things not to put into ns2

schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
edited November 2006 in Ideas and Suggestions
Now i'm guessing that NS2 will be a little bit more realistitc and cinematic in the graphics department and as well will be using some sort of physics engine.

The main thing that is bothering me atm is letting especially Onos and perhaps even Gorges climb ladders - its impossible they don't have arms or feet ! I'd hate for the imersion / atmosphere to get ruined by seeing a an onos head pop up out of a small ladder/man hole - as it happens now.

Also I think Heavy armour marines would sink in water, but they wouldn't drown (they have respirators), and aliens should be able to hold their breath for double of humans...

Although I really haven't been able to think of a way to solve this effectively. Sure mappers could put ramps and lifts in instead of ladders, this isnt always possible and ladders are quite cool, not to mention for a while ladders were the best anti fade weapon.

perhaps gorges could have a trampoline chamber.. well maybe not....
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Comments

  • Hakuna_matataHakuna_matata Join Date: 2004-04-25 Member: 28179Members
    cloak should be left out of ns2 and removed from HL1 ns
  • moskiittomoskiitto Join Date: 2003-12-18 Member: 24504Members
    <!--quoteo(post=1572348:date=Nov 2 2006, 02:24 AM:name=Hakuna_matata)--><div class='quotetop'>QUOTE(Hakuna_matata @ Nov 2 2006, 02:24 AM) [snapback]1572348[/snapback]</div><div class='quotemain'><!--quotec-->
    cloak should be left out of ns2 and removed from HL1 ns
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Agreed. Cloak is just annoying skill. Actually, the most annoying skill.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The main thing that is bothering me atm is letting especially Onos and perhaps even Gorges climb ladders - its impossible they don't have arms or feet ! I'd hate for the imersion / atmosphere to get ruined by seeing a an onos head pop up out of a small ladder/man hole - as it happens now. <!--QuoteEnd--></div><!--QuoteEEnd-->
    Gameplay over realism.
  • MrMakaveliMrMakaveli Join Date: 2004-05-06 Member: 28509Members
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1572348:date=Nov 2 2006, 05:24 PM:name=Hakuna_matata)--><div class='quotetop'>QUOTE(Hakuna_matata @ Nov 2 2006, 05:24 PM) [snapback]1572348[/snapback]</div><div class='quotemain'><!--quotec-->
    Gameplay over realism.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    Yes well that is a fair call. But I think it depends on which style of graphics they go for. Like in HL1 it didnt even occur to me until about a year of NS.
    If the GFX are more of a TF2 cartoon style then I'm all for it. While if they go for a more of a realistic look e.g. fear or doom 3 it would just look "cheap" (if they want to sell it, you don't want the game to look cheap)
  • FFSkyriderFFSkyrider Join Date: 2006-11-02 Member: 58211Members
    Cloak may be annoying, but it's handy if the cloak will be added in the game properly and correctly. As in, that the cloak itself has down sides. Such as that it can be detected by furious things.. Scanners, water, disrupters, etc.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited November 2006
    What I always wanted, but wasnt possible with the hl1 engine was to make it that aliens are 100% cloaked but still affect the environment around them. For example they would still leave a shadow, so marines would try to use their flash lights to sus the aliens out, but then by using flashlights they would attract attention to themselves. Or after a grenade goes off or a turret has stopped firing there would be smoke in the room, the smoke would move around the invisible aliens. Things like paper and litter left in the space station would be disturbed by passing aliens etc.
  • FFSkyriderFFSkyrider Join Date: 2006-11-02 Member: 58211Members
    <!--quoteo(post=1572448:date=Nov 2 2006, 01:58 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Nov 2 2006, 01:58 PM) [snapback]1572448[/snapback]</div><div class='quotemain'><!--quotec-->
    What I always wanted, but wasnt possible with the hl1 engine was to make it that aliens are 100% cloaked but still affect the environment around them. For example they would still leave a shadow, so marines would try to use their flash lights to sus the aliens out, but then by using flashlights they would attract attention to themselves. Or after a grenade goes off or a turret has stopped firing there would be smoke in the room, the smoke would move around the invisible aliens. Things like paper and litter left in the space station would be disturbed by passing aliens etc.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Every cloaked person should not be invisible. Like in many movies, you see cloaked persons if you really pay good attention (Due the "background / environment" will get effected) as been said above. If cloak would be added like that, and that it will be effected with the above reply (explosions, smoke, water) and perhaps even detection alarms that are triggered by walking on the ground, then cloaking would be perfect.
  • Garet_JaxGaret_Jax Join Date: 2003-02-23 Member: 13870Members, Constellation
    <!--quoteo(post=1572348:date=Nov 2 2006, 07:24 AM:name=Hakuna_matata)--><div class='quotetop'>QUOTE(Hakuna_matata @ Nov 2 2006, 07:24 AM) [snapback]1572348[/snapback]</div><div class='quotemain'><!--quotec--> cloak should be left out of ns2 and removed from HL1 ns <!--QuoteEnd--></div><!--QuoteEEnd-->

