Weldables

JoeDangerJoeDanger Join Date: 2006-12-29 Member: 59301Members
<div class="IPBDescription">what can this new engine offer?</div>One of my favorite things in NS was the ability the marines had to change the environment through weldable stuff. Unfortunately with the HL engine this was very limited and had to be set up specifically by the mapper. I think with the HL2 engine there's huge, huge potential to make this an awesome feature.

Let's say instead of making specific points weldable, the mapper just litters the map with a few physics objects that can be used for welding (chunks of sheet metal or what have you). This is pretty much already built into the engine with physboxes, so no problem there. Now let the marines pick them up (tweak the code for the grav-gun), push it against a wall, and weld it there. as long as a point of the sheet metal is touching a wall (or other architecture) it will stick. Maybe you can't weld onto dynamic infestation.

Now let's say this welded chunk has a sort of strength to it, not an amount of hit points, but a damage threshold. So a skulk can't do enough damage to it to budge it. An onos, on the other hand, can bash in no problem.

This way if the marines close up a vent, it can keep the skulks away (and skulks will probably be the only aliens who can reach it for a while). If the marines want to block off a larger area, a narrow hallway or a hatch, they can do so knowing it will only hold until a larger alien comes along and bashes it in.

This seems a very logical and extremely gameplay-interesting direction to take weldables in the HL2 environment.

-Joe Danger

Comments

  • EverwatchfulEverwatchful Join Date: 2003-11-17 Member: 23084Members
    instead of hit points or damage threshold, how about it only sustains a certain amount of damage over a certain time, and if not enough damage was dealt in say, 10 seconds, nanites repair the material. so that way it would be more flexible, you can have 10 skulks biting together or 1 onos charging.
  • BeastyBeasty Join Date: 2006-11-02 Member: 58188Members
    <!--quoteo(post=1593059:date=Dec 29 2006, 07:00 PM:name=Everwatchful)--><div class='quotetop'>QUOTE(Everwatchful @ Dec 29 2006, 07:00 PM) [snapback]1593059[/snapback]</div><div class='quotemain'><!--quotec-->
    nanites repair the material.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    Its just metal laying around. I dont think sheet metal should be repared. I think a shulk can bight through it, make a whole. The problem I see with making it so only an onos, maybe a fade, can destroy is is a map such as Tanith. Cargo rush anyone? I think just laying metal agests doors and making it have a weight of some port would do the thing too.

    Metal wouldnt be able to stand straight up because I shulk could easly push it over. So the marines would have to put it at a slant so it says up. This would cause a gap at the bottom that shulks can get through but it would make it alot harder to go back/bhop around into combat.

    Now making that work with the slat Im not so sure. But If the mappers put enough props in the map, boxes, barles, pipes, and anything else they can think of. Marines could just stack those in door ways. Once again they could be pushed out of the way but most likly not by shulks. They are not strong enough.

    But I defently like the idea and if the Dev team can work it in and make it so the marine team can weld stuff to doors ways it would be cool.
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    The devteam should take a look at <a href="http://www.garrysmod.org" target="_blank">Garry's Mod</a>; the guy who made that mod (Garry Newman) made a weld gun that worked great, and maybe the devteam can use that.
  • TheOriginal10RoundTheOriginal10Round Join Date: 2006-11-11 Member: 58528Members
    This reminds me of a few OLDER ideas..............hmmmmmmmmmm............ maybe, just maybe.......nah.....why bother using a search.............
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    Eh, there's an HL2 mod called Source-forts that has a similar idea to it... I'm not sure I like the random element brought into NS, though.

    However as far as advancing welders, I'd like to see the player having to actually weld along the seams instead of just work on a random panel. Make small target lines on the hud over the spots that can be cut through or that have to be welded together. The player has to run the crosshairs along the whole thing to complete the project. More than one player could do it of course, it'd actually work really well, I think.
  • OizonOizon Join Date: 2004-10-30 Member: 32524Members
    Now that we got really started on the idea remember in hl2 where you had those wires lying around that you had to combine with the right port to get power running or closing/opening fences, it could be something like that and when its connected you would have to weld it together, then if a skulk or other alien would bite the wire it would be loose again, just an idea <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
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