NS2 Interview on Firingsquad
surprise
Join Date: 2003-01-16 Member: 12382Members, Constellation
<div class="IPBDescription">some flayra goodness</div>all in all a very informative interview, n1 <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->FiringSquad: What other gameplay elements will Natural Selection 2 have?
Charlie Cleveland:Our big focus in NS2 is dynamic environments that respond to the player's actions. We are working on a big new gameplay feature that hasn't been seen in any game before that we are going to show gameplay footage of shortly. Our technical director/guru, Max McGuire (of Titan Quest fame) is working on a cool prototype of some of this now. Look for details on www.unknownworlds.com soon.<!--QuoteEnd--></div><!--QuoteEEnd-->
w00t, informations about nexus? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
cant wait <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
so people, head over to
<a href="http://www.firingsquad.com/news/newsarticle.asp?searchid=13285" target="_blank">Firing Squad</a>http://www.firingsquad.com/news/newsarticle.asp?searchid=13285
and get your share of information =)
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->FiringSquad: What other gameplay elements will Natural Selection 2 have?
Charlie Cleveland:Our big focus in NS2 is dynamic environments that respond to the player's actions. We are working on a big new gameplay feature that hasn't been seen in any game before that we are going to show gameplay footage of shortly. Our technical director/guru, Max McGuire (of Titan Quest fame) is working on a cool prototype of some of this now. Look for details on www.unknownworlds.com soon.<!--QuoteEnd--></div><!--QuoteEEnd-->
w00t, informations about nexus? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
cant wait <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
so people, head over to
<a href="http://www.firingsquad.com/news/newsarticle.asp?searchid=13285" target="_blank">Firing Squad</a>http://www.firingsquad.com/news/newsarticle.asp?searchid=13285
and get your share of information =)
Comments
Charlie Cleveland:We're not ready to give out the details yet, but we have a pretty good idea about what NS fans want and we aim to please. <!--QuoteEnd--></div><!--QuoteEEnd-->
Flamethrowers, Charlie !!!11
Also, what are your favourite implementations of a flamethrower into a game or movie? The firebat's (starcraft) flamethrower would have to be my personal favourite.
The way I see it working is similar to the current implementation of the GL in that it is useful for a few purposes, but for generalised use it is massively lacking and you would be at a disadvantage carrying one.
My favourit implementation of a flamethrower would have to be the Starcraft Firebats, or the flamethrower from Unreal2. Damn that was cool <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>FiringSquad: Will there be any further updates to the original Half-Life mod?</b>
<b>Charlie Cleveland</b>:We are about to release NS v3.2 and expect to keep updating it in the future as well.
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Thats fantastic also, keep the people playing until release. I know I will be.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>FiringSquad: Will Natural Selection 2 have any kind of single player mode or campaign?</b>
<b>Charlie Cleveland</b>:Nope. Our original plan included a single-player campaign but we just don't have the resources for this.
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Even though people would enjoy one, You guys have a really good thing going already with NS multiplayer. There is alot of in depth stuff in the game play right now to satisfy your needs for single player modes.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>FiringSquad: What can we expect in terms of new weapons and structures in the game?</b>
<b>Charlie Cleveland</b>:We're not ready to give out the details yet, but we have a pretty good idea about what NS fans want and we aim to please.
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More weapons, lol Can't wait to see the balance issues on these. Thats one of the hardest parts of testing out the game. Hmm at the moment I cant think of even 1 weapon that I would want in the game. Anyone wanna put some suggestions for me?
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I'd prefer it to be more of a secondary weapon, like a welder, instead of a primary that often puts you at a severe disadvantage and only makes you specialised (grenade launcher). But then again the only implementation of the flamethrower as a primary weapon I've played in a first-person shooter was AVP, and I can't remember what that was like. I should dig it up and play again.
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team fortress classic has got a flamethrower on HL1 engine.
BUt it sucks visually.
team fortress classic has got a flamethrower on HL1 engine.
BUt it sucks visually.
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It looked great back in the day. lol sprites ftw
I'd like to see the grenadelauncher replaced by a flamethrower.
It could deal same damage to structures as the GL but less damage to lifeforms (same level as lmg?so that you arent helpless as with GL nowadays. aliens got a natural resistence against fire anyway? xD )
I liked the flamethrower out of Turok2, anyone knows it?
Either they would have to be to weak to actually be effective, or they'd have to be so strong that they'd own skulks in a split of a second which would mean that the only option to take someone with a flamethrower out would be to attack them from behind without them noticing you at all.
...which leads me to this; they would be fairly useless versus higher lifeforms so why add them at all? The HMG already does a good job at being both anti-life form and anti-skulk (while it's still possible for skulks to kill them, having a cone of fire and all), and now we also have nades to clear out vents.
Why is a flame-thrower needed? Them being cool isn't reason enough to add them to ns <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> (what would be cool though is to have some form of burning goo coming out of them that sticks to the walls, being able to seal off corridors from skulks and like. I doubt that would add anything to the gameplay though, and my other points remain valid)
as marine you would have a better chance to survive a skulk attack...(you usually die with GL if attacked by a skulk (or certainly after 2) - pistol only...)
