<!--quoteo(post=1644591:date=Aug 19 2007, 10:27 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Aug 19 2007, 10:27 PM) <a href="index.php?act=findpost&pid=1644591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A) Why do you think it is so important for the Marines to get into places where currently Aliens can only reach, early on in the game?<!--QuoteEnd--></div><!--QuoteEEnd-->
Its not. Its important to give alternative routes to traverse the map. Say that the main route is infested with DI making it both difficult and dangerous to progress. The source engine allows for a much larger and detailed map, so why stick to corridors and mineshafts. A spaceship is going to have lots of big open areas which go over various ship systems. It is logical to assume that they will also be incredibly high too. Thus the bridge that was built to span this vast distance has crumbled or been ruined over time. A jetpack would run out of fuel or over heat when used to try and cross the large distance, and so the logical option would be to use the Grapple gun, then build a PG on the other side! I want NS 2 to be more tactical and strategic so that the choice a commander makes not only influences when things get built, but what parts of the map the marines get to acccess. For example, instead of having all the upgrades purchased and built at base, to get say security systems online, the marines have to find and capture the security office. Likewise before the commander can drop med packs, the marines have to find and capture the med bay. This would make getting to places and holding them much more advantagous. Obviously the commander can choose not to go and capture certain points in the map, reducing the amount of tech available to be dropped, but these areas should require a certain amount of effort to capture, and not just be like the 3 hives for the aliens.
<!--quoteo(post=1644591:date=Aug 19 2007, 10:27 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Aug 19 2007, 10:27 PM) <a href="index.php?act=findpost&pid=1644591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->B) How often can you see a grappling turret being used, other than once on maps with ravines to get across a ravine before Marines get JPs and PGs?<!--QuoteEnd--></div><!--QuoteEEnd-->
A lot. Once mappers understand that the source engine can handle a lot more open space then they will start putting in plenty of places that a grapple gun could be used. As i said before, the jetpack wouldnt last long enough to cross the gap, so you would need something else. Also imagine a scenario where DI has infested the whole of one part of the corridor and the new circuit board you need to fix the ships navigation computer (so that it doesnt fly back to the aliens homeworld, or something original like that) is on the other side. You can't cross it without taking heavy losses because of the DI, and you cant JP the small distance in such a tight corridor as you would brush up against the walls or ceiling and get stuck. Only choice left? Build the grapple gun and climb your way across. Not that we know yet how the DI will effect passability but you get the idea.
<!--quoteo(post=1644591:date=Aug 19 2007, 10:27 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Aug 19 2007, 10:27 PM) <a href="index.php?act=findpost&pid=1644591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->C) Explain your ideas for constructibles? Are pieces dropped (how much res would this cost)? Are bits found? How are these pieces picked up? Can random objects be used in place of the bottom of a ladder (since this is the example we are using), could I ?build? (since your current idea doesn?t involve the welder) a chair to the bottom of a ladder? To what extent is the commander needed to achieve the goals of the marines constructing these objects? Why can?t this be done using a welder? Can you give some other examples as to what might need constructing in game? (Don?t use garrys mod as an example; some of us haven?t bothered playing it)<!--QuoteEnd--></div><!--QuoteEEnd-->
Things like traps and barricades have to be consturcted rather than just welded. For the traps you could have a giant electric net suspended above a corridor. The commander would drop the net, the steel wire to suspend it and the release and trigger mechanisms. The marines would then connect it all up, suspend the net by throwing one end of the wire over a beam and hoisting it up, and then carefully place the trigger so that it will actually get triggered. It can only be used once, then the trigger must be reset and a new net dropped by the commander. Or you can remove everything and set it up somewhere else. A trip wire on some exploding doors, slices the unfortunate creature caught in half. Commander drops the explosive charges and the trip wire, the marines build it into place. Mappers would include places to do this. How? dont ask me Im not an NS mapper. The aliens could have something similar in the form of a giant venus fly trap hidden amoungst the DI. Jp's would get passed un harmed but HA's and normal marines would get munched. They would then be digested and health passed out to surrounding aliens on the DI. This can obviously be killed, but untill that time it would keep working. It is invisible to the eye unless it is digesting. It would cost alot, about 60res. <!--quoteo(post=1644591:date=Aug 19 2007, 10:27 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Aug 19 2007, 10:27 PM) <a href="index.php?act=findpost&pid=1644591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->D) What are the details of the ?Fly by wire scout? in your opinion, based on the current Marine Equipment list found in the NS manual? (Include notes as to how it works in game) Include where it would be found in the current tech tree.
E) What are the details of the ?Grappling gun? in your opinion, based on the current Marine Equipment list found in the NS manual? (Include notes as to how it works in game) Include where it would be found in the current tech tree.
The only reason I ask these questions, is because I don?t think you have actually thought deeply about where your ideas might fit into the current game. Or even how a mapper or a commander would actually use them, or for that matter, if they would actually want to. Good Point.<!--QuoteEnd--></div><!--QuoteEEnd--> I will answer the rest after my lunch.
