I really haven't gone through this entire thread, but did anyone notice the textures and the light effects? Perhaps the NS devs have a few more textures that are done up super spiffy. I don't know about you guys but I would like to see more of the old textures that have been updated to HL2 specs. Oh and the infestation looks AWESOME. Yeah.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1582681:date=Dec 1 2006, 11:19 PM:name=glimmerman)--><div class='quotetop'>QUOTE(glimmerman @ Dec 1 2006, 11:19 PM) [snapback]1582681[/snapback]</div><div class='quotemain'><!--quotec--> Lol, tunneling in infestations, The aliens could create an underground network and hide the hive in there <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->
Well tunnelling could be entirely possible - especially when you consider what valve have done with PORTAL in hl2 ep2.
would love a phase gate or movement chamber you can actually walk through.
<!--quoteo(post=1583730:date=Dec 3 2006, 05:46 PM:name=Exploder)--><div class='quotetop'>QUOTE(Exploder @ Dec 3 2006, 05:46 PM) [snapback]1583730[/snapback]</div><div class='quotemain'><!--quotec--> Bah, the high-quality .mov file doesn't work for me. Could anyone give me a hand? <!--QuoteEnd--></div><!--QuoteEEnd-->
Given that infestation and the aliens themselves are made of the same bacteria, would it be possible to have the aliens morph out of the DI when they spawn? That might be pretty nifty. Also, if you only allow evolving on DI, then in theory the alien could be sucked into it and be spit back out upgraded <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-->- if there'll be a flamewhtrower, it wouldn't hurt the living aliens too much, only the "plants", so the man with flamethrower'd need backup, to stay alive, and it could increase the necessity of tactics<!--QuoteEnd--></div><!--QuoteEEnd-->
I really, really think this is a cool suggestion. It would be easy enough to explain with a back story about the aliens having adapted to hostile environments sufficiently that their carapace protects them from intense heat. Maybe even base it on whether or not the aliens have carapace. It could still be good for roasting skulks, since it will presumably be high level tech.
The flame thrower would probably be quite powerful, so it would be good to encourage players to protect its vulnerable user.
<!--quoteo(post=1583654:date=Dec 3 2006, 07:42 PM:name=Pheer)--><div class='quotetop'>QUOTE(Pheer @ Dec 3 2006, 07:42 PM) [snapback]1583654[/snapback]</div><div class='quotemain'><!--quotec--> Just some obvious things:
DI is the khaara's environment, so they should have better mobility and footing on it, make less noise etc. (skulks pointy feet would sink in softly instead of tapping on human metal flooring)
Marines would probably not be quite as suited for walking on slimy surfaces. Thus making sucking noises when taking steps, perhaps a little bit of sliding on downward slopes of DI humps?
I would love to see DI affect gorge building abilities as well as marine buildings.
Considering chambers still exist, they would 'bud' from the DI and build faster from the localized resources. Perhaps building on DI would cost less because the bacteria is already there. If there was no DI, they would still 'bud' and build slower? Build animations, especially in comparison to NS1, probably should be approached differently from instantly appearing from no-where.
Marine turrets look fairly unstable with the exception of the siege, so why not have DI possibly knock over the turrets via physics. It would be completely random and based on the DI's expansion of course. Things like turret factories would slide downhill on the DI if they were built on it, or if the DI grew under it.
I think Gabe made a good point on relating to Mario Sunshine, while the DI effect itself is 'cool', taking it to the next level and having it be truly dynamic and environmental would make the difference between a good idea and a great idea. These are just a couple of things that I think could be incorporated for better effect on game play without having to describe it to anybody. (and obviously less confusing for new players)
The DI looks great. <!--QuoteEnd--></div><!--QuoteEEnd-->
You're a cool guy, I agree with almost everything you just posted. If UW would go that far they will have my outmost respect and support. Heck, I'll even donate <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
One thing I want to discuss further is the Turrets. Yes, they do look extremely fragile. If they were affected by physics I'm afraid they'll end up just like the gun turrets in HL2. Basically you could touch them and they would fall.