I can't see what speaks against it? <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
The idea of commanding with the CS:S voice codec disgusts me! <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Used for medium range attacks on buildings. Owns aliens BUT, if you shoot it randomly and the flame is too close you can catch on fire and die yourself.. This would avoid some misbehaviour with it. And of course it would burn the crap out of your fellow rines if they happen to get in the way.
Errr, about the flame thrower...
Used for medium range attacks on buildings. Owns aliens BUT, if you shoot it randomly and the flame is too close you can catch on fire and die yourself.. This would avoid some misbehaviour with it. And of course it would burn the crap out of your fellow rines if they happen to get in the way.
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Which is the reason why this isn't needed in NS. You already have sgs for killing buildings, and guess what? They work as great skulk/lerk/fade killers aswell! But wait; there's more! The GL, meant for taking out buildings on a distance.
A flamethrower isn't needed.
Making it overheat would be a better option that making the player catch fire from himself, btw.
(and now dont argue with teamplay, what if you're the only one whos left?) <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
now this threead is called the flamethrower thread
<!--quoteo(post=1580113:date=Nov 23 2006, 10:35 PM:name=PogoP)--><div class='quotetop'>QUOTE(PogoP @ Nov 23 2006, 10:35 PM) [snapback]1580113[/snapback]</div><div class='quotemain'><!--quotec-->
Hmm... I think flamethrowers would fit in the NS universe well, seeming as the Kharaa are bacteria. Bacteria + Fire = Dead bacteria.
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great idea!
i've read ideas about an infestation that spreads around the map where aliens go and build.
The flamethrower could be a tool to remove this infestation.
flamethrowers shouldn't be a strong weapon cause i can imagine a flame spam just like a GL spam can block almost everything.
Maybe a mix between welder & weapon, minor damage and used as a tool to interact with parts of the map and clean up territory.
you fire it in a vent it hits the courner of the vent it attempts to spread out, it find the only place it can go is futher down the vent
till evently the pressure gains to much at this point the vent ether A buckles and it's side exspand and pop, B there is some back draft as fire finds it way back to the opening
no vent ok your chaseing a sulk you fire the flames at it, sulk runs around a courner now you lmg mate usaly if he was to poke his head out round that couner hes gotta find said sulk and retarget him as he could be ether on the left or right side of said coridor, sure we are talking minor seconds here, but add in the flame thrower you chase sulk around said courner the flames hitting said wall and flowing over said wall makeing it ni impossable for sulk to be on the wide side of the coridor, now all your lmg friend has to do is straff wide and can shoot and easly over the tiet hugged side of the corridor which is light up bright, the sulk no where to run but ether down a gorntlet, over a burning wall, or to turn and fight a lmg marine with a stream of fire blocking its path
hive room or WOL, tops of stuctures begin to burn, sulk ether stay on the gound to avoid flames or leap run over the top of and catch on fire them selves
nothing like bright flameing sulks as skeet
Wyzcrak - can i pull you to this suguestion thread i would like you to support it, and offer some exspertise on codec's
suggestion here <a href="http://www.unknownworlds.com/forums/index.php?s=5468437630050839552&showtopic=98880" target="_blank">http://www.unknownworlds.com/forums/index....showtopic=98880</a>
Is anyone else as concerned about the Source voice codec as I am?<!--QuoteEnd--></div><!--QuoteEEnd-->
I am <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
A flamethrower isn't needed.
Making it overheat would be a better option that making the player catch fire from himself, btw.
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Bwahahahahaha, flame throwers over heating? Seriously,the flame is generated OUTSIDE of the flamethrower. It would serve a great purpose..................it's called VARIETY!!!!!!!!!!!!!!!
Bwahahahaha.......over heating......
How about someone starts ANOTHER flamethrower thread.
ontopic/
I think the review was excellent. Keep it up! When will the first NS2 screens come out flay?
Or just make it so only heavies can use them. I just think flamethrowers shouldn't be given to tiny little marines because they look alot better in the hands of big guys, just like the HMG. The flame itself shouldn't be wide, but long.
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lol imagine how gumby a jetpack marine would look flying around and sparing flames everywhere.
i think the flamer should be a defensive weapon which would have 2 roles, clearing vents, and laying down flame - whatever you spray with the flamer, walls , floors etc would stay alight for 3-5 seconds to create a temp barrier. perhaps gorgies could heal spray the flames to put them out faster <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
oh and please make it look "good" unreal 2 still probably has the best flamer ive ever seen in a pc game. if anyone has ever played that old game "the thing" it had a very nice flamer also.
NS is set on a space ship !
Whats the most valuable thing on a space ship? Oxygen !
Whats does a fire consume ? Oxygen !
Maybe flame throwers could only be used for a limited time across the entire map with a cool down feature so oxygen is replenished. Unless used by heavy armors as they already have gas masks and breathing aparatus.
Maybe flamethrower doesnt have to directly touch you to do damage could have the oxygen meter like when your underwater when depleted both aliens and marines took damage.
Light armor marines can black out from loss of oxygen. <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> hahahaha
A double edged sword.