    QFT
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    edited November 2006
    In my opinion cloaking should be definitely included in NS². But not the way it is in NS. Cloaking aliens shouldn't be 100% invisible. You alway have to see them, but very difficult, like the Hidden in <a href="http://en.wikipedia.org/wiki/Hidden:_Source" target="_blank">Hidden: Source</a> or a Player who uses the Stealth Implantat in <a href="http://en.wikipedia.org/wiki/Dystopia_%28computer_game%29" target="_blank">Dystopia</a>.
  • Joe2Joe2 Join Date: 2004-09-03 Member: 31268Members
    Cloack is good as it is.

    In old version of NS, the cloack was not 100% and they was a lot of complain about this.
  • broadbandbroadband Join Date: 2005-01-06 Member: 33013Members
    <!--quoteo(post=1572493:date=Nov 2 2006, 10:40 AM:name=Joe2)--><div class='quotetop'>QUOTE(Joe2 @ Nov 2 2006, 10:40 AM) [snapback]1572493[/snapback]</div><div class='quotemain'><!--quotec-->
    Cloack is good as it is.

    In old version of NS, the cloack was not 100% and they was a lot of complain about this.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    lol
  • wankalotwankalot Join Date: 2005-02-05 Member: 39872Members
    ok cloak is not as owny as people complain. an alert comm (as well as an alert player) should be able to suss out a cloaked aliens. There are many ways to detect a cloaked player... scans, grenades, motion and good ole fashioned perceptiveness. most advanced life forms dont use it anyway, they favour focus (with the onos as an exception, but even they rarely rely on it). and sure a cloaked skulk may b able to take down one rine, but the moment he starts munching all the rines around him kill it. Ne way i think cloak adds to the feel of the gaming... feeling edgy cause theres an invisible alien around is part of the cool ns atmosphere IMHO.

    NB: Im NOT talking about co. All examples refer to classic ns. cloak i may concede is a bit unfair in co.
  • RasulisRasulis Join Date: 2003-01-29 Member: 12910Members
    Cloak is a major part of the game and should not be removed from NS2. It is a huge part of play strategy and is easily countered, as stated above, with scans, observatories, sound, and a perceptive player. Removing 100% cloaking from NS would damage the game play greatly by taking away one of the aliens advantages and play styles. With that said I do think it would be great if they updated cloak with what ever engine they end up using by adding small effects, such as background blurring, environment interactivity, and particle interaction.
  • ReVerthexReVerthex Join Date: 2005-01-10 Member: 34719Members
    You can't take cloak out! What the freak is the obs for then? Scanner sweep people, it would only be used for sieging a hive then and that's boring.
  • Petros IchorPetros Ichor Join Date: 2005-07-14 Member: 55917Members, NS2 Playtester, Reinforced - Shadow
    I love the clocking.

