<!--QuoteBegin-Shinzon+May 26 2005, 07:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shinzon @ May 26 2005, 07:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> An outdoor map would be a jungle... and please tell me how there is not enough cover in something like a rain forest? fades wont be able to blink up (they will hit the branch and get a boo boo from doing so) Lerks will be same as everywhere else... In my vision this type of outdoor map would have underground caves where the hives are located... and in a jungle something accurate isnt good... take the vietnam war... AK 47 could punch through trees and had bad accuracy, drag it through the mud still shoots... while the m16 had to be protected by condoms and cleaned regulary... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> This is NS, not BF:V... By the way, a properly maintained AK47 will have accuracy that can almost touch a properly maintained AR15/M16. The issue with the M16 back in Vietnam was that not enough cleaning kits were issued (sometimes not at all), soldiers weren't trained well enough to emphasize cleaning them, and the early cartridges used ball powder, when in reality the M16 performed better with stick powder, because the slower-burning ball powder left a bunch of crap all over the gas system. Combine that with a chamber and bore that aren't chrome-lined and you get a rifle that jams. Then, of course, the 5.56mm has something to be desired when it comes to brush shooting. But let's not get into that. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
<!--QuoteBegin-Breakthrough+May 26 2005, 05:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Breakthrough @ May 26 2005, 05:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How would forests grow in space? I don't think (if they are there) that they would be Earth-like, and not nearly as old... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> isnt ns_ayumi underwater? isnt hera right on earth? and theres a map i dont remember the name of that has a snowy outside (well THAT might be another planet, but not hera. hera has breathable air)
but a jungle would be an "ok" idea. it could have small beams of light shining thru the dense trees, and lots of vines and darkess everywhere else. and water would have a slight chance of showing up on those maps. but heres why its only an OK idea. how are rines gonna get res from the jungle? theres no res nodes or nanite whatchamacallit in the jungle. but a jungle can sustain life, making a dark damp cave a good place for an infestation. and how would guns and base equipment function easily in all that moisture? those turret farms, comm chairs, proto labs, armories (well maybe not armories), arms labs, and especially obs would either short out or become otherwise unusable. and skulks could easily hide in all those branches and vines. and fades cant blink with all taht crap and jetpacks would get blocked by everything but lerks would own slightly more. but gorges would get RAPED and so would any onos or HA. and if NS HAS to be on another planet, maybe have a Xen type jungle with weird looking trees and stuff. i bet im gonna get flamed for this post, probably because there are a million typos and opinions in this.
JmmsbndZeroZeroSeven - your description is the longer and more detailed one... But you are 100% correct
And about the jungle, it doesn't have to be that bad of a jungle... And for res nodes... possobly another res system? or some sort of old abandoned outposts that contain some res nodes? This would combine the outdoor and the indoor... Yes I think you got a pretty good idea of what I was trying to describe... if you are having trouble thing something along the lines of jurassic park, with all those old stations and such, they were creepy enough with dinosaurs... and they were of this earth...
Yeah, Jmms has some good points there... I think a new creature would also be cool, like i said before a snake themed alien with like venomous bite and constrict would be cool...but whatever - your the creative ones <!--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-->
They should just port over NS first and work on new stuff later on
But if they should add anything they should add Mutli-Layed Minimap on the CC so commaders can see like the floor below the the first one and be able to place buildings there.
I voted for the tech trees because it will have a minimal impact on gameplay while keeping the overall experience fresh.
I'd like to see a training level worked on the most. The reason "hardcore" forum viewers want it is because we play with pub nubs every day. The game is far more fun when you play with experienced, competent people, and a (VERY WELL THOUGHT-OUT) training level will increase the competence level of the average pubber.
Quite frankly I am satisfied with the game the way it is, and I'm not entirely looking fowards to playing it at a shocking framerate on Source. But I do concede that it is necessary to keep th game "alive".
Keep in mind though, that there is such a thing as a finished game. While they should evolve slowly, the greatest games never change much, funadmentally, once they've been finalised. You don't see people making a poll to change the shape of a soccer ball...
As a personal request, I'd like to see features that make it easier to make frag videos and such <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> (plx give some <3 to HLTV)
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
<!--QuoteBegin-J the battlegorge+May 28 2005, 05:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (J the battlegorge @ May 28 2005, 05:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why make a trainning level when we got such good community here? Can't we teach them , and let the dev~ get something even better for us.
uh oh, also... I think we could need a scan request~ order, just like ammo & med. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> scan request = good
teaching = no, there is WAY to much to learn ingame
Make marine AND alien training as both would be needed since aliens take a long time to pickup for new players as well.
