Marine weapon suggestions NS2
Prank
Join Date: 2003-02-09 Member: 13311Members, Constellation
Hi there,
Natural Selection is a futuristic game which plays in the future. Some maps are set in huge spaceships or other planets. The suits of the marines are quite advanced. but the thing that lacked in Natural Selection 1 is that there were old fashioned weapons in it. guns that fire bullets, knives and grenade launchers.
These are nice weapons. but maybe it is smart to make those weapons with a more futuristic touch, but having the same effect and properties of the old NS 1 weapons. for example; The HMG fires instead small plasma shots at high speeds but lacks accuracy. so you get a heavy plasma gun instead of an HMG which is great to kill onosses and fades wth but is less effective against smaller aliens like the lerk and skulk.
The shotgun instead saves up energy to it blasts out in a big radius but dissapears when the gun is used at long distances. The pistol will be highly accurate but has limited speed in firing.
Also, an Idea I had when the commander for example try's to give a medpack or ammo pack. it gets teleported and you slowly see the medpack appear over time as like a teleporter in star trek or something. I think that would be nice addition to the game aswell.
Natural Selection is a futuristic game which plays in the future. Some maps are set in huge spaceships or other planets. The suits of the marines are quite advanced. but the thing that lacked in Natural Selection 1 is that there were old fashioned weapons in it. guns that fire bullets, knives and grenade launchers.
These are nice weapons. but maybe it is smart to make those weapons with a more futuristic touch, but having the same effect and properties of the old NS 1 weapons. for example; The HMG fires instead small plasma shots at high speeds but lacks accuracy. so you get a heavy plasma gun instead of an HMG which is great to kill onosses and fades wth but is less effective against smaller aliens like the lerk and skulk.
The shotgun instead saves up energy to it blasts out in a big radius but dissapears when the gun is used at long distances. The pistol will be highly accurate but has limited speed in firing.
Also, an Idea I had when the commander for example try's to give a medpack or ammo pack. it gets teleported and you slowly see the medpack appear over time as like a teleporter in star trek or something. I think that would be nice addition to the game aswell.
Comments
I don't see why they would _downgrade_ their weapons in the future?
So instead of a knife, we has beam swords (baring the coil gun we already have)?
I just don't see it working really. I like my bullets, they are effective.
I realize that NS2 is set years in the future from NS1, however, in NS1 they already had nanites, spaceships, etc. It's hard to believe that, slightly further in the far future, they replace all their weapons with energy cannons and such.
The way I see it, if I wanted a game where I run around shooting people with plasma and cool futuristic weapons, I'd just play unreal or quake or one of the other hundreds of games that already do that.
Exactly my thoughts.
but it would be great for a mod idea: take the "cute aliens pack" from NS1 + "PLAZZMA WEPONZ" and you would have a nice mod! Gorge siut included of course
My point being I reckon the weapon designs in NS2 could simple use a rework, stuff like the SMG's side clip being ditched for a more integrated design would be interesting or having the shotgun as an attachment upgrade to the SMG. Maybe an assault rifle in place of the SMG, why aren't there any assault rifles ???
Just the overall design of the weapons are some what dated in my opinion. The HMG is probably the most futuristic looking weapon they have but even that feels overly clunky.
More variety through plasma based weapons would be great. Even just alternative ammunition types and additional equipment like explosives.
They've got so much room to stretch the 'future' elements whilst maintaining a sense of believability, hope they do.
Building a baricade ( energie shields or just junk welded togheder) could improuve the tactics of games.
Also since there will be so many comanders with overview over the map then jaming should be considererd, making imposible
- to drop things at certain places or
- to scout hive sight/ parasite sight/ satelite sight certain jamed areas
Decoy holograms can add to the tactic variations of the game.
But one thing I have not seen yet is a flame thrower!
Now I know that in some games (Far Cry 2 being a prime example!) that flamethrowers are a real pain in the butt, because someone simply runs into a room with one, sprays flames in all directions and basically everything in the room catches on fire and dies...including team mates, so it is a bit TOO powerful.