    We dont even know what creatures will be in NS2. the onos could be rid of completely or be designed completely new for all we know. It might be able to climb ladders. I do agree that the game will need to be more realistic., but i support game play over it anytime. Look at games that are really really realistic. they are cool for about a day, but the visual enterainment can only keep you hooked for so long.

    I cant wait for NS2 and NS3.2
  • MrMakaveliMrMakaveli Join Date: 2004-05-06 Member: 28509Members
    edited November 2006
    I feel both ways about cloaking. It really pisses me off not being able to defend myself against it (when the skulk is smart and makes ZERO noise and isn't in an obvious spot). But it does make for some interesting strategy.

    I really like how the old cloaking was. It was really hard to see the blur, but if you took some time and sat completely still and tried really hard to see the cloakers, you would spot em. Nowadays if they have cloaking, you just run through the rooms feeling helpless. If you die, you die, not much you can do about it. And don't say "have the comm scan". Against cloaking, you need scans very often, and the obs just doesn't regenerate energy fast enough.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    The old cloaking let cloaked aliens make a slight blur...so you only saw them if you really were concentrating on where you thought they were. I liked that. That was fun, and let me feel like I had some defense while still giving the cloakers a good advantage.

    But...there was a problem with that. If you tweaked your system settings properly, you could amplify that slight blur into an easily visible form, and aim at the cloaked alien like he never cloaked in the first place. THATS what made many people unhappy with the system, and as long as that is a risk, I'm more than happy to have 100% cloaking instead. I'd only go back to the 95% cloaking if we could find some way to prevent people from amplifying that blur to see cloakers, like before.
  • GaidanGaidan Join Date: 2006-10-31 Member: 58132Members
    First of all I’m all for the water effect that is applied to the Hidden in the source mod, fantastically well done.

    I go by the motto of realism be damned, so having an onos climb a ladder to keep things from getting really frustrating is something I’m all about. Yet if you're really opposed to the idea how about having special jump ability you can only activate in a small vicinity of ladders that allows you to clear the whole thing. It would not be their normal jumping ability and it would be kind of corny; considering the fact that the whole point of this was to remove corny effects I’m not so sure how effective "special jumps" would be...
  • ChesterChester Join Date: 2006-11-03 Member: 58296Members, Reinforced - Silver
    I think, that CO_ Maps should be left out at NS2.
  • AnAkInAnAkIn Join Date: 2006-09-18 Member: 58020Members
    <!--quoteo(post=1574052:date=Nov 6 2006, 09:39 PM:name=Chester)--><div class='quotetop'>QUOTE(Chester @ Nov 6 2006, 09:39 PM) [snapback]1574052[/snapback]</div><div class='quotemain'><!--quotec-->
    I think, that CO_ Maps should be left out at NS2.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    co_ wont be in NS2, NS2 will not be like NS i believe
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    <!--quoteo(post=1573752:date=Nov 5 2006, 11:29 PM:name=Gaidan)--><div class='quotetop'>QUOTE(Gaidan @ Nov 5 2006, 11:29 PM) [snapback]1573752[/snapback]</div><div class='quotemain'><!--quotec-->
    First of all I’m all for the water effect that is applied to the Hidden in the source mod, fantastically well done.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    QFT.
  • BiG-SergeBiG-Serge Join Date: 2006-10-31 Member: 58112Members
    Leave out electrification, it's useless and prolongs games. Also, who the hell gets redemption or adrenalin besides bad gorges?

    Onii are useless life-forms, they don't fit the role of anything, too slow for offense and too expensive for anything else, the only thing that they can be used for is stomping groups of marines to let teammates pick up the kills, that's a great touch.

    Also, replace grenade launchers with flame throwers FTW.
  • SkulkBaitSkulkBait Join Date: 2003-02-11 Member: 13423Members
    R4K. It totally blows.
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    mp_communitydivider, I mean mp_blockscripts.
  • Petros IchorPetros Ichor Join Date: 2005-07-14 Member: 55917Members, NS2 Playtester, Reinforced - Shadow
    if the general gameplay for NS2 is like NS then i would like to see both CO and NS . i like them both.

