangerous through the control of a seperate control room. Imagine ns_nothing. Foreboding Antechaimber is a spooky place, and it's perfectly shaped for a reskin in Source or whatever. Instead of a raised walkway, make it a four-way stop with a fifth sideplatform for the RT. The two new side paths would lead to ladders or lifts up to the big "spine" in the middle of the room. Hollow the spine out and make it a smaller cubicle room inside Foreboding, perhaps a hanging control room with windows looking out the sides down to the room below. Alien control of this room would mean darker hallways in the Powersilo area, and while in alien control, the Powersilo hive room would be notably less full of toxic waste as it is now. When marines had control of the Foreboding/Powersilo control station, the powersilo would actually turn on. The hive room alcoves would fill familiarly with radioactive waste, steam vents would open, the lights would come back up, and occasional electric discharges would run up the walls, harmlessly to marines, not so much so to skulks.
Capturing a location might also give the commander access to bonus structure functions, a little like capturing the survielance control room would be like capturing a free Observatory. Imagine for instance pursuing an optional side objective like capturing a room which is used as a weapons production lab. Capturing the facilities might allow a commander to regularly recieve a free shotgun every minute and a half or so, or even be upgraded after being captured to produce HMGs or GLs on a minutely basis for his troops. A metal refinery could be captured and provide a half-level of additional armor, upgradable to a whole level after capture. The weapons production line could be optionally converted to provide another weapon upgrade level by the commander, instead of producing minutely guns, making superhightech bullets.
The idea that capturing a room would make it LOOK more like it was owned by a particular team is what really excites me.
Possibilities for passive control points are as numerous as the imagination. As long as we're talking about a new engine, the impossible is expected.
Another thing that might be possible with a new engine is, shock of shocks, an entirely NEW commander mode. The current one is, insofar as it could be made user friendly, PRETTY ROUGH. It's constrained by the HL engine. Imagine, all you RTS nerds, a commander mode in which the maps had layers, and viewing those layers would be an option you as the commander had control of. With a keystroke you could renavigate your eye view in the up and down axis as much as you wanted. Being able to zoom from a huge view of half of Refinery or up close to examine a small room and place meds and ammo with precision.
The maps could also be overlapping with a new commander mode. Being able to scope through the map and see it's various overlapping layers when necesary, as well as being able to tilt and rotate your view of the map, even something as simple as being able to rotate and precisely place buildings squarely against a wall would be possible.
\\\\\\\\\
what the.
I have a term paper due yesterday. Stop distracting me. ;__;
PS: NS Devs, I feel your pain right now. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
NS on the DOOM 3 Engine with 16 players, 25 turrets, two armouries, three Infantry portals, two phase gates, and a Grenade Launcher or two.
Can anyone hear the servers crying? I can.
NS on the DOOM 3 Engine with 16 players, 25 turrets, two armouries, three Infantry portals, two phase gates, and a Grenade Launcher or two.
Can anyone hear the servers crying? I can. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
So who cares hardware catches up very quickly...
Now there is a mod, where you can have 32players in a match, but there is a big difference between 32players and 16players, many turrets, much bigger maps, many many other structures like tf´s a comchair, two hives, tons of chambers etc...
The server won´t only cry, the server will die ò_Ó
Changing to something better increases the potential players NS could have. But what you might have is a loss of initial players.
This goes for any game or mod, if NS does not move on and become better it will die. This is the problem the NS community is having right now. The devs are getting to the point that they are done with NS, and people are finding that it is becoming stale. It’s not that version 1.XX or 2.XX was so much better than what we have now, it’s just that it was a nice change from the version they had before that one. Moving to source would allow more improvements to NS, and in turn would keep it alive.
The second a dev team stops making new and radical changes to their mod, is the second it starts to die.
Of course, no one knows the future of UWE and what NS2 will be, if/when it is developed and made, or just used as a stepping stone into another game. NS is most certainly the most unique and best use of the current HL engine. However, even VALVe's esteemed and prized Source Engine would not be able to meet up to the standards of such improvements that Swift Idiot had mentioned.
The biggest problem with engine and coding development is the constraint of technology. We already have pushed the concept of transistors to the maxiumum. Not much can be done to improve upon existing technologies--short of using carbon nano-tubes and such, but I'll shut my trap and not go into my engineering lab lol. Basically, when the next new "engine" comes out (lets call it Source2 for example), it will still be held back by the technological constraints. But you have to think and realize, the sheer amount of processing power and brains it takes to render ONE frame in even the current HL engine. I think too many of us take for granted the technology we use everyday.
So to shut up and just finish my point: the possibilities of how NS could look with a new engine and everything... it's incredible. Imagine playing it on a 4 screen monitor... with 5.1 surround sound. *drools* Graphics that could kill lol. It is insane how much the gaming industry has advanced in graphics and physics replication.
All i ahve to say is... DAAAAAMN. And I complained about my 'lag' with my old video card.. psh... I'd like see anyone do that many calcluations that fast <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I... I think I love you.
...for the few people that can actually play it on their computers.
(and unless the devs can hack in some better lighting, you wouldnt be able to see anything)
skulks actually spawning out of the hive
... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Same thing with marines after devouring <i>process</i>? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
Ewwww....
o Rotating doors <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
o Bigger maps ! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Wait... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Something is rotten in the state of Denmark! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Cheese? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
State of Denmark..?