So I want them to stick to the surface as hard as possible by using any means necessary, like feet burying into the ground or something. But they should still be knocked over by certain things like Onoses and big explosions. If they were to fall, they would of course still function, only in a limited fashion.
<!--quoteo(post=1583774:date=Dec 4 2006, 01:36 AM:name=CEldin)--><div class='quotetop'>QUOTE(CEldin @ Dec 4 2006, 01:36 AM) [snapback]1583774[/snapback]</div><div class='quotemain'><!--quotec--> I think that the infestation should DEFINETLY NOT have this much of an effect on gameplay. It's cool, but I don't think it should be a game-defining element. NS right now focuses on the conflict between the actual players and rewards skill. Making infestation affect marines as much as Redford suggests makes the game gimmicky... it sounds cool initially, but playing with it for a while would be boring. <!--QuoteEnd--></div><!--QuoteEEnd-->
You're asking for NS:Source. This is not a port, or a CS clone with alien elements. How about making this one stand out?
to me the infestation or lack of it should not totally incapacitate the players as has been suggested otherwise each team would never venture into enemy territory.
the marines would never enter into the infestation and see all the coolness of it. they would see it in the distance and then start blasting it away before they move forward and blast more of it away. they would never go exploring the infestation. that would be so totally boring.
please be careful about how powerful you make the territorial bonuses.
anyway Flayra i hope you keep making gameplay updates to NS2 like in NS1 so you can correct any of these problems.
If I remember correctly, there is a constant "war" between the nanites and the alien bacteria. It's usually a slatemate unless there is a strong alien presence (i.e. Hive), which allows bacteria to spread (infestation in NS1's hives, DI in NS2). Now, on the other hand, when marines build structures, it amplifies the presence of nanites in the surrounding network (or whatever it's called).
Therefore, I do not think DI should be able to kind of run over a turret farm or phase gate, unless these turrets have been shut down. It may be wise to create a powered/unpowered building feature to know which building risk being overran, which would remove any ambiguity (i.e. An Armory still stand in the middle of an infested hive).
I think the aliens should be able to build outside the DI's range, even near marine structure (after all, if the Gorge could "feed" the DI, that means he has a strong bacterial thingy, which would allow him to breach the nanite protection and drop a structure), but the DI's spread and the alien's building effects should be lessened.
If there are more aliens structures than marine ones, then the DI should slowly circle the marine structure and eventually power them off. Same goes when there are more marine structures, the DI would retreat, and the existing alien buildings' health would start to degenerate.
There shouldn't be a way to drop a structure/health-ammo in a DI infested area for obvious bacterial reason. It would be nice though if one could burn away a patch of DI to make a buildable surface. I say burn, because we all want that flamethrower, but it could be something like nanite grenades or... nah, a flamethrower!
I agree it should also affect both marine and alien players on the area. Marines on the infestation could lose some armor over time, but regain it once he's back in a nanitre-friendly environment. Aliens could make less noise when walking and/or have a partial chameleon effect/cloaking. On the other side, marines on a "normal" surface gain the possibility to receive medpacks and ammo, and the aliens would make more noise (pretty much like NS1's noise level).
Just my 2¢ cent between two university classes <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Any constructive comments are welcomed!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2006
And why would that be boring? If you want to see the infestation go play on the alien side... or the marines can get a tech upgrade which counter the infestation for a limited amount of time, so they can go into the infested areas (mobile nano field protection)
I still think the infestation should be benifitial for aliens. And like I said before, the marines could get nano pulsation field buildings to reinforce their part of the map. This would make the game all the more interesting and get RTS back into the game...
Great <b>WOW Factor</b> and if it's going to play a part in the gameplay <i>incredibly innovative</i> definately not just eye candy.
Right off the bat I can think of buildings like <b>Infestation Inhibitors</b> or a little boost (maybe to innate healing) to aliens around infested areas.
I can hardly wait to hear about how it will influence the gameplay and mapping!
