Training Room
zBA|Cronus
Join Date: 2008-10-05 Member: 65135Members
Something that the current NS lacks and what the new one needs is some sort of training room. For newcomers, Natural Selection is a confusing game, especially if you want to learn how to comm.
What I suggest is to have a Training button on the main screen, once clicked, you will be given these options:
1. Commander
2. Marine
3. Skulk
4. Gorge
5. Lerk
6. Fade
7. Onos
1. Commander - Once clicked, starts you off in the command chair and there is a run through of each default button and what it does. Then you could run little scenarios so you can get practice (Example - marine needs ammo in one spot and another needs health, this way you get practice quick switching and using the keys). There could even be a voice to guide you through the steps of it all instead of having words flash across the screen.
2. Marine - Starts you off as a marine. Shows you how to build, where to go for res nodes and what not. There could even be some target fields with cardboard cutouts of alien lifeforms.
3. Skulk - Goes through the basics of being a skulk, what it can do and its abilities.
I'm hoping you get the picture by now so I am not going to go further in to it with the other lifeforms.
If something like this is made for the game, then you could even turn it in to a pre-release demo. Nothing online, just so NEW players can get the hang of blinking around as a fade or shooting as a marine and of course comming. And yes, I know, people can always play the first one to learn how to do all of this but in order to do that, they need half-life, if they don't have half-life then its $10 which may seem like not that much but it would turn a $30 NS2 purchase (I don't know how much the game will actually cost) in to a $40 one just to learn the game.
This is not friendly to new people. Doing the pre-release demo of just training will get people interested simply because NS %100 original and awesome. If I never touched a pc game before in my life and just downloaded the demo and played as a fade or walked on the walls as a skulk I would think its ****ing cool.
So thats pretty much it, want some feedback.
What I suggest is to have a Training button on the main screen, once clicked, you will be given these options:
1. Commander
2. Marine
3. Skulk
4. Gorge
5. Lerk
6. Fade
7. Onos
1. Commander - Once clicked, starts you off in the command chair and there is a run through of each default button and what it does. Then you could run little scenarios so you can get practice (Example - marine needs ammo in one spot and another needs health, this way you get practice quick switching and using the keys). There could even be a voice to guide you through the steps of it all instead of having words flash across the screen.
2. Marine - Starts you off as a marine. Shows you how to build, where to go for res nodes and what not. There could even be some target fields with cardboard cutouts of alien lifeforms.
3. Skulk - Goes through the basics of being a skulk, what it can do and its abilities.
I'm hoping you get the picture by now so I am not going to go further in to it with the other lifeforms.
If something like this is made for the game, then you could even turn it in to a pre-release demo. Nothing online, just so NEW players can get the hang of blinking around as a fade or shooting as a marine and of course comming. And yes, I know, people can always play the first one to learn how to do all of this but in order to do that, they need half-life, if they don't have half-life then its $10 which may seem like not that much but it would turn a $30 NS2 purchase (I don't know how much the game will actually cost) in to a $40 one just to learn the game.
This is not friendly to new people. Doing the pre-release demo of just training will get people interested simply because NS %100 original and awesome. If I never touched a pc game before in my life and just downloaded the demo and played as a fade or walked on the walls as a skulk I would think its ****ing cool.
So thats pretty much it, want some feedback.
Comments
Having the fabled Training Rooms that the original Half-Life 1 series had would probably help alot of players out, and having one Universal Map for it, with sections, can cut down on development of this attachment. Some people, though, will just say, "spectate," eh, not so newb perfect.
And turning it in to a pre-release demo would just get more people.
I agree a voice-over for the training is a must. Each training excercise could get a different voice. The sexy woman's voice for commander training of course. The gruff Marine drill instructor type for Marines. Not sure what to do for the different alien species, For some reason I picture a southern draw for Gorges "Afta y'all are done fixen that money makin tower up, why don't ya waddle on over here and I'll show ya how to drop a thing we like to call a chamber"
Badicly the same hive voice, but diffrent tones and pitch.
Though if you proceed normally, the only way you'd know if were a tutorial is the voice which tells you what to do and the option to redo scenarios at the end of each task.
Badicly the same hive voice, but diffrent tones and pitch.<!--QuoteEnd--></div><!--QuoteEEnd-->
Just use the basic hive voice with a little retouch for clarity and enjoyability. Aliens aren't there for talking, the hive is.
I'd prefer to keep the tutorial simple. Playing against bots is quite dull after a short while and I'd rather not force anyone to do that longer than necessary. There could be separate scenarios for those who still want to practise more with bots.
It's a good idea though.
I think they call that a "Single Player Game" /
But yes, there should be these options at the end of each tutorial
-Return to Tutorial Selection
-Repeat Tutorial
-Proceed to Advanced Tutorial of "What ever"
I think they call that a "Single Player Game" /<!--QuoteEnd--></div><!--QuoteEEnd-->
Well whatever. You can call tutorial a singleplayer if you want. We'd still be discussing a little extended tutorial with very little singleplayer value. Most likely it could be a few rooms where you can try out the lifeforms and cc.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Or you could design an intuitive game with depth when you look for it and no sooner.
It's a good idea though.<!--QuoteEnd--></div><!--QuoteEEnd-->
Companies like The Looking Glass did games like that. Guess what? They never sold that many games, no matter if all of them were masterpieces.
It's a good idea though.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree that should be the goal. Using the rr as a training room is an interesting idea though...
Or if they scratched the whole training room idea, then just making a demo out of the first NS just to show the basics of the game.
What about more complex core NS strategies and general essential (essentail to play well) knowledge, eg. attacking the AA instead of something like an IP. How deep would/should it go? I know too much info is overwhelming to begin with, but maybe have a some advanced lessons that can be taken after the basic game is understood.
I don't know how far they can go on the actual gameplay. The priorities may change during the patches and the gameplay style gets developed by the players. Also note that the gamers develop the gameplay decisions based on the game rules. The developers only set those rules, they don't progress the actual gameplay very far.
Yes