Comments
Its not. Its important to give alternative routes to traverse the map. Say that the main route is infested with DI making it both difficult and dangerous to progress. The source engine allows for a much larger and detailed map, so why stick to corridors and mineshafts. A spaceship is going to have lots of big open areas which go over various ship systems. It is logical to assume that they will also be incredibly high too. Thus the bridge that was built to span this vast distance has crumbled or been ruined over time. A jetpack would run out of fuel or over heat when used to try and cross the large distance, and so the logical option would be to use the Grapple gun, then build a PG on the other side! I want NS 2 to be more tactical and strategic so that the choice a commander makes not only influences when things get built, but what parts of the map the marines get to acccess. For example, instead of having all the upgrades purchased and built at base, to get say security systems online, the marines have to find and capture the security office. Likewise before the commander can drop med packs, the marines have to find and capture the med bay. This would make getting to places and holding them much more advantagous. Obviously the commander can choose not to go and capture certain points in the map, reducing the amount of tech available to be dropped, but these areas should require a certain amount of effort to capture, and not just be like the 3 hives for the aliens.
<!--quoteo(post=1644591:date=Aug 19 2007, 10:27 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Aug 19 2007, 10:27 PM) <a href="index.php?act=findpost&pid=1644591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->B) How often can you see a grappling turret being used, other than once on maps with ravines to get across a ravine before Marines get JPs and PGs?<!--QuoteEnd--></div><!--QuoteEEnd-->
A lot. Once mappers understand that the source engine can handle a lot more open space then they will start putting in plenty of places that a grapple gun could be used. As i said before, the jetpack wouldnt last long enough to cross the gap, so you would need something else. Also imagine a scenario where DI has infested the whole of one part of the corridor and the new circuit board you need to fix the ships navigation computer (so that it doesnt fly back to the aliens homeworld, or something original like that) is on the other side. You can't cross it without taking heavy losses because of the DI, and you cant JP the small distance in such a tight corridor as you would brush up against the walls or ceiling and get stuck. Only choice left? Build the grapple gun and climb your way across. Not that we know yet how the DI will effect passability but you get the idea.
<!--quoteo(post=1644591:date=Aug 19 2007, 10:27 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Aug 19 2007, 10:27 PM) <a href="index.php?act=findpost&pid=1644591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->C) Explain your ideas for constructibles? Are pieces dropped (how much res would this cost)? Are bits found? How are these pieces picked up? Can random objects be used in place of the bottom of a ladder (since this is the example we are using), could I ?build? (since your current idea doesn?t involve the welder) a chair to the bottom of a ladder? To what extent is the commander needed to achieve the goals of the marines constructing these objects? Why can?t this be done using a welder? Can you give some other examples as to what might need constructing in game? (Don?t use garrys mod as an example; some of us haven?t bothered playing it)<!--QuoteEnd--></div><!--QuoteEEnd-->
Things like traps and barricades have to be consturcted rather than just welded. For the traps you could have a giant electric net suspended above a corridor. The commander would drop the net, the steel wire to suspend it and the release and trigger mechanisms. The marines would then connect it all up, suspend the net by throwing one end of the wire over a beam and hoisting it up, and then carefully place the trigger so that it will actually get triggered. It can only be used once, then the trigger must be reset and a new net dropped by the commander. Or you can remove everything and set it up somewhere else.
A trip wire on some exploding doors, slices the unfortunate creature caught in half. Commander drops the explosive charges and the trip wire, the marines build it into place. Mappers would include places to do this. How? dont ask me Im not an NS mapper.
The aliens could have something similar in the form of a giant venus fly trap hidden amoungst the DI. Jp's would get passed un harmed but HA's and normal marines would get munched. They would then be digested and health passed out to surrounding aliens on the DI. This can obviously be killed, but untill that time it would keep working. It is invisible to the eye unless it is digesting. It would cost alot, about 60res.
<!--quoteo(post=1644591:date=Aug 19 2007, 10:27 PM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Aug 19 2007, 10:27 PM) <a href="index.php?act=findpost&pid=1644591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->D) What are the details of the ?Fly by wire scout? in your opinion, based on the current Marine Equipment list found in the NS manual? (Include notes as to how it works in game) Include where it would be found in the current tech tree.
E) What are the details of the ?Grappling gun? in your opinion, based on the current Marine Equipment list found in the NS manual? (Include notes as to how it works in game) Include where it would be found in the current tech tree.
The only reason I ask these questions, is because I don?t think you have actually thought deeply about where your ideas might fit into the current game. Or even how a mapper or a commander would actually use them, or for that matter, if they would actually want to.
Good Point.<!--QuoteEnd--></div><!--QuoteEEnd-->
I will answer the rest after my lunch.
Altouhhg they are cool, and since NS2 will has massive LUA capabilities, youll probably see similar things there.