<!--QuoteBegin-aeroripper+May 28 2005, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aeroripper @ May 28 2005, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-J the battlegorge+May 28 2005, 05:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (J the battlegorge @ May 28 2005, 05:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why make a trainning level when we got such good community here? Can't we teach them , and let the dev~ get something even better for us.
uh oh, also... I think we could need a scan request~ order, just like ammo & med. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> scan request = good
teaching = no, there is WAY to much to learn ingame
Make marine AND alien training as both would be needed since aliens take a long time to pickup for new players as well. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Teaching does not mean telling everything you know, just let them know the basics, and they should be able to go on then..
<!--QuoteBegin-Swiftspear+May 21 2005, 04:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ May 21 2005, 04:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-frostymoose+May 21 2005, 02:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frostymoose @ May 21 2005, 02:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No option for "None of the above"? That's a shame... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> null vote?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> no we need none of the above... Otherwise most people assume they have to choose one. While these aren't all bad... Leave the GAMEPLAY as it is and steer clear of radical changes. <b> most importantly no outdoor maps please :/ </b>
I'm with the "NS is great, but far from perfect, so change/add some things; it's not blasphemy" club. This isn't like Team fortress, where the game is a holy sanctuary and wanting to change it makes you a heretic/radical.
One thing that I would like to see is a greatly expanded tech tree for both marines and aliens. Right now there are only so many strategies to use, and the same ones get used over and over. I want to see more variety in gameplay, and more strategic choices to be made. Having a greatly expanded range of options would allow more thinking/strategy. Right now the emphasis is more on how well you can shoot/bite etc. I want more emphasis on the strategy elements. There should be many different options you can take as marines/aliens, and the way the game plays out should change significantly based on which options are employed. This would be very important, and greatly improve NS gameplay. It would alienate the NS purists, but that's not my concern. I want the best game, not the same game.
Bleh, I want NS with nearly NO new features for source and less bugs. The only thing I really want to be changed is the player-player collisions and player physics.
A tiny little marine should not be able to block and onos or fade by just standing in the way. A players movement should not be dependent on frame rate.
<!--QuoteBegin-Soylent green+May 30 2005, 11:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ May 30 2005, 11:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A tiny little marine should not be able to block and onos or fade by just standing in the way. A players movement should not be dependent on frame rate. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I agree on this totally. I've won games by just blocking an annoying fade as a jetpack
flayra, i have been working on a concept that you might be interested in, its not a crackpot idea , its very immersive and i think it will add a huge ammount of gameplay value to ns , wether you use it in the current ns, or the soon to be source, its something i think we all have been looking for, but its sekret <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> so email me here deep022@gmail.com and il fill you in on more , working on artwork still but you will get the idea
<!--QuoteBegin-Heyman+May 30 2005, 11:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Heyman @ May 30 2005, 11:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Soylent green+May 30 2005, 11:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ May 30 2005, 11:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A tiny little marine should not be able to block and onos or fade by just standing in the way. A players movement should not be dependent on frame rate. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I agree on this totally. I've won games by just blocking an annoying fade as a jetpack <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> And make fade even stronger? I have to disagree with this. They are hard to kill and blocking is one effective way to finish fade. Let's not buff aliens even more.
Then why did you vote vehicles <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> Outdoor maps and vehicles go hand in hand.
<!--QuoteBegin-Cereal KillR+May 31 2005, 03:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal KillR @ May 31 2005, 03:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Then why did you vote vehicles <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> Outdoor maps and vehicles go hand in hand. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I got nothing against outdoor & vechiles, as long as they will be balanced.
Voted for training level, because like others I don't really see a need for any of those other things. I just want to see NS in Source.
Highly detailed models, normal mapping, explosions, physics, ragdolls (skulk leaping into a marine's face and knocking him down?) classic maps all redone with hi-res textures and all sorts of new details everywhere. Don't waste time trying to implement and balance new stuff, NS really has been perfected gameplay-wise imho. I just want to play it with source's graphics.
I'm going to dissent again. NS is far from perfect gameplay wise. Sure it's fun and I love it, but that by no means that adding new things/"radial" changes can't make it significantly better. It would alienate the purist part of the fanbase, but so what?
Here's another one: Somehow make multi-level maps possible, compatible with the commander interface. Perhaps a comm could hit a button to switch from upper/lower level?
<!--QuoteBegin-moskiitto+May 31 2005, 11:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moskiitto @ May 31 2005, 11:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Heyman+May 30 2005, 11:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Heyman @ May 30 2005, 11:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Soylent green+May 30 2005, 11:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ May 30 2005, 11:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A tiny little marine should not be able to block and onos or fade by just standing in the way. A players movement should not be dependent on frame rate. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I agree on this totally. I've won games by just blocking an annoying fade as a jetpack <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> And make fade even stronger? I have to disagree with this. They are hard to kill and blocking is one effective way to finish fade. Let's not buff aliens even more. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That argument doesn't float. Blatantly annoying things should not be used to balance the game, HP, AP, stamina usage and many more indirect parameters are freely variable to rebalance the game.
