Blog update - We're going to need bigger guns
Max
Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
Comments
On the concept of guns--one thing that I think NS2 needs is more of a branching tech (weapons) tree on the marine side.
I hope you're considering *multiple* guns with different attributes to allow for that. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
And if should want someone to play through some test levels, I'd like to be the first... er... fifteen-hundredth to volunteer!
Guns look good too! I think no.11 is my favourite.
Much appreciated update!
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<b>#1</b> It could work as a GL I think.
<b>#3</b> looks pretty good, i think it would be a cross between a HMG and a LMG (maybe a MMG?). Looks like a bulked down version of the HMG to me.
<b>#5</b> definatly looks like a assault rifle. It looks nice tho!
<b>#6</b> heh, that looks like a gun from CS <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<b>#8</b> that one looks nice, could work as a LMG.
<b>#11</b> that one is really cool! It looks like a small sub machine gun or a semi-automatic pistol.
<b>#17</b> looks like a upgraded light machine gun
<b>#18</b> i've never been a fan of bulked up guns, might work as a flamethrower tho.
<b>#20</b> thats an interesting concept
<b>#21</b> that would make one mean of a machine gun. It might work better as GL or a rocket propeled grenade launcher. I really like this one!
<b>#22</b> that looks like a almost sub machine gun to me. I think this works pretty well as a LMG or near that kind of gun.
<b>#26 - #28</b> This looks like a mini grenade launcher <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> .
<b>#29</b> could work as a accurate machine gun/sniper.
These are just my less than perfect critiques. These are the first things that came to mind when looking at them.
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- I like the idea of a handle on the gun to hold it instead of the traditional way of holding guns. What I mean is the thing thats on pictures 2 - 8 but isnt on 7 or 23.
- You could add a odd reload function to each of the guns. Thats the main way I can easily tell Ns guns for any other guns. Maybe a GL with a reload slot at the butt of the weapon? maybe a LMG with a clip at the top (now its at the side)?
This was a more than long ramble.... meh... <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Other than the bugs related to the reloading of the shotgun and the GL, my biggest gripes with the NS1 weapon set is that the guns aren't properly aligned to the gun-roles. :words: Dual-mode mines (prox/trip) would be nifty.
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On that note, multiple ammunition types would be awesome. From something simple like slugs/pellets for the shotguns, to AP upgrades for other weapons, even explosive rounds. You could even take it one step (too) further and have smart rounds.
Of course, balancing that would be a comedy in errors
Thx so much for keeping showing us the advanced in the development of NS2!
The LMGs designs I like, are these:
#11
#26
Other than the bugs related to the reloading of the shotgun and the GL, my biggest gripes with the NS1 weapon set is that the guns aren't properly aligned to the gun-roles. For NS2, it would be great to see a sub-machine gun (think P90) for CQB, an assault rifle, an appropriate (i.e., low damage and accuracy) pistol, a semi-realistic shotgun (slower RoF, slower reload, way better accuracy than the NS1 SG -- think slugs or extremely tightly grouped pellets), and a knife that is truly a weapon of last resort (e.g., half the RoF of NS1). It might also be interesting to offer a machine gun that must be deployed to use (very powerful but absolutely requires teamwork to be useful). Naturally, a flamethrower could offer an interesting twist, especially if it is somehow related to the dynamic infestation. The welder should be part of the standard loadout. Weapon tech should slowly unlock additional options. In NS1 terms, the shotgun wouldn't be instantly available, and the HMG and GL would each take less time to unlock but would be unlocked individually. Damage and health numbers should be increased in scale so that weapon ugrades can be more easily balanced without running into fractional values (yuck). In RTS fashion, perhaps more than just "damage" upgrades could be offered. Potential additions would be things like mag size increases, RoF increases, accuracy increases, etc. Dual-mode mines (prox/trip) would be nifty.
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I like some of your ideas.
Cool concept art. Love that drawing of the machinery. Wish I could draw like that.
Israel has a remarkable <a href="http://en.wikipedia.org/wiki/IMI_Tavor_TAR-21" target="_blank">assault rifle</a> that places the barrel further back into the stock of the gun the have a shorter overall length and allow soldiers more control in close quarters situations. It's what I would pick to go skulk hunting.
Taking that into the future, a weapon could be collapsible, and open at the touch of a button. Selecting the LMG could show a quick animation of a too-short assault rifle being pulled out, then tilted up and away from the body as the player sees the weapon's stock pops out and the action slides into place. The player's hands load a clip into the chamber and smoothly move the LMG to their shoulder.
