Co-Op
Spargus11
Join Date: 2008-12-20 Member: 65820Members
<div class="IPBDescription">There shoulb be a campaign option</div>It would be great if there could be a campaign option in natural selection 2 so you can gather a limited number of friends to complete a co-op based series of objectives vs computers kind of like the game Left 4 Dead.
Comments
Only hope of it is if they release a patch over steam for it containing one, even then very unlikely.
CO-OP could fit into this, it would be awesome yes, but the classic multiplayer would still be better.
However, I think someone built a quasi co-op combat map for NS1. Gotta check those archives.
I've always thought this, but a single-player campaign never really fit NS (at least NS-type gameplay, you know, 'cause it has teams and commanders - you could have a SP campaign in the same universe, but it wouldn't really be <b>NS</b>).
But a co-op campaign could fit NS really well. Although, since the objectives would be more specialised, you'd replace the player-commander with an AI-commander that would do things real-time as well as give successive waypoints/objectives etc. - unless there was like an external 'mission command' so then you could keep the player-commander (so it'd be more NS-y) for real-time tasks - but either or both ways would work.
Also, I tend to view the development of AI as bloody futile (unless we're talking about relatively dumb-ass stuff like zombies or the bug-aliens in Alien Swarm) ... bloody futile because even cutting-edge dedicated AI specialist researchers can't even make good AI yet. And if game devs try to make one, it ends up sucking anyway no matter what amount of resources you pour into making it. And why bother with making an AI anyway... a human is by far the best and most fun opponent, given a good toolbox. And that toolbox is a great competetive game.
So my response to any sort of discussion about AI or single-player in NS2 is a big "no thanks". Especially considering their limited resources.
But there's no doubt in my mind that you will play a co-op version of the game within the first year of it's release. Hint: Lua
they sure did <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102074&hl=schkorpio" target="_blank">http://www.unknownworlds.com/ns2/forums/in...mp;hl=schkorpio</a>
and i might just port it to ns2 <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> with the appropriate fixes and enhancements
But there's no doubt in my mind that you will play a co-op version of the game within the first year of it's release. Hint: Lua<!--QuoteEnd--></div><!--QuoteEEnd-->
I was saying if it was a success, and they had an good antagonist in mind and a vague idea for a story they could work off why not develop a single player version (seperate game, like making hl2death match first then making a hl2)
We'll need the typical mod crew -
project managers
game designers
script writer
programmers (LUA experience of course!)
level designers
modellers
I'm thinking a slightly different experience to NS2 multiplayer, slight slower experience - more like a survival horror game - like dead space or resident evil, but minus the gore.
Features:
Inventory system
items
Physics puzzles
puzzles that involve all players - instead of the boring old you turn the leaver and i'll shoot the monsters.
puzzles that can be solved in a multitude of different ways depending on the items players have in their inventories -
<b>how would you cross an empty elevator shaft?</b>,
would you use a rope where other players lower you down?
would use your rope + another player attaches a hook, and you all pull the elevator up to a stop where you can use it as a platform?
would you boost a player onto your shoulders so they can use the wrench and welder they found to fix the elevator?
would you use a jet pack to fly to the command chair someone noticed in a previous room to active the elevator?
would you weld the jet pack to the elevator and then push it upwards?
would you use the jet pack one by one and return it to the remaining players on the other side of the shaft by throwing it? perhaps you forgot to attach a rope and didnt throw the jet pack correctly, now its at the bottom of the shaft, gone forever?
of course solving the puzzle in each way would have different outcomes too, some might be slower, but have safer out comes - sure you can use the jet pack to cross, but then the aliens can pick you off one by one, perhaps don't have time tie a rope to the jet pack so you must risk it.
perhaps a journey from one side of a space station to the other - think posiedon adventuer (in ns2 universe) with maybe a timelimit - because the reactor core is going to blow!
just throwing ideas out there, if it catches on then we can start another thread. (i'm sure a lot of these ideas would work as a mod to any game, but with LUA being so easy and flexible why not ns2)
(this is starting to sound like system shock 3 co-op - which isnt a bad thing!)
We'll need the typical mod crew -
project managers
game designers
script writer
programmers (LUA experience of course!)
level designers
modellers
I'm thinking a slightly different experience to NS2 multiplayer, slight slower experience - more like a survival horror game - like dead space or resident evil, but minus the gore.
Features:
Inventory system
items
Physics puzzles
puzzles that involve all players - instead of the boring old you turn the leaver and i'll shoot the monsters.
puzzles that can be solved in a multitude of different ways depending on the items players have in their inventories -
<b>how would you cross an empty elevator shaft?</b>,
would you use a rope where other players lower you down?
would use your rope + another player attaches a hook, and you all pull the elevator up to a stop where you can use it as a platform?
would you boost a player onto your shoulders so they can use the wrench and welder they found to fix the elevator?
would you use a jet pack to fly to the command chair someone noticed in a previous room to active the elevator?
would you weld the jet pack to the elevator and then push it upwards?
would you use the jet pack one by one and return it to the remaining players on the other side of the shaft by throwing it? perhaps you forgot to attach a rope and didnt throw the jet pack correctly, now its at the bottom of the shaft, gone forever?
of course solving the puzzle in each way would have different outcomes too, some might be slower, but have safer out comes - sure you can use the jet pack to cross, but then the aliens can pick you off one by one, perhaps don't have time tie a rope to the jet pack so you must risk it.
perhaps a journey from one side of a space station to the other - think posiedon adventuer (in ns2 universe) with maybe a timelimit - because the reactor core is going to blow!
just throwing ideas out there, if it catches on then we can start another thread. (i'm sure a lot of these ideas would work as a mod to any game, but with LUA being so easy and flexible why not ns2)
(this is starting to sound like system shock 3 co-op - which isnt a bad thing!)<!--QuoteEnd--></div><!--QuoteEEnd-->
That sounds awesome. I'll be keeping my eyes open for this once NS2 comes out (I'd love to help if I can).
Well Harimau, most good sp games are story driven (unless your into gears or something)
The "other things" can be and mostly will be done by the amazing community NS has.
Rock on ! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Yes, but a story doesn't necessarily mean you have to have a primary antagonist. Particularly in the case of NS for example. This isn't a game about the good humans fighting the evil aliens. This is a game about survival for both sides. Personally I would like it for games to mature out of the goodies vs. baddies stories <i>(which in many cases I wouldn't call 'good sp games [that] are story driven')</i> and start giving the protagonists and seeming antagonists much more ambiguous motivations. This doesn't mean you can't have game bosses, this just means you shouldn't make them evil.
Actually just to disagree with you, good sp games are indeed story driven, but <b>good stories are character-driven</b>. I'm not sure how this would apply to NS, unless you were to take the Left4Dead route (which is inadequate, but has the right basic idea). What I'm suggesting though, is that the campaign could begin as a simple routine mission, that escalates into something much more; the story will be revealed through how the characters interact with the world, and each other.