    The onos is a very usefull creature. i get more kills with it then i do a skulk anyday. I use every ability equally and i think any good player can make the best with what is given to them. A certain trait wouldnt be in the game if it didnt have a profound use
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    Lol...are people so uncapable of countering mere cloaking that they want it gone altogether?

    On what servers do you guys actually play in?<img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />

    The cloak upgrade is probably THE most fragile upgrade possible. Any sensible commander in NS games will frequently scan as soon as the rines figure out that the aliens are using SC's, and in CO, all it takes is one or two marines to pick the scan upgrade and cloaking is history.

    A-bloody-mazing
  • BiG-SergeBiG-Serge Join Date: 2006-10-31 Member: 58112Members
    edited November 2006
    <!--quoteo(post=1575149:date=Nov 9 2006, 03:27 PM:name=Skyrage)--><div class='quotetop'>QUOTE(Skyrage @ Nov 9 2006, 03:27 PM) [snapback]1575149[/snapback]</div><div class='quotemain'><!--quotec-->
    Lol...are people so uncapable of countering mere cloaking that they want it gone altogether?

    On what servers do you guys actually play in?<img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />

    The cloak upgrade is probably THE most fragile upgrade possible. Any sensible commander in NS games will frequently scan as soon as the rines figure out that the aliens are using SC's, and in CO, all it takes is one or two marines to pick the scan upgrade and cloaking is history.

    A-bloody-mazing
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    .

    I'll save you the time and tell you that the post above and below this are not worth reading.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    These complains are not so 'righteous' to my opinion.

    SC and cloaking especially brings a different game pace. Marins as alien have to adapt to the style ot this.

    You complain as marins about cloaking. Try the other side!!! Play alien with cloak against good marins. You will see, it's a lot more than just get cloaked and munch some 'backs'. It has its rules too. Get cloaked (or in SC range) in time for ambushing. Predict marins moves and get to the right spot before they come (to avoid movement and detection). restrict their moves. This is a prety hard job sometimes. Being where they don't expect you. Make sure a hive will come soon... because time runs and with SC first it's accelerating. etc. Against that; marins have to move together, get MT and armor ASAP. Just 'adapt'.

    It's the same for MC or DC which are more 'dynamic' game style but still; with rules and flows too...

    @BiG-Serge:
    redemption sometimes is cool. It depends on the moment. Annoying marins, heal the second (and up) hive can be done with redemption. It doesn't work all the time but still is good for some situations. Same for adrenaline. I use to play with different upgrade as alien (depend on mood). They all have good side and bad side.

    You just have to use them when it's necesary. As alien or as marins; it'll make the difference for sure.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    <!--quoteo(post=1572465:date=Nov 2 2006, 08:49 AM:name=FFSkyrider)--><div class='quotetop'>QUOTE(FFSkyrider @ Nov 2 2006, 08:49 AM) [snapback]1572465[/snapback]</div><div class='quotemain'><!--quotec-->
    Every cloaked person should not be invisible. Like in many movies, you see cloaked persons if you really pay good attention (Due the "background / environment" will get effected) as been said above. If cloak would be added like that, and that it will be effected with the above reply (explosions, smoke, water) and perhaps even detection alarms that are triggered by walking on the ground, then cloaking would be perfect.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    thats a REALLY good idea, not 100% invisivle but can be detectded by smoke whirls, paper, footprints on certain terrian. that would seriously kick but.
  • scaryfacescaryface Join Date: 2002-11-25 Member: 9918Members
    edited November 2006
    about the onos climbing the ladder:
    I think all models should have climbing animations. As stupid as an onos looks while climbing a ladder, a marine hovering upwards with both hands on his gun and both feet firmly planted on thin air is pretty dumb looking too. That said, an onos climbing animation could potentially look really cool, atleast much better than the current ***-sticking-out-3-meters ladder climb. Of course, ladder climbing animations would need some coordination with mappers (to have rungs a certain distance apart, etc.)

    EDIT: just realized I bumped an old topic <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
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