It doesnt make sense...
Shuvit_Viper
Join Date: 2002-01-25 Member: 62Members
<div class="IPBDescription">Can marines breathe in space?</div>why do the marines even bother fighting? why not just blow a hole in the hull of the ship and let the vacuum thingie destroy the aliens?
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you could say the aliens have evolved into breathing in air, but then the marines would need to have airmasks, cause with all these bullets flying around, i could think of some hulldamage-vacuum-no-air-were-all-going-to-die scenarios... btw, NS_Reaction has some space OUTSIDE the spaceship. the marine model has no oxygenmask. the marines are all going to die.
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unless.. there could be a func_space sort of brushentity, which is really great, covering the whole space in which there is no air.. when a marine enters this func_space entity, a animation is started in which he puts on a oxygenmask, removing it when leaving the func_space... (the aliens could have evolved into not having to breathe, this would explain all the water near the hive in some maps (why built your hive somewhere where there are areas you can't be..) and give the aliens another advantage, being able to stay under water for a long time (maybe the water is a little bit poisonous to them (like alcohol to us), forcing them to come up, giving their liver-organ the time to dump all the toxic stuff), if not unlimited (but this would not be fair i think)
just an idea.. i know this is a 'realistic' mod (as far as aliens fighting marines is realistic) but playability comes before the story (i.e. it is FICTION), but i just thought i had to bring it up...
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you could say the aliens have evolved into breathing in air, but then the marines would need to have airmasks, cause with all these bullets flying around, i could think of some hulldamage-vacuum-no-air-were-all-going-to-die scenarios... btw, NS_Reaction has some space OUTSIDE the spaceship. the marine model has no oxygenmask. the marines are all going to die.
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unless.. there could be a func_space sort of brushentity, which is really great, covering the whole space in which there is no air.. when a marine enters this func_space entity, a animation is started in which he puts on a oxygenmask, removing it when leaving the func_space... (the aliens could have evolved into not having to breathe, this would explain all the water near the hive in some maps (why built your hive somewhere where there are areas you can't be..) and give the aliens another advantage, being able to stay under water for a long time (maybe the water is a little bit poisonous to them (like alcohol to us), forcing them to come up, giving their liver-organ the time to dump all the toxic stuff), if not unlimited (but this would not be fair i think)
just an idea.. i know this is a 'realistic' mod (as far as aliens fighting marines is realistic) but playability comes before the story (i.e. it is FICTION), but i just thought i had to bring it up...
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Comments
I like the idea about letting aliens stay under water longer though. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
A well-designed spaceship isn't just a huge empty balloon waiting to be pricked. It has bulkheads, self-sealing hatches, and other things to stop decompression. So, you might kill a few aliens, but you'd need to destroy the whole ship to kill them all.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->btw, NS_Reaction has some space OUTSIDE the spaceship. the marine model has no oxygenmask. the marines are all going to die<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Ehhh, as previously mentioned, the NS_Reaction base is a platform hovering in the atmosphere over some mountains.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->covering the whole space in which there is no air.. when a marine enters this func_space entity, a animation is started in which he puts on a oxygenmask, removing it when leaving the func_space... <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
A nifty idea, but there are no spots in any maps that are in space, so it's not necessary to do anything like this. The one difference might bs NS_Penumbra, where Yama has worked on some decompression scenarios - but the point of those is to kill the player <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->just an idea.. i know this is a 'realistic' mod<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
This is not a realistic mod. When there are ever choices in gameplay versus realism, Flay typically tries to go with fun gameplay.
<!--EDIT|MonsieurEvil|Feb. 01 2002,18:13-->
Edit- To clarify thoughts
I wouldn't worry 'bout that oxygen-mask thingy,I agree that when it comes to choose between gameplay and realism, you have to choose gameplay. Besides like NS is realistic, everybody knows a bob is yellow!
there was a whole topic about the evolution of the aliens, and i think flayra is always going to go for gameplay if its between gameplay and realism, but trying to get all other things as *realistic* as possible.. although i might be wrong...
- that animation would be something the player itself does not see (maybe a symbol shows up in the HUD), but the other players see...
Realism has it place but you can’t go over board with it to much you or youreplace the fun
If you go for realism you end up with CS, a game everybody hates when they play it for a year.
Maybe the aliens can't survive in space but the bacteria can. How'd it get there in the first place? It just appears on random spaceships/stations, so it must travel through space somehow.
