Team physics objects

HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
Given the apparent push toward a more "dynamic" world, I think that team physics objects would not only give the players more direct interaction with that dynamic nature but also provide new gameplay based on teamwork.

Basically a team physics object could be something like a big box, or a table, or a piece of fencing, or even a turret. It could only be moved when a sufficient number of mariens hit "use" on it (based on mass/weight depending on gravity situation?) and then they could all move it to the desired location. Aliens could only move team physics objects if they could bash them out of the way, so for example a table and some crates might be sufficient to prevent skulks from getting through, but if a fade or an onos blinked or charged into it it would be knocked over.

This kind of object would promote teamplay among marines and force the aliens to think creatively about their attacks. Blocking off a passage way could also be a double edged sword for marines if they suddenly need to get through to attack or retreat but are blocked.

Comments

  • BlooBloo Village Fool of UWF Join Date: 2006-11-09 Member: 58497Members
    Great ide. However it would require loads of programming... but hey! on a game like the upcoming NS:2 this would be a really nice feature!
  • TheArmyofNoneTheArmyofNone Join Date: 2006-11-06 Member: 58442Members
    O.o I can just imagine walking through a passage with a gang of three-four other marines, sealing it up as you leave your base... And after your squad gets ripped apart, and you're the last survivor, you run back, fast as you can... And get stuck at the door.

    "For god's sake, OPEN UP!"

    /skulkchuckle.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    should be able to tip over a table and have 3 rines behind it. how sick!
  • N_3N_3 \o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    sounds great to me, look at garry's mod (hl2)- you can already do this so it cant be that hard to do.

    Also in garrys mod you can weld two or more objects together or even to the floor/walls/cielings. So imagine you want to block off a door, and in the room you have a large metal table which will blcok the door, but its not heavy enough, you also have in the room a small but very heavy crate, the crate is not big enough to cover the door.

    So a skulk could say knock over the table with the leap ability, and oblivously get past the crate as its too small, so the marines could weld the heavy crate and table together. the combination of weight and size would create a proper barricade <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    each alien and their ability would need to have a maximum strenght.

    like a skulk walking forward wouldnt be able to push much, but a skulk leaping would have enough force to knock over the weight of a light armour marine, but not a heavy etc etc

    an onos charge would have enough force to smash thru anything <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    a fade blinking would be able to knock over small barricades etc
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    I like the idea of weldables and having the aliens having to bash thru. Would add so much to the game. Also , the possiblilty of letting gorges burrow thru certian areas of the map , opening tunnels and such , obviously this would be more static than anything but it would add another dynamic to the game.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    In terms of practicability, I think that welding objects together might cause higher server load, and if they didnt (ie once welded they stopped being physics objects) they would become permanent laming devices.

    I like the idea of welding objects together, but in the even that this was implemented it would probably be best to try out a couple of different possible implementations.
  • ThyReaperThyReaper Join Date: 2006-11-15 Member: 58621Members
    Welds don't cause that much lag, unless there is a large number of them across several objects. I do like the idea of welding things together to create makeshift barricades, but I'd like to see a limit of 2 welds per object, and 10 or so welds per system (groups of objects welded together indirectly or directly) to reduce any lag issue.
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    Speaking of dynamic physics and environment interaction, they should include the gravity gun so you can pummel skulks with boxes and structures in base.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    or aliens with telekenetics would always be cool - especially say like a gorge at 3 hives would have a pull ability instead of web. when jetpackers fly past the gorge could use telekenetics to pull them to the ground (of course the is would all of the gorges adrenaline) or atleast disrupt their flight path.

    THis would also be handy when marines are camped up in a fortiefied room, a gorge could pull single marines from the base into a hall way full of skulks <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    LOL schkorpio that's funny!!!!!!!!!!!!
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    What you describe here would require almost no programming. All it'd need would be for the mappers to drop some dynamic physics props around. They'd also need to be modeled I suppose.

    What I'd like to see would be the ability to use a welder to weld a physics prop to the ground to create an impromptu barricade. The welds could be broken by the application of a suitable amount of force. I.E. Two tons of enraged alien.

    --Scythe--
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    One pratical reason that I suggested "team" as opposed to purely "physics" is that it prevents the server from constantly having to do calculations on the objects and just needs to wake them up on input from a sufficient number of marines.


    Oh, and you could also have cranes for REALLY big boxes <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    <!--quoteo(post=1579233:date=Nov 21 2006, 12:03 AM:name=Scythe)--><div class='quotetop'>QUOTE(Scythe @ Nov 21 2006, 12:03 AM) [snapback]1579233[/snapback]</div><div class='quotemain'><!--quotec-->
    What you describe here would require almost no programming. All it'd need would be for the mappers to drop some dynamic physics props around. They'd also need to be modeled I suppose.

    What I'd like to see would be the ability to use a welder to weld a physics prop to the ground to create an impromptu barricade. The welds could be broken by the application of a suitable amount of force. I.E. Two tons of enraged alien.

    --Scythe--
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    that's almost like the ideas they used in B.L.A.C.K. which wouldn't be a bad idea at all.
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