That looks sweet and its going to be interesting to see how that will work out. It also reminds me of the Tiberium from Command & Conquer <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Hey guys, I definatley think you're going down the wrong path with this. In fact, I'd really appreciate it if you stopped work on NS2 all together. Ever since NS1 started slowing down I've had a real life. If NS2 comes out I'm scared I'll have to get my computer surgically removed from my head.
<img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> tht looks sick tbh and we all like flamethrowers but i also like NAPALM <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> like napalm nades or somethin and cant you use this also use for like explosion so tht you cant c it in the room nxt 2 it cuz i hate tht. maybe somthin like when somthin explodes it fills a tunnel like in the movies <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> it uses some more calc then this but still it would be awesome <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> but maybe not cuz ile prob have 2 buy a new comp <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
god stop replying already, i started reading this thread at 2 pages and now it's 7. jesus. and yeah, totally and completly awesome.
lol. in the time it took me to post a responce, this thread grew 4 pages. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Remeber your biology children, bacteria can mutate rapidly under the propper selective forces <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--quoteo(post=1584487:date=Dec 5 2006, 10:59 AM:name=NUMNUT)--><div class='quotetop'>QUOTE(NUMNUT @ Dec 5 2006, 10:59 AM) [snapback]1584487[/snapback]</div><div class='quotemain'><!--quotec--> <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> tht looks sick tbh and we all like flamethrowers but i also like NAPALM <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> like napalm nades or somethin and cant you use this also use for like explosion so tht you cant c it in the room nxt 2 it cuz i hate tht. maybe somthin like when somthin explodes it fills a tunnel like in the movies <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> it uses some more calc then this but still it would be awesome <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> but maybe not cuz ile prob have 2 buy a new comp <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->
You fail. Please use proper English and try again.
<!--quoteo(post=1584591:date=Dec 5 2006, 01:53 PM:name=Hyperion)--><div class='quotetop'>QUOTE(Hyperion @ Dec 5 2006, 01:53 PM) [snapback]1584591[/snapback]</div><div class='quotemain'><!--quotec--> Remeber your biology children, bacteria can mutate rapidly under the propper selective forces <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->
For example, a skulk can mutate into skulkburgers under the proper application of a flamethrower, or a gorge can mutate into a dead, bullet-ridden corpse of a gorge with the proper application of HMGs.
<!--quoteo(post=1584625:date=Dec 5 2006, 06:27 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Dec 5 2006, 06:27 PM) [snapback]1584625[/snapback]</div><div class='quotemain'><!--quotec--> For example, a skulk can mutate into skulkburgers under the proper application of a flamethrower, or a gorge can mutate into a dead, bullet-ridden corpse of a gorge with the proper application of HMGs. <!--QuoteEnd--></div><!--QuoteEEnd-->
OT:Hmm, someone has deleted my old account, since i last visited forums like 2 years ago <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> Anyways, looked that preview, i have nothing more to say: It looks damn cool, cant wait for new updates <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Its looks absolutely superb, just 1 minor question, when and under what circumstances will this Dynamic Infestation appear. Will it appear in random doses accross the map or only near the hive or while a new hive is being built. oh well, it looks like a good feature but i hope it doesn't distract me when im <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> the <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
<!--quoteo(post=1584910:date=Dec 6 2006, 02:04 PM:name=Ah_forget_it)--><div class='quotetop'>QUOTE(Ah_forget_it @ Dec 6 2006, 02:04 PM) [snapback]1584910[/snapback]</div><div class='quotemain'><!--quotec--> Any danger of an RSS feed for that blog? <!--QuoteEnd--></div><!--QuoteEEnd--> There's an <a href="http://www.unknownworlds.com/blog/atom.xml" target="_blank">atom feed</a>.
This feature is indeed very nifty and finally something new and cool to see, but I'm kind of worried about the final status. It looks like, that something like this can cause bad lags in the Source Engine while playing multiplayer...vehicles already do, what about dynamic infestation then? This should be surely implemented, but then the engine needs damn good optimization.
Anyway, I watched the movie and thought "OMG! hax!" because this was stunning.
