Scent of Fear

lilboy98lilboy98 Join Date: 2009-05-15 Member: 67414Members
<div class="IPBDescription">If it still exists.</div>Just a simple idea to enhance the ever useful Scent of Fear upgrade and to enhance visual aesthetics, if the engine allows it:

Think of infrared technology where the hotter something is, the more vibrant it shows up. Instead of that, it would be interesting to see the marine models 'pulsate' depending on their HP, meaning if they're low on HP, they will 'pulsate' more to the Khaara with Scent of Fear, thus making it easier to track the marine down. It would also add in a strategic element for Khaara assassin players, and maybe encourage marines to keep their HP up and not go Rambo much, 'cuz they'll just be setting themselves up as bait.

Comments

  • C4K3C4K3 Join Date: 2008-01-26 Member: 63502Banned, Constellation
    What a wonderful idea... It will be amazing.

    Glad to see you still around.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Yeah, great idea, never seen something like this, how did you come up with that?
    While we are at it, make the wounded marines leave a pheromone trail, which shows aliens using SoF, where marines went.

    On a more serious note:
    If SoF makes it into NS2 and does distinguish between healthy and wounded marines, armor should be taken into account aswell, because good comms usually keep their marine health up, but it's a different thing with armor.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    edited May 2009
    This sounds awesome.

    So it would be something like the marine heartbeat, right? It would start at 30-60 beats (pulses) per minute at full health and move towards 240 beats per minute, when they are almost dead. Perhaps even the color or brightness could also change.

    As a side-feature, after the marine is killed, the beats could slowly drop to zero over 5-10 seconds, to give the effect of the person dying.
  • PaladinDudePaladinDude Join Date: 2006-12-04 Member: 58881Members, Constellation
    <!--quoteo(post=1707119:date=May 18 2009, 04:24 PM:name=Racer1)--><div class='quotetop'>QUOTE (Racer1 @ May 18 2009, 04:24 PM) <a href="index.php?act=findpost&pid=1707119"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This sounds awesome.

    So it would be something like the marine heartbeat, right? It would start at 30-60 beats (pulses) per minute at full health and move towards 240 beats per minute, when they are almost dead. Perhaps even the color or brightness could also change.

    As a side-feature, after the marine is killed, the beats could slowly drop to zero over 5-10 seconds, to give the effect of the person dying.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I like it! A simple way to do the trails would be for aliens and marines to bleed, and leave blood trails (the thicker they are the more wounded = the lower the health), that way it'd be possible for aliens and marines alike to follow a wounded player. If the alien has SoF then make any blood trails in the vicinity glow. Obviously too much blood would overwhelm the system so some form of culling would have to be done, e.g. blood trails disappear after one minute.
  • chisschiss Join Date: 2008-06-05 Member: 64395Members, Constellation
    edited May 2009
    I like it, but id also like another aspect to it, several factors will be incorporated into it;

    - Marine Health
    - Marine Velocity
    - Firing Weapon

    All of these things have an effect on either sweat or blood.

    These will create a 'stronger' pulse, visible from a further range. Or alternatively, a weaker pulse, at shorter range.

    For example, a marine who is on full health and crawling, will be nearly invisible to SoF. Aliens will only pick it up when extremely nearby.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    edited May 2009
    its very good idea <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    i mean just the basic idea to simulate "fear" <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    there should also be a counterpart on marines hud to indicate
    your stress level, heart beat etc (integrated in your armor)
    maybe some breathing sound would give additional atmosphere
    to the game, the more fear the faster (and louder) your breathing.
  • M00_cowM00_cow Join Date: 2007-03-02 Member: 60180Members, Constellation
    edited May 2009
    The blood idea sounds fantastic.

    I see it like this:

    Huge fight takes place. 4 rines and 4 aliens. Aliens win, but only just; a limping skulks crawls away into a vent. 1 lone rine comes running up, having been seconds out of the actual fight; sees 4 dead rines and 3 dead aliens, and a line of slime into a vent. Pops and nade and kablamo. 4 dead aliens. Sounds like endless possibilities to me.

    On the flipside, i imagine for aliens, a mist, that as you draw closer to the wounded marine, becomes thicker. You health determines the thickness of the mist immediately around you, more hp meaning very thin mist, and very small hp meaning very thick mist. As this could be a plus and a minus for aliens, i would suggest it be a toggle effect? + the blood trail of course for all the cheap aliens choosing something other.
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