The whole reason the TSA go in to the ship is to save companies money. The sheer amount of ships the Kharra infect would mean that blowing each one up would ruin pretty much every shipping company going. So they go in, clear it out, and save the company the money and hassle of building another ship (as well as saving any cargo it was carrying).
And they can't just open up all the airlocks because of the nano gridlock, the Kharra bacteria is essentially battling the Nannites for control of the station, and while neither side is winning, it means that the Marines (or anyone on there) have no direct control over many of the ships functions.
Shall we all take turns naming reasons why this mod <i>isn't</i> realistic? I'll start:
1) Recoil-less guns
Shall we all take turns naming reasons why this mod <i>isn't</i> realistic? I'll start:
1) Recoil-less guns <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
2) Humans still exist.
anyway ns isn't realisitic and you can't base your arguments off custom maps. someone could create a CS map on a space shuttle and it's not like the CTs and Ts would be wearing oxygen masks and floating in space right.
And Arsnic, your signature is a <i>little</i> too big.
Last time we did this an onos just put its fat **** inside the hole and lerks just farted a new athmosphere.
It looked so gross that we decided to never ever do this again.
<img src='http://swiftspear.0x01a4.com/Img/WMNecro.gif' border='0' alt='user posted image' />
This thread is stupid anyways, we all know gameplay > realism.
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you could say the aliens have evolved into breathing in air, but then the marines would need to have airmasks, cause with all these bullets flying around, i could think of some hulldamage-vacuum-no-air-were-all-going-to-die scenarios... btw, NS_Reaction has some space OUTSIDE the spaceship. the marine model has no oxygenmask. the marines are all going to die.
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unless.. there could be a func_space sort of brushentity, which is really great, covering the whole space in which there is no air.. when a marine enters this func_space entity, a animation is started in which he puts on a oxygenmask, removing it when leaving the func_space... (the aliens could have evolved into not having to breathe, this would explain all the water near the hive in some maps (why built your hive somewhere where there are areas you can't be..) and give the aliens another advantage, being able to stay under water for a long time (maybe the water is a little bit poisonous to them (like alcohol to us), forcing them to come up, giving their liver-organ the time to dump all the toxic stuff), if not unlimited (but this would not be fair i think)
just an idea.. i know this is a 'realistic' mod (as far as aliens fighting marines is realistic) but playability comes before the story (i.e. it is FICTION), but i just thought i had to bring it up... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
A) Because they are trying to take the ships and stations in-tact, plus, who knows if the aliens actually need oxygen to breathe?...don't you dare say they do because they can drown in ns. >:|
B) Nanites destroy the bullets when they impact either friendlies or terrain to prevent hull damage, I believe this was in the TechTrope article or somesuch.
C) A func_space entity would A) Jar up the max entities by a lot. B) Require a Gasmask model. C) Require a full Gasmask animation. D) Require a client side patch and all maps to be updated, plus and FGD update or whatever. :X
D) I don't speak for the dev team, so don't shoot me. ^^;;
E) Well crap, I just wasted 10 minutes of my life writing a logical reply to a 2 year old necromance-ed topic. Someone please shoot me.
"Nanites."
"Nanites." <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
it's funny b/c i was looking for that word too, way to go khaim. you were on top of things!!
<!--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-->QUOTE ([Shuvit.Viper),Feb 1 <b>2002</b>,
blah blah blah blah
blah
E) Well crap, I just wasted 10 minutes of my life writing a logical reply to a <b><u>2 year old</b></u> necromance-ed topic. Someone please shoot me. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
but khaim... maybe you should do your math a little bit better. 2005 - 2002 != 2 years... just to help you out. <3
having a func_space brush entity would pose a problem when the hulls of ships started to have angles in them, because you would have to fill in the cracks on the outside or the marine would lose his mask.
a better approach would be creating cluster portal type things, where all the mapper would have to do would make a func_space block on the entrance and exit doors. exiting the ship would set the flag for the marine to have the mask, and entering the ship again would make him remove the mask when he touched the func_space.
i really see no point in adding this to the hl engine, it would only put more stress on the clients and server for minimal realism gain. and the servers are having a terrible time as it is.
maybe for the next ns. cluster portals, and entities like them would work better on the ut engine than the source engine, by design. but the engine the next version of ns is going to be on is not up to us, it up to the devs.