<!--quoteo(post=1584992:date=Dec 6 2006, 02:13 PM:name=Maxunit)--><div class='quotetop'>QUOTE(Maxunit @ Dec 6 2006, 02:13 PM) [snapback]1584992[/snapback]</div><div class='quotemain'><!--quotec--> This feature is indeed very nifty and finally something new and cool to see, but I'm kind of worried about the final status. It looks like, that something like this can cause bad lags in the Source Engine while playing multiplayer...vehicles already do, what about dynamic infestation then? This should be surely implemented, but then the engine needs damn good optimization.
Anyway, I watched the movie and thought "OMG! hax!" because this was stunning. <!--QuoteEnd--></div><!--QuoteEEnd-->
I think it's safe to assume that Flayra and company would not design, create, debug, polish, and release Natural Selection 2, all without noticing that the infestation is causing massive lag. It's not constructive to say "I'm worried this is going to make the game unplayable" because nobody in their right mind would create an entire game only to not notice that they aren't able to play it.
I think it's safe to assume that Flayra and company would not design, create, debug, polish, and release Natural Selection 2, all without noticing that the infestation is causing massive lag. It's not constructive to say "I'm worried this is going to make the game unplayable" because nobody in their right mind would create an entire game only to not notice that they aren't able to play it. <!--QuoteEnd--></div><!--QuoteEEnd-->
Im also pretty sure they would not do this eather lol
<!--quoteo(post=1585091:date=Dec 6 2006, 09:25 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Dec 6 2006, 09:25 PM) [snapback]1585091[/snapback]</div><div class='quotemain'><!--quotec--> I think it's safe to assume that Flayra and company would not design, create, debug, polish, and release Natural Selection 2, all without noticing that the infestation is causing massive lag. It's not constructive to say "I'm worried this is going to make the game unplayable" because nobody in their right mind would create an entire game only to not notice that they aren't able to play it. <!--QuoteEnd--></div><!--QuoteEEnd-->
Yea sure, I agree. I just wanted to tell you guys the fact, that the Source engine dislikes such stuff for now. I still think, that there are many things, that the modding teams will have to fix/re-programm on their own within the SDK Code to fix bugs(vehicle lags etc). I'm not sure, how the GoldSRC Engine handled this, but I was a little dumb kid during those days <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> .
Greetz,
Maxunit
EDIT:
Oh my god, my post created Page 13....am I doomed now? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--quoteo(post=1585091:date=Dec 6 2006, 07:25 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Dec 6 2006, 07:25 PM) [snapback]1585091[/snapback]</div><div class='quotemain'><!--quotec--> I think it's safe to assume that Flayra and company would not design, create, debug, polish, and release Natural Selection 2, all without noticing that the infestation is causing massive lag. It's not constructive to say "I'm worried this is going to make the game unplayable" because nobody in their right mind would create an entire game only to not notice that they aren't able to play it. <!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
Lol, tunneling in infestations, The aliens could create an underground network and hide the hive in there <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well tunnelling could be entirely possible - especially when you consider what valve have done with PORTAL in hl2 ep2.
would love a phase gate or movement chamber you can actually walk through.
Bah, the high-quality .mov file doesn't work for me. Could anyone give me a hand?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Have you downloaded Apple QuickTime?
I really, really think this is a cool suggestion. It would be easy enough to explain with a back story about the aliens having adapted to hostile environments sufficiently that their carapace protects them from intense heat. Maybe even base it on whether or not the aliens have carapace. It could still be good for roasting skulks, since it will presumably be high level tech.
The flame thrower would probably be quite powerful, so it would be good to encourage players to protect its vulnerable user.
Just some obvious things:
DI is the khaara's environment, so they should have better mobility and footing on it, make less noise etc. (skulks pointy feet would sink in softly instead of tapping on human metal flooring)
Marines would probably not be quite as suited for walking on slimy surfaces. Thus making sucking noises when taking steps, perhaps a little bit of sliding on downward slopes of DI humps?
I would love to see DI affect gorge building abilities as well as marine buildings.
