NS:S wishlist thread
douchebagatron
Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">what do you want in the next installment of awesome?</div>now that ns:s is actually upon us, we must ask ourselves an important question. what features do you want to see in source? what graphical effects?
a few features that i want would be:
seeing through phasegates like portals
flamethrowers
awesome maps
new chambers (?)
new aliens (?)
new weapons (?)
new prototype stuff for marines (?)
some features i would would be:
giving umbra the effect like the alt. fire on the rocket launcher in prey
volumetric spores and umbras
jetpack flames that dont look silly
catpack crazy drugged up view
cloaked aliens
the alien flashlight
perhaps a redone better looking blink, so its more teleporting than a crazy flailing alien zipping through the air
the electrified effect on buildings
getting eaten and not throwing up because of it
what other ideas do you all have?
a few features that i want would be:
seeing through phasegates like portals
flamethrowers
awesome maps
new chambers (?)
new aliens (?)
new weapons (?)
new prototype stuff for marines (?)
some features i would would be:
giving umbra the effect like the alt. fire on the rocket launcher in prey
volumetric spores and umbras
jetpack flames that dont look silly
catpack crazy drugged up view
cloaked aliens
the alien flashlight
perhaps a redone better looking blink, so its more teleporting than a crazy flailing alien zipping through the air
the electrified effect on buildings
getting eaten and not throwing up because of it
what other ideas do you all have?
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Comments
<a href="http://youtube.com/watch?v=GWzmL05OlYA" target="_blank">http://youtube.com/watch?v=GWzmL05OlYA</a>
GOOD REG LOL
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its source don't expect miracles
Because if it happens physics, is it actauly impossible?
Prey proved that changing camera orientation isn't as big of an effect as many would think, as well as its handled correctly. I'd like to see much more camera modification, from blood when being bit by a skulk, to hanging quite upside down as a skulk, to better sights being seen as you die because of the ragdoll controlling the camera.
Shockwaves from explosions. These wouldn't hurt skulks, lerks, and gorges too much, but it'd move 'em away, maybe even flip 'em over.
A new health system for marines, that would include new status effects ranging from "Dazed" to "Immobile" to "Death Throws", which would be used to increase fear in marine players:
Dazed: Screen slightly blurry, with a bit of a lag to where you're facing, but not enough to make you worthless, or unable to notice an enemy.
Immobile: Slumped onto the ground, but still able to look around and shoot, with reload time doubled.
Death Throws: A fierce pulsing of blood vessels that would obscure the camera as parts of your vision black out: You essentially get 5 to 8 seconds to do as you feel, with any single point of damage done to you killing you outright.
Note that the "Dazed" effect would remove itself after 10 to 13 seconds.
Immobile and Death Throws could only be 'cured' by fellow marines using the player for 5 solid seconds, once again allowing the comm to medpack them to a good level of health.
And for the Kharaa, some fearsome new things:
Change Bite(Skulk Only) & Swipe to click-based attacks:
Bite would bite with a click, but holding it down would bite down- maybe allowing a skulk to drag a marine a few feet, or smear a area with a bit of blood(from corpses only).
Swipe would be a charged attack, that does 85% damage at full charge- thusly allowing you to gut an enemy: However, this would also require a 'reload' of the swipe, to pull the Marine off of your scythed arm.
Gestation eggs actually being spit out of the hive, hatching as soon as they hit the ground, with a quickly drying substance that keeps the egged alien from taking 25% of the damage dealt to it while the substance dries.
"Working" maps. Power Generator being taken down could bring down the normal lights, leaving the 'emergency generator lights', which would of course be red and leave a lot more dark corners. Sewage would have pipes in and out, maybe as a way for skulks/gorges to get around a map out of the way. Command Centers that could manage cameras on viewscreens- possibly giving marines a even creepier walk through a hallway, complete with a view of the hive, pumping out aliens, and growing.
For these things note, marines would indeed get flashlights, with infinite power(or at least, long enough that they wouldn't have to recharge there), which may even help facilitate some teamplay.
All the aliens(but Gorges and Onii) would get a special little thingy allowing them to 'see' into dark corners: Any place where the darkness is intense enough to be almost completely black, would have a odd yellowish overlay to the area, signifying how it is dark there, but allowing the alien to see it 'normally'.
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I understand a lot of these are a little 'much', but atmosphere, I remember, was a big part of when I first played NS. I wanna see just a real intensity in the games.
ns as it is right now polished up
maybe its easier to fashion a better commander-mode
comm right now is a heavily-h4xed variant of spec-mode
so maybe that would be my first concern
a totally new improved imba-cool commander mode with cool new useful features ^^
ha, maybe a little window which shows what the currently selected marines sees and does ^^
thats would be fun <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
-More player support, AKA bigger maps and maybe balance the gameplay somehow for small and big games.