The objective from a dev point of view is to make the game as fun and intuitive as possible. Blocking is neither a fun way to win(unless you have sadistic tendencies) or an intuitive thing to do. Here we have this shiny new physics engine, surely including player-player interactions can't be that hard?
<!--QuoteBegin-Beeefybong+Jun 1 2005, 04:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beeefybong @ Jun 1 2005, 04:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Flayra : so what should we do to make NS better?
Socrates : what do you mean by better?
Flayra : you know, so its more fun?
Socrates : oh thats easy, what about VEHICLES OLOLOL
Flayra : O RLY?! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Returning back to v.1.04
<!--QuoteBegin-Soylent green+Jun 1 2005, 10:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Jun 1 2005, 10:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-moskiitto+May 31 2005, 11:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moskiitto @ May 31 2005, 11:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Heyman+May 30 2005, 11:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Heyman @ May 30 2005, 11:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Soylent green+May 30 2005, 11:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ May 30 2005, 11:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A tiny little marine should not be able to block and onos or fade by just standing in the way. A players movement should not be dependent on frame rate. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I agree on this totally. I've won games by just blocking an annoying fade as a jetpack <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> And make fade even stronger? I have to disagree with this. They are hard to kill and blocking is one effective way to finish fade. Let's not buff aliens even more. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> That argument doesn't float. Blatantly annoying things should not be used to balance the game, HP, AP, stamina usage and many more indirect parameters are freely variable to rebalance the game.
The objective from a dev point of view is to make the game as fun and intuitive as possible. Blocking is neither a fun way to win(unless you have sadistic tendencies) or an intuitive thing to do. Here we have this shiny new physics engine, surely including player-player interactions can't be that hard? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Totally agree; find some other way to rebalance it then. Saying that it's important for killing fades doesn't make it ok. Change something else to rebalance it if that's the case. Maybe some limited physics-based blocking?
Comments
This is NS, not BF:V...
By the way, a properly maintained AK47 will have accuracy that can almost touch a properly maintained AR15/M16. The issue with the M16 back in Vietnam was that not enough cleaning kits were issued (sometimes not at all), soldiers weren't trained well enough to emphasize cleaning them, and the early cartridges used ball powder, when in reality the M16 performed better with stick powder, because the slower-burning ball powder left a bunch of crap all over the gas system. Combine that with a chamber and bore that aren't chrome-lined and you get a rifle that jams. Then, of course, the 5.56mm has something to be desired when it comes to brush shooting. But let's not get into that. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
isnt ns_ayumi underwater?
isnt hera right on earth? and theres a map i dont remember the name of that has a snowy outside (well THAT might be another planet, but not hera. hera has breathable air)
but a jungle would be an "ok" idea. it could have small beams of light shining thru the dense trees, and lots of vines and darkess everywhere else. and water would have a slight chance of showing up on those maps. but heres why its only an OK idea. how are rines gonna get res from the jungle? theres no res nodes or nanite whatchamacallit in the jungle. but a jungle can sustain life, making a dark damp cave a good place for an infestation. and how would guns and base equipment function easily in all that moisture? those turret farms, comm chairs, proto labs, armories (well maybe not armories), arms labs, and especially obs would either short out or become otherwise unusable. and skulks could easily hide in all those branches and vines. and fades cant blink with all taht crap and jetpacks would get blocked by everything but lerks would own slightly more. but gorges would get RAPED and so would any onos or HA. and if NS HAS to be on another planet, maybe have a Xen type jungle with weird looking trees and stuff. i bet im gonna get flamed for this post, probably because there are a million typos and opinions in this.
EDIT: <Typo fix>
And about the jungle, it doesn't have to be that bad of a jungle... And for res nodes... possobly another res system? or some sort of old abandoned outposts that contain some res nodes? This would combine the outdoor and the indoor... Yes I think you got a pretty good idea of what I was trying to describe... if you are having trouble thing something along the lines of jurassic park, with all those old stations and such, they were creepy enough with dinosaurs... and they were of this earth...
But if they should add anything they should add Mutli-Layed Minimap on the CC
so commaders can see like the floor below the the first one and be able to place
buildings there.
I'd like to see a training level worked on the most. The reason "hardcore" forum viewers want it is because we play with pub nubs every day. The game is far more fun when you play with experienced, competent people, and a (VERY WELL THOUGHT-OUT) training level will increase the competence level of the average pubber.