Considering chambers still exist, they would 'bud' from the DI and build faster from the localized resources. Perhaps building on DI would cost less because the bacteria is already there.
If there was no DI, they would still 'bud' and build slower? Build animations, especially in comparison to NS1, probably should be approached differently from instantly appearing from no-where.
Marine turrets look fairly unstable with the exception of the siege, so why not have DI possibly knock over the turrets via physics. It would be completely random and based on the DI's expansion of course. Things like turret factories would slide downhill on the DI if they were built on it, or if the DI grew under it.
I think Gabe made a good point on relating to Mario Sunshine, while the DI effect itself is 'cool', taking it to the next level and having it be truly dynamic and environmental would make the difference between a good idea and a great idea. These are just a couple of things that I think could be incorporated for better effect on game play without having to describe it to anybody. (and obviously less confusing for new players)
The DI looks great.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You're a cool guy, I agree with almost everything you just posted. If UW would go that far they will have my outmost respect and support. Heck, I'll even donate <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
One thing I want to discuss further is the Turrets. Yes, they do look extremely fragile. If they were affected by physics I'm afraid they'll end up just like the gun turrets in HL2. Basically you could touch them and they would fall.
So I want them to stick to the surface as hard as possible by using any means necessary, like feet burying into the ground or something. But they should still be knocked over by certain things like Onoses and big explosions. If they were to fall, they would of course still function, only in a limited fashion.
<!--quoteo(post=1583774:date=Dec 4 2006, 01:36 AM:name=CEldin)--><div class='quotetop'>QUOTE(CEldin @ Dec 4 2006, 01:36 AM) [snapback]1583774[/snapback]</div><div class='quotemain'><!--quotec-->
I think that the infestation should DEFINETLY NOT have this much of an effect on gameplay. It's cool, but I don't think it should be a game-defining element. NS right now focuses on the conflict between the actual players and rewards skill. Making infestation affect marines as much as Redford suggests makes the game gimmicky... it sounds cool initially, but playing with it for a while would be boring.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You're asking for NS:Source. This is not a port, or a CS clone with alien elements. How about making this one stand out?
the marines would never enter into the infestation and see all the coolness of it. they would see it in the distance and then start blasting it away before they move forward and blast more of it away. they would never go exploring the infestation. that would be so totally boring.
please be careful about how powerful you make the territorial bonuses.
anyway Flayra i hope you keep making gameplay updates to NS2 like in NS1 so you can correct any of these problems.
If I remember correctly, there is a constant "war" between the nanites and the alien bacteria. It's usually a slatemate unless there is a strong alien presence (i.e. Hive), which allows bacteria to spread (infestation in NS1's hives, DI in NS2). Now, on the other hand, when marines build structures, it amplifies the presence of nanites in the surrounding network (or whatever it's called).
Therefore, I do not think DI should be able to kind of run over a turret farm or phase gate, unless these turrets have been shut down. It may be wise to create a powered/unpowered building feature to know which building risk being overran, which would remove any ambiguity (i.e. An Armory still stand in the middle of an infested hive).
I think the aliens should be able to build outside the DI's range, even near marine structure (after all, if the Gorge could "feed" the DI, that means he has a strong bacterial thingy, which would allow him to breach the nanite protection and drop a structure), but the DI's spread and the alien's building effects should be lessened.
If there are more aliens structures than marine ones, then the DI should slowly circle the marine structure and eventually power them off. Same goes when there are more marine structures, the DI would retreat, and the existing alien buildings' health would start to degenerate.
There shouldn't be a way to drop a structure/health-ammo in a DI infested area for obvious bacterial reason. It would be nice though if one could burn away a patch of DI to make a buildable surface. I say burn, because we all want that flamethrower, but it could be something like nanite grenades or... nah, a flamethrower!
I agree it should also affect both marine and alien players on the area. Marines on the infestation could lose some armor over time, but regain it once he's back in a nanitre-friendly environment. Aliens could make less noise when walking and/or have a partial chameleon effect/cloaking. On the other side, marines on a "normal" surface gain the possibility to receive medpacks and ammo, and the aliens would make more noise (pretty much like NS1's noise level).
