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Join Date: 2008-02-04 Member: 63578Members
<div class="IPBDescription">Ideas for NS2</div><img src="style_emoticons/<#EMO_DIR#>/turret.gif" style="vertical-align:middle" emoid="::sentry::" border="0" alt="turret.gif" />
Ok. So i recently played AVP2 again for the first time in a long time. I saw a podcast that mentioned some ideas from the game in developing ns but decided to go with their own version of wall walk. After playing I agree with thier decision but have some ideas I got from AVP2 that we could add.
When wall walking on a surface in AVP2 you can jump to a perpendicular surface if it is a certain distance away. So the idea is: if im wall walking on the floor, I can press jump and then jump right to the ceiling. Or from one side of the wall to another.
NS does not have a wall walk button since it is always on so maybe another button could be added with jump to let you decide when you wanna jump. The specifics can be worked out, but i think the idea would make the game more fun because it would freak the marine out.
My 2nd idea is for marine weapons. I like the idea of being given or earning money to buy your weapons that the comm unlocks. I think a marine should be able to purchase special add ons for his weapons.
These add-ons will cost according to what they do but a few ideas are
-red dot scope
-silencer (so aliens in other rooms cant hear)
-gl or shotgun for a machine gun (have the initial buy be a gl and 4 rounds, then have to purchase more ammo to use)
-armor piercing rounds.
-infrared scopes
-always on flashlight for the gun
Im sure there are others but the idea is to personalize your weapon and no go off on suicide missions so you can keep your gun. and add more. I think the comm should unlock the add-ons. they would be levels like armor and damage.
level 1-scopes
level 2-ammo/silencers
level 3-weapon attachements (gl or shotgun with a machine gun)
Im sure these can all be twisted around to fit, but i think they are good ideas worth discussing if not implementing.
thanks
-steve
<img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" />
Ok. So i recently played AVP2 again for the first time in a long time. I saw a podcast that mentioned some ideas from the game in developing ns but decided to go with their own version of wall walk. After playing I agree with thier decision but have some ideas I got from AVP2 that we could add.
When wall walking on a surface in AVP2 you can jump to a perpendicular surface if it is a certain distance away. So the idea is: if im wall walking on the floor, I can press jump and then jump right to the ceiling. Or from one side of the wall to another.
NS does not have a wall walk button since it is always on so maybe another button could be added with jump to let you decide when you wanna jump. The specifics can be worked out, but i think the idea would make the game more fun because it would freak the marine out.
My 2nd idea is for marine weapons. I like the idea of being given or earning money to buy your weapons that the comm unlocks. I think a marine should be able to purchase special add ons for his weapons.
These add-ons will cost according to what they do but a few ideas are
-red dot scope
-silencer (so aliens in other rooms cant hear)
-gl or shotgun for a machine gun (have the initial buy be a gl and 4 rounds, then have to purchase more ammo to use)
-armor piercing rounds.
-infrared scopes
-always on flashlight for the gun
Im sure there are others but the idea is to personalize your weapon and no go off on suicide missions so you can keep your gun. and add more. I think the comm should unlock the add-ons. they would be levels like armor and damage.
level 1-scopes
level 2-ammo/silencers
level 3-weapon attachements (gl or shotgun with a machine gun)
Im sure these can all be twisted around to fit, but i think they are good ideas worth discussing if not implementing.
thanks
-steve
<img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" />
Comments
now i disagree that the individual marine would unlock these, but i don't have any problem if the commander were to unlock them: (the marine could purchase them himself - or is that your idea?)
-red dot scope
a bit useless in combat, I think.
-silencer (so aliens in other rooms cant hear)
sounds like a logical upgrade for the TSA to have developed. but then there are some that would say it'd break the game.
-gl or shotgun for a machine gun (have the initial buy be a gl and 4 rounds, then have to purchase more ammo to use)
nah... it'd defeat the purpose of getting a gl or shotgun on its own.
-armor piercing rounds.
also logical, but i'd disagree. others might agree with you because they've discussed the idea of commander researching different types of ammunition before. i personally like the small selection of specialised weapons.
-infrared scopes
also rather useless in combat, but i guess it'd be handy to have in dim and dark hallways, and you could 'see through walls'. again it might break the game - aliens lose the advantage of the dark, and find it much harder to ambush.
-always on flashlight for the gun
... i don't think so. what's wrong with turning the flashlight on yourself?
"Im sure there are others but the idea is to personalize your weapon and no go off on suicide missions so you can keep your gun. and add more."
ohh, well, that's an idea.
1) Please move this thread to the Natural Selection 2 > Ideas & Suggestions forum.
2) A quick search of the ideas presented should show numerous threads that already discuss your ideas, which could benefit from your contribution.
3) If you still wish to start a thread on a idea you have, please make a title that will help the Devs find your idea, like "Wall Walking" or "Weapon Modifications", rather than "My Ideas", "My Suggestions", "List of Ideas", "Some Ideas", etc.
These 3 points are not being made to try to give you a hard time but rather help you get your ideas to the Devs. Hope to read more of your ideas & suggestions soon. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
For the wall hop, it would be interesting, but gameplay wise I don't like it. Also, in some respects, it's already coded in, you just have to be good enough to execute it. Streamlining it to basically quickly wall bounce would be a real pain for the Marines. Not horrible, but needs some serious refinement.
I kinda like weapon modding. Like someone said previously, needs some balancing and the best way would be comm unlocking. Also, I like it better than purchasing personal loadouts. It gives the player more flexibility, but doesn't make the Marine completely class-based.
You already have a crosshairs, you don't need a red dot scope...unless you just mean a scope, in which case, you'll get eaten while trying to snipe.
Silencer defeats the point that marines aren't supposed to be stealthy.