Quite frankly I am satisfied with the game the way it is, and I'm not entirely looking fowards to playing it at a shocking framerate on Source. But I do concede that it is necessary to keep th game "alive".
Keep in mind though, that there is such a thing as a finished game. While they should evolve slowly, the greatest games never change much, funadmentally, once they've been finalised. You don't see people making a poll to change the shape of a soccer ball...
As a personal request, I'd like to see features that make it easier to make frag videos and such <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> (plx give some <3 to HLTV)
uh oh, also...
I think we could need a scan request~ order, just like ammo & med.
uh oh, also...
I think we could need a scan request~ order, just like ammo & med. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
scan request = good
teaching = no, there is WAY to much to learn ingame
Make marine AND alien training as both would be needed since aliens take a long time to pickup for new players as well.
uh oh, also...
I think we could need a scan request~ order, just like ammo & med. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
scan request = good
teaching = no, there is WAY to much to learn ingame
Make marine AND alien training as both would be needed since aliens take a long time to pickup for new players as well. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Teaching does not mean telling everything you know, just let them know the basics, and they should be able to go on then..
null vote?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
no we need none of the above... Otherwise most people assume they have to choose one. While these aren't all bad... Leave the GAMEPLAY as it is and steer clear of radical changes. <b> most importantly no outdoor maps please :/ </b>
One thing that I would like to see is a greatly expanded tech tree for both marines and aliens. Right now there are only so many strategies to use, and the same ones get used over and over. I want to see more variety in gameplay, and more strategic choices to be made. Having a greatly expanded range of options would allow more thinking/strategy. Right now the emphasis is more on how well you can shoot/bite etc. I want more emphasis on the strategy elements. There should be many different options you can take as marines/aliens, and the way the game plays out should change significantly based on which options are employed. This would be very important, and greatly improve NS gameplay. It would alienate the NS purists, but that's not my concern. I want the best game, not the same game.
A tiny little marine should not be able to block and onos or fade by just standing in the way. A players movement should not be dependent on frame rate.
I agree on this totally. I've won games by just blocking an annoying fade as a jetpack
I agree on this totally. I've won games by just blocking an annoying fade as a jetpack <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
And make fade even stronger? I have to disagree with this. They are hard to kill and blocking is one effective way to finish fade. Let's not buff aliens even more.
I got nothing against outdoor & vechiles, as long as they will be balanced.
Highly detailed models, normal mapping, explosions, physics, ragdolls (skulk leaping into a marine's face and knocking him down?) classic maps all redone with hi-res textures and all sorts of new details everywhere. Don't waste time trying to implement and balance new stuff, NS really has been perfected gameplay-wise imho. I just want to play it with source's graphics.
I agree on this totally. I've won games by just blocking an annoying fade as a jetpack <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
And make fade even stronger? I have to disagree with this. They are hard to kill and blocking is one effective way to finish fade. Let's not buff aliens even more. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That argument doesn't float. Blatantly annoying things should not be used to balance the game, HP, AP, stamina usage and many more indirect parameters are freely variable to rebalance the game.
The objective from a dev point of view is to make the game as fun and intuitive as possible. Blocking is neither a fun way to win(unless you have sadistic tendencies) or an intuitive thing to do. Here we have this shiny new physics engine, surely including player-player interactions can't be that hard?
OR look at it this way
Flayra : so what should we do to make NS better?
Socrates : what do you mean by better?
Flayra : you know, so its more fun?
Socrates : oh thats easy, what about VEHICLES OLOLOL
Flayra : O RLY?!
Flayra : so what should we do to make NS better?
Socrates : what do you mean by better?
Flayra : you know, so its more fun?
Socrates : oh thats easy, what about VEHICLES OLOLOL
Flayra : O RLY?! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Returning back to v.1.04
I agree on this totally. I've won games by just blocking an annoying fade as a jetpack <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
And make fade even stronger? I have to disagree with this. They are hard to kill and blocking is one effective way to finish fade. Let's not buff aliens even more. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That argument doesn't float. Blatantly annoying things should not be used to balance the game, HP, AP, stamina usage and many more indirect parameters are freely variable to rebalance the game.
The objective from a dev point of view is to make the game as fun and intuitive as possible. Blocking is neither a fun way to win(unless you have sadistic tendencies) or an intuitive thing to do. Here we have this shiny new physics engine, surely including player-player interactions can't be that hard? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Totally agree; find some other way to rebalance it then. Saying that it's important for killing fades doesn't make it ok. Change something else to rebalance it if that's the case. Maybe some limited physics-based blocking?