-Better commander mode
-More weapons for marines and aliens
-More structures
-A new type of marine suit and alien lifeform*.
-Better graphics
-More features
-Better game
-More awesome game
-A better RTS/FPS type of game
I'm being general, but this is what I want.
*Maybe the marine suit is like some catalyst enhancer and it basicly makes the marine shoot faster and move faster but have the health and armor of light armor. (Have catalyst effect on always).
Lifeform could be some sort of skulk, it'd cost about 2-4 res or so. Basicly this "skulk" has different model than a skulk, has a little different set of attacks. It has 5 health and 1 armor. EXCEPT, it can only recieve one point of damage per hit. Meaning a grenade will do only one damage, as a welder will only do one damage to it. A nuclear explosion = only one point of damage receive. So you get the idea. One point of armor means it has two health at one hive, 2.5 at two hives, 3 at 3 hives, like always.
So at 3 hives this alien can survive a total of 7 hits. This new "skulk" will die faster from a level 0 LMG than a regular skulk.
Thinking about it, it might as well be some upgrade skulks can take. I was thinking of something like the difference between a zergling and a broodling in starcraft. You know what zergling are (probably), the broodlings are the zerg that come out of a queen's "Spawn Broodling" ability. They were basicly weaker verisons of the zergling, but they were pretty close. I thought of having the new skulk's primary attack being some sort of claw attack(like leap), but meh bite will work just as well.
- A sexy marine HUD. Anyone played Star Wars: Repbluc Commando? That games' HUD managed to be both sexy without being bloated.
- Replace the wall-spray decal with a decal that is pasted onto the marines' armour (front or back?). Let's you identify each marine, and it was just silly allowing an alien lifeform to spraypaint a logo onto a wall <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
- More creativity with marine technology. You've got your own world, Flayra- and the alien-side is really well done and uber creative, but the marines' tech is bog-standard (shotguns, jetpacks, medpacks; we've all seen it before).
- Something to keep the kids happy. You know the stuff that doesn't really fit into NS, but would make potential new players think "wow, I'll try this!": portals, mannable placements, hovering skorpians etc... NS:S is the real deal now- the object will be to sell as many copies as possible.
- Remove blockscripts, but keep that "_special" thing locked out. No idea what it was, but those of you who understand it tell me it's the Devil incarnate. Assuming "_special" even made it over to HL2.
- Handle fileconsistency differently. There are some fantastic custom models out there, but I cant use any of them because I'm a dirty, dirty clanner who has to scrim on mp_fileconsistency 1 servers. Possible idea: every month hold a model competition where the winner(s) gets their file to bypass consistency.
- I'd love to see a release before Autumn 2007 as I'll probably have to disappear by then for 2 years <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
never used it myself, but thats how it worked
practically, as long as you held the key, the _special-action was set to, it would spam said action
say, you would have jump set up as a _special action, you would never miss a frame of a jump, because jump would be spammed by the game itself
far worse than any scripts or mousewheel for example
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a direct port (including HL1 physics/bunnyhopping) would be a good start
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I agree with HL1 physics / bunnyhopping because they are propably the main reasons people still play hl1-games like cs. I personally love them, even though they are unrealistic at times. Implementation is going to be a problem.
But direct port doesn't sound good. Imo. it would be a lot better to release ns:s as a working and polished source game rather than a harsh copy from ns. Many people are going to try it out because its a brand-new game. If they receive something like hl1 graphics, I doubt they will like it. Would you buy dod:souce if it was the old dod? And graphics is one thing keeping players away even from current ns. Ns showed how good hl1 game could look like, I hope same can be said for ns:s.
The <b>first-impression</b> is going to be the deciding factor. It's really hard to get new players back with updates.
However keeping original ns gameplay idea is something I would appreciate. So in my opinion best choice would be a port with old gameplay idea (same marines, same alien lifeforms) with new graphics and maybe some new innovative ideas. Thats basically what all the other mods do but ns has a genuine idea, it just lacks up-to-date graphics and new players. Then hopefully it would make enough money to let devs think about NS2 and more creative forms of ns.
But these again suggestions, whereas demanding is stupid.