The add-on GL/Shotgun for a machine gun is a no-go. As was said earlier, it takes away from the need, or reason, to even buy one of the other weapons.
Armor-piercing rounds are bad for marine weapons. Period....no matter how logical, you have to think balance.
Infrared stuff again makes the marines do what they're not supposed to. They already can see movement and have an anti-cloak system. They don't need to see aliens that are lying in wait as well.
The flashlight doesn't need to be on all the time. Why would you want it to be? It makes you a bright, shinier target that attracts skulks.
Sorry, I don't mean to be negative, but refining these ideas a little would be good.
Sure, but it would make it easier for new players to skulk, which is really very important.
And really, as you mentioned, technically it's already in; so once you start playing against more experienced skulks, you <b>are</b> going to have to learn how to shoot them anyway, so why not start at the beginning?
Still, for the sake of precision, you should separate the two. Maybe a double-tap of jump would do the wall-bounce.
these were my suggestions.
wall hopping. which is not the same as you describe. play AVP2 and learn what i mean.
marine weapon add-ons. to make the game feel more personalized. fits with the new commander unlocks reseach and marines buy it themselves. it wouldnt have to be alot to make it cool.
these were my suggestions.
wall hopping. which is not the same as you describe. play AVP2 and learn what i mean.
marine weapon add-ons. to make the game feel more personalized. fits with the new commander unlocks reseach and marines buy it themselves. it wouldnt have to be alot to make it cool.<!--QuoteEnd--></div><!--QuoteEEnd-->
I fail to see how I missed your points...
I know that they were your suggestions, and I don't think they're bad...they just need a little more thought, that's it.
I can't say I've played AvP2, so I don't know exactly what you're talking about. However, I know you're just jumping to a perpendicular surface from the one you're currently on...that's very much like the ability skulks have to jump off of walls. You just have to face the way you're leaping.
I think the concept of marine weapon add-ons is great. I also agree that it fits with the new role of the commander and that it would make the game feel more customized and pretty cool. I'm just think this needs to be taken in another direction; why not have add-ons that improve performance in certain ways, but perhaps decrease other areas? (More power, but smaller clip...etc.) Some of the add-ons you suggested aren't bad ideas, but simply cannot be included because it ruins advantages that the aliens need to survive.
i do like your ideas of performance improvement. such as bigger bullets but that means less of them. and buying that special ammo youd have to buy over and over.
Rethink some of my add-ons
i think the shotgun or gl add on would be good. it would be similer to a m203 in real life. ammo would cost money so thats a decrease. also you can only have one nade or shotgun shell loaded at a time. this makes it more of a last resort type thing.
shotgun addon could cost 10 dollars to add to machine gun. you get 4-5 shells. it would be for close range (big damage short range. you can only fire 1 shot at a time. the gl would be similiar but cost 15. the ammo for the gun would be 1.
the silencer isnt that bad either because its similar to silence for aliens but you can still hear marines walk. the silencer gives rise to ninjas.
also what about a welder add-on for the gun. would save time from switching.
remember everything costs money. so that takes away from the marines.
i think the add-ons would be good because then ppl can specialize. that means a squad of guys can all get different things and attachments and be a well oiled machine.
The wall bouncing idea might be kinda cool. However, implementation wise, I'd have to say it either have a fairly steep Adren cost (like about a leap) and/or unlocked as higher Hive ability. Having that for basic skulks would be madness.
Certain weapon mods are interesting. For example, while the laser sight may seem useless, what if it slightly increased accuracy? I'll admit, as NS1 stands now, armor piercing bullets would be horrible. However, if there's a larger variety of lifeforms, it might be a handy tech to keep LMGs in the game, but only LMGs get the benefit.
Also, the biggest thing would have to be some sort of cost for these upgrades. Res cost? Stat cost, like movement speed or some other weapons variable turned down (higher rate of fire w/ less accuracy, larger clip with slower rate of fire/slow speed, etc.)?
The real purpose of weapons mods in general would be to allow more customization for the individual Marine, which frankly I hope remains equipment based an doesn't become class-based. However, it's limited adjustment and allows the true control to still remain with the Commander.
The commander gets control over the generic weapon roll-outs (sg, hmg whatever), but the individual marine can customise their weapon to better suit their playstyle. Making generic weapons personal, you know? I think that'd be a good idea, but I don't know if it'll be compatible with the new commander/marine weapon-selection roles suggested for NS2.
there could be 3 levels of upgrades to unlock. they dont have to get better each level. just different types per level.
then the marine buys upgrades he wants from that level.
What if you could get another set of weapon add-ons (total of three) every time you get a damage level research finished? The same could go with armor. It would be sort of like how aliens choose Defense, Sensory, or Movement Chambers...
For instance, one could be accuracy-related, another could be damage-related, and the third could be utility-related? (like the welder upgrade, which I sort of like the idea for.)
i like your idea but want to refine it.
how about you unlock one level at certain structures.
such as one unlock at the armory
one unlock at the arms lab
one unlock at proto lab.
each unlock could contain 2 upgrades and have upgrades pertaining to that structure.
so like the armory could have the silencer or laser upgrade.
the arms lab could have an ammo upgrade (such as bigger bullets but smaller clip)
and the proto lab could have the utilitary related. (such as the gun welder)
but all this would make ns have a 2nd fire option which it has been needing since launch.
but ya i think something like that would work.
now the devs need to read this and debate it
yeah that's already a definite for NS2, or didn't you know?
i like your idea but want to refine it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ha...ha...
Anyways, I wasn't saying that there would be three upgrades per damage level, three in each group; 9 upgrades might be a little overwhelming. But if there were 2 (or maybe even just 1 in the damage category) per group, then it wouldn't be too bad...
On the other side, I'm of the opinion that more customization is better...except for the workload of the devs.