I suppose you could have a scope pop out that can't be used, as a sort of homage to the original, but that's up to you. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Also, there is an animation with the knife in the original game I have seen all of twice in my times of playing. The marine apparently becomes bored and decides to try to balance to knife on its point. I'm sure you've seen it if you've played as a marine for any length of time. Is there any way to trigger that animation without developers' tools?
At any rate, keep <i>that</i> animation, if you can.
-Ryan!
"Writing for a penny a word is ridiculous. If a man really wants to make a million dollars, the best way would be to start his own religion."
-- L. Ron Hubbard in an interview with Reader's Digest; he went on to found Scientology
Other than the bugs related to the reloading of the shotgun and the GL, my biggest gripes with the NS1 weapon set is that the guns aren't properly aligned to the gun-roles. For NS2, it would be great to see a sub-machine gun (think P90) for CQB, an assault rifle, an appropriate (i.e., low damage and accuracy) pistol, a semi-realistic shotgun (slower RoF, slower reload, way better accuracy than the NS1 SG -- think slugs or extremely tightly grouped pellets), and a knife that is truly a weapon of last resort (e.g., half the RoF of NS1). It might also be interesting to offer a machine gun that must be deployed to use (very powerful but absolutely requires teamwork to be useful). Naturally, a flamethrower could offer an interesting twist, especially if it is somehow related to the dynamic infestation. The welder should be part of the standard loadout. Weapon tech should slowly unlock additional options. In NS1 terms, the shotgun wouldn't be instantly available, and the HMG and GL would each take less time to unlock but would be unlocked individually. Damage and health numbers should be increased in scale so that weapon ugrades can be more easily balanced without running into fractional values (yuck). In RTS fashion, perhaps more than just "damage" upgrades could be offered. Potential additions would be things like mag size increases, RoF increases, accuracy increases, etc. Dual-mode mines (prox/trip) would be nifty.
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I certainly hope your role on the dev team isnt game design - cause those ideas are terrible, especially the deployable turrent - its the future, turrets are automatic for starters, plus it doesnt work the way it should in games like DoD and is just purely an annoying class to play.
Dual mode Proxy/Trip mines? why would anyone choose trip option when proxy is harder to spot and will only explode when someone is in the area of damage. trip = much less effective.
I would like to see more weapons but not for novelties sake - thats what the jaykin' bacon' mod is for <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
ZOMG It's the flamethrower !!1 <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Nice concepts and the picture of that machine looks just awesome.
Very nice atmospheric shot too. I could picture a hive hanging on the right hand side there.
the environment concept is great
For the love of god stop drawing those things loading from the bottom ;D
Keep them somewhat realistic looking but with some unique aspects. I'm curious (and a little scared) as to what a more "organic" look might be for the next set.
Keep them somewhat realistic looking but with some unique aspects. I'm curious (and a little scared) as to what a more "organic" look might be for the next set.
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Today we saw the new versions that Nate worked up, so I can answer the question of how the weapons will look with some more organic elements in them -- the answer is <i>totally awesome</i>.
Max
<img src="http://www.costumesandprops.com/graphics/Nakada-sideview600.jpg" border="0" alt="IPB Image" />
<img src="http://www.frontiermodels.co.uk/images/products/phaser.jpg" border="0" alt="IPB Image" />
Cool, sure, but not quite NSish.
I quite liked the side loading LMG, made sense I suppose. Unless you were left-handed. :>
I'd be looking for something small, cheap, light and compact for an LMG feel. The TSA is strapped for cash and can't afford to make big fancy guns. At least in the NS1 timeframe they were.
That environment concept just screams "zomg I am NS". That scale-like, overlapping plating on the bottom middle has gotta be made into a texture or I'm telling mum.
--Scythe--
Today we saw the new versions that Nate worked up, so I can answer the question of how the weapons will look with some more organic elements in them -- the answer is <i>totally awesome</i>.
Max
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Could we bribe you with beer to update the post with the latest concept sketches? <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
the marines get out bigger, stronger, faster, Boomer, and Bad-asser guns
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We'll show off some 3d stuff as soon as we can present it in a form that looks polished. Our hope is that when we release the first screen shots they'll be seen by lot of people who aren't necessarily familiar with the original NS, so we want to make sure we make a good impression. We're not sure when we'll have something we're comfortable showing off, but at the rate things are going this will probably be pretty soon.
Max
Also the LMG which looked like a G36c would be great ingame, with a cool heavy sound.
But why just 1 lmg, 4 different we be awsome!!! <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
Anyway, some of them do look abit too modern-like and too much semblance to CS-like weapons to me. Although when they get texture on I might change my mind <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I like #21