Just my 2¢ cent between two university classes <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Any constructive comments are welcomed!
I still think the infestation should be benifitial for aliens. And like I said before, the marines could get nano pulsation field buildings to reinforce their part of the map. This would make the game all the more interesting and get RTS back into the game...
Right off the bat I can think of buildings like <b>Infestation Inhibitors</b> or a little boost (maybe to innate healing) to aliens around infested areas.
I can hardly wait to hear about how it will influence the gameplay and mapping!
lol. in the time it took me to post a responce, this thread grew 4 pages. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> tht looks sick tbh and we all like flamethrowers but i also like NAPALM <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> like napalm nades or somethin and cant you use this also use for like explosion so tht you cant c it in the room nxt 2 it cuz i hate tht. maybe somthin like when somthin explodes it fills a tunnel like in the movies <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> it uses some more calc then this but still it would be awesome <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> but maybe not cuz ile prob have 2 buy a new comp <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
You fail. Please use proper English and try again.
Remeber your biology children, bacteria can mutate rapidly under the propper selective forces <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
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For example, a skulk can mutate into skulkburgers under the proper application of a flamethrower, or a gorge can mutate into a dead, bullet-ridden corpse of a gorge with the proper application of HMGs.
For example, a skulk can mutate into skulkburgers under the proper application of a flamethrower, or a gorge can mutate into a dead, bullet-ridden corpse of a gorge with the proper application of HMGs.
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I wouldn't mind an onos steak XD
Anyways, looked that preview, i have nothing more to say: It looks damn cool, cant wait for new updates <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Any danger of an RSS feed for that blog?
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There's an <a href="http://www.unknownworlds.com/blog/atom.xml" target="_blank">atom feed</a>.
Max
Anyway, I watched the movie and thought "OMG! hax!" because this was stunning.
This feature is indeed very nifty and finally something new and cool to see, but I'm kind of worried about the final status. It looks like, that something like this can cause bad lags in the Source Engine while playing multiplayer...vehicles already do, what about dynamic infestation then? This should be surely implemented, but then the engine needs damn good optimization.
Anyway, I watched the movie and thought "OMG! hax!" because this was stunning.
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I think it's safe to assume that Flayra and company would not design, create, debug, polish, and release Natural Selection 2, all without noticing that the infestation is causing massive lag. It's not constructive to say "I'm worried this is going to make the game unplayable" because nobody in their right mind would create an entire game only to not notice that they aren't able to play it.
I think it's safe to assume that Flayra and company would not design, create, debug, polish, and release Natural Selection 2, all without noticing that the infestation is causing massive lag. It's not constructive to say "I'm worried this is going to make the game unplayable" because nobody in their right mind would create an entire game only to not notice that they aren't able to play it. <!--QuoteEnd--></div><!--QuoteEEnd-->
Im also pretty sure they would not do this eather lol
I think it's safe to assume that Flayra and company would not design, create, debug, polish, and release Natural Selection 2, all without noticing that the infestation is causing massive lag. It's not constructive to say "I'm worried this is going to make the game unplayable" because nobody in their right mind would create an entire game only to not notice that they aren't able to play it.
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Yea sure, I agree. I just wanted to tell you guys the fact, that the Source engine dislikes such stuff for now. I still think, that there are many things, that the modding teams will have to fix/re-programm on their own within the SDK Code to fix bugs(vehicle lags etc). I'm not sure, how the GoldSRC Engine handled this, but I was a little dumb kid during those days <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> .
Greetz,
Maxunit
EDIT:
Oh my god, my post created Page 13....am I doomed now? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I think it's safe to assume that Flayra and company would not design, create, debug, polish, and release Natural Selection 2, all without noticing that the infestation is causing massive lag. It's not constructive to say "I'm worried this is going to make the game unplayable" because nobody in their right mind would create an entire game only to not notice that they aren't able to play it.
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Aren't you completely forgetting NS 1.0?
<img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I keed!