Marine Equipment
Kittamaru
Join Date: 2006-09-18 Member: 58017Members
<div class="IPBDescription">Have it appear on them</div>Aight, one thing that's bothered me is that a marine "holsters" a weapon and it simply disappears.
How about having them:
Holster their Knife
Holster their Pistol
Sling their LMG over their shoulder
Sling their Shotgun over their back
Strap their HMG to their back (over both shoulders)
Sling their grenade launcher over their other shoulder (across the back and chest)
Holster their welders
Attatch grenades to their belt
Have mines in a side pocket
This is going by current weapons as a reference.
Perhaps when marines pick up a medical kit, they grab it and place it into a slot on their chest (taking a few seconds, so you can't just grab a med kit mid battle, which makes sense) and the kit "empties", being discarded (no longer glowing) as a shell on the floor. Perhaps the same with ammo and catalyst packs, with different "plugin" locations. (this is based HEAVILY from Behemoth (sp?))
How about having them:
Holster their Knife
Holster their Pistol
Sling their LMG over their shoulder
Sling their Shotgun over their back
Strap their HMG to their back (over both shoulders)
Sling their grenade launcher over their other shoulder (across the back and chest)
Holster their welders
Attatch grenades to their belt
Have mines in a side pocket
This is going by current weapons as a reference.
Perhaps when marines pick up a medical kit, they grab it and place it into a slot on their chest (taking a few seconds, so you can't just grab a med kit mid battle, which makes sense) and the kit "empties", being discarded (no longer glowing) as a shell on the floor. Perhaps the same with ammo and catalyst packs, with different "plugin" locations. (this is based HEAVILY from Behemoth (sp?))
Comments
Also, if you add any weapons or anything, you have to change all the animations/models. If you change the weapon model, you have to change the player models/animations.
NS is not CS:S (and even CS:S doesn't do this :x). Totally not needed, and just adds complexity that is not needed.
I do like that effect, and it shouldnt be to hard to code.
Mmmmm eye candy.
Max
Can I have a cookie?
NS is not CS:S (and even CS:S doesn't do this :x). Totally not needed, and just adds complexity that is not needed.<!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps it's that complexity, that little bit of extra detail and unnecessary eye candy, that separates the well-made games from the norm. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
MAN keep in your mind, the CS:S is a source game.
the NS2 will be a source engined game. ( NS:S )
but it would also be useful to the aliens. Ímagine being an alien and visioning is the marine a threath, with all his grenades and heavy weapons, or a weakling with his lousy pistol.
(Okay, I know the weapons don't determine if the marine is "dangerous" or not, but you get my point. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> )
You're a little critter, running around the map, and then suddenly you're staring into the eyes of a marine armed with hand grenades, pistol, heavy machine gun.
It would be pretty awesome.