I don't think HL1 physics would be too hard to implement... Fortress Forever has it, and so does CPMA (and CPMA isn't even on the HL engine)
I think they should just overhaul 1.04.<!--QuoteEnd--></div><!--QuoteEEnd-->
QFT.
well that's what I meant, keep the gameplay/mechanics the same (to start) but update graphics, textures, etc.
I don't think HL1 physics would be too hard to implement... Fortress Forever has it, and so does CPMA (and CPMA isn't even on the HL engine)
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agree with that, its not that hard to implement. Just takes time as always
The reason we remember it with nostalgia is because we were all new to the game, and it had atmosphere (we didn't gamma hack at the time).
Don't you remember how drawn-out end-games used to be?
One fact I did love about 1.04 was aliens being able to use PGs xD
Oh, and bansai bases!
<a href="http://www.google.com/search?hl=gd&q=hl2+done+quick&btnG=Rannsaich+le+Google" target="_blank"><img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /></a> <-- click the smilie
I also wasn't aware of D3D being able to do the "portal" view, like in quake 3 and prey, I was under the impression it was OGL only.
But <a href="http://www.youtube.com/watch?v=QpdCi5XpCsE&eurl=http%3A%2F%2Fforums%2Efacepunchstudios%2Ecom%2Fshowthread%2Ephp%3Ft%3D167056" target="_blank">then again!</a>
this allows the alien flashlight to actually light up dark areas for aliens, where previously they couldnt see in the dark. it also serves the same purpose as the old flashlight since it lights up all lifeforms. i dont think it would be overpowered anymore than the current flashlight either since lighting up the dark areas wouldnt give an edge over marines, it would just make movement easier where it should be.
HL2's is closer than hl's to what the original bunnyhop is =/
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you're thinking of strafe jumping, not bunnyhopping
you have a very small amount of air control with strafe jumping compared to bunnyhopping
not only does this suck for games with tight maps like ns but skulking in general would be damn near impossible without the air control that the HL1 engine provides
- Dont port combat.
- If you port combat, please revamp it.
- Make proper animations for skulks. At the moment there are no, or at least very vague, visual cues to changes in direction for skulks. This means that hitting a skulk that isnt crouched is unproportionally harder than hitting one tha tis. Fix please!
I think the basic idea behind NS:S is to make the game still feel like NS, but fix, improve and enhance as much of it as possible. Any long-time NS player should feel that NS:S is unmistakeably the same universe/game, but it should be allowed to try some new ideas as well.
I have my own ideas about where it should go, but before embarking on grand new changes, I think we should survey the community in a big way. I also think there's a good chance we'll prototype NS:S gameplay using NS first. It would be fun to then release THAT version to you guys to see what you think, though we may want to just hack the changes in as quickly as possible so it might not be a stable/nice build at first.
One thing's for sure; most of the core game themes will stay. It may look different and the game balance might be different, but it will FEEL like NS. We do have some nice suprises for you though. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
SCORPIAN TAT HOVARS WITHOUT FLAPPINGKEKEKE ^_^ <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
I have to overly rude and teard open all the healed wounds.
SCORPIAN TAT HOVARS WITHOUT FLAPPINGKEKEKE ^_^ <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
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Banned.
Updated marine "injured" and "death" sounds + Updated skulk bite sounds + that awesome DoD Source sound system (where all ambient noise is just echoes from firefights elsewhere) = totally awesome atmosphere.
You could be walking down a corridoor and hear a skulk leap and a marine scream, echoing down it, despite the fact that the fight is going on about 3-4 rooms away. God that'd be awesome. Although that probably comes as default with the Source engine by now, it's awesome.
I'd also like to see some better map-interaction (I can't even remember the name of the map, but that CO map where the PGs can be welded open... I always thought that was a relatively cool feature), as well as more team-work on the whole base-building aspect. I mean, as of now, it's just everyone pick an unbuilt building and hold E, or everyone pick the same one and hold E. It's just a tad boring.
I'm not proposing that any mini-games are added to the construction of buildings, but that'd be tedious. What i'm suggesting is, say, buildings (especially turrets) can be knocked around by the heavier aliens... Unless the marine welds them to the floor or something. I'm not even sure if it could be done, but say a fade blinks (as the current blink is) into a vanilla turret, it knocks it out of the way. If it blinks into a turret that's been welded, the turret stays put and the fade gets stopped by it.
The idea of an onos being stopped by a turret that's been welded to the floor is fairly laughable though (at least with the current default model. If the base was made larger and the whole thing generally more sturdy, it'd be ok), but maybe the onos could knock around larger buildings, unless they've been welded to the floor.
I don't even know if that's possible, but damn it, it seems awesome to me.