I believe that the flamethrower could be implemented into NS2 properly without any flaws in how it affects gameplay, so here are my thoughts:
- The Flamethrower would be powerful, however not so powerful that when you're doused in flames as an alien, you WILL inevitably die even if you manage to get away. The Flamethrower would not set aliens alight, but instead deal ALOT of damage to anything unfortunate enough to be in the path of the flame for any lengthy duration (for about 3-4 seconds)
- The Flamethrower would be hard to obtain and the player would have to be a specific class of infantry to use it. This class would also come with a heat proof suit specially designed for the flamethrower. This player class would be a slow moving class, and would move at an extremely slow inch pace when moving while firing with the flamethrower.
- The flamethrower class would play an important role in the battlefield as the aliens would be very immune to flames, as would their structures, so marines would have to guard the flamethrower class very carefully when assaulting an alien position.
- The flamethrower class would be the rival of the Onos. Since an Onos is very strong and can take alot of bullets due to it's tough body, it would still be very vunerable to fire, so if an Onos were to charge at a flame class straight through flames, he would take alot of damage in order to take out the flamethrower class. Therefore the Onos would have to rely on the smaller but faster aliens to take out the flamethrower before charging into a bunch of marines if the Onos did not want to risk taking an extreme amount of damage or lethal amount of damage.
- The Flamethrower itself would have plenty of fuel to use up and would be able to shoot constant flames for 30 seconds if the player were to hold down the fire button.
- The flamethrower class would also rely on other players to take out and replace new fuel canisters in his fuel pack on his back in order to reload, or he could go to a structure that he could stand inside of which would do this process for him.
- Finally there would only be one Flamethrower class available to the first person who chooses to become that class. Of course if that player grows tired of being a flamethrower class, he can retire the class and make it available to someone else.
Now I know all of that might be a bit tricky to do and since i'm not an experience natural selection player, there may be faults in terms of balance and gameplay with the ideas above that I have listed, but if there is one weapon that any human vs alien game needs, it's a flamethrower, unfortunately games with flamethrowers tend to be a pain in the butt with them as they really are tricky to balance without making the flamethrower a useless weapon, so this is all that I can think of at the moment that would get rid of that balance issue and encourage more team work on the human side.
One final note about flamethrowers. To my experience and understanding of how flamethrowers are used in games, there are ALOT of people who love to run around like pyromaniacs and burn EVERYTHING...including team mates. These people are a real pain in the butt, and really, off the top of my head, I couldn't just come up with an idea to deter people who like to do that...
Of course there are also the annoying people who would run infront of the flames and get themselves char grilled, so that the player who is the flamethrower class would get some sortof punishment or minus score.
This is something I COULD think of off the top of my head to fix, however it would require diagrams, psuedocode and a thick explanation of how the system would work...and after writing all of the above, and being as tired as I am, my brain is too zombified to do that right now :P
In either case, I'm sure there would be an admin present in the server who would deal with troublemakers their own way without the need of an actual in game system.
What are all your thoughts, opinions and/or improvements on this idea?
so easy :)
Steam -> games -> activate product on steam... enter your cd key... done :D
Natural Selection is a futuristic game which plays in the future. Some maps are set in huge spaceships or other planets. <b>The suits of the marines are quite advanced.</b> but the thing that lacked in Natural Selection 1 is that there were old fashioned weapons in it. guns that fire bullets, knives and grenade launchers.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, they have a flashlight on the chest of their <i>futuristic</i> suits.
edit: have you ever actually played this game?
But one thing I have not seen yet is a flame thrower!
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Im now not 100% sure but I guess that we will have flamethrowers in NS2. What I know of is that it wasnt included in NS1 because you could not calculate volumetric damage properly. So UWE didnt want to make a poor version with some hacks (like in TF), instead they put it on their "coming in NS2" list.
Back then, it was understandable, but it was still do-able non the less.
They don't really need to do a volumetric damage system. They could fake a volumetric damage system by making it so that the flamethrower emits a bunch of particle-like damage nodes that are invisible to the player, which would normally be visible in the form of tracer textures or actual bullet models...so it'd kindof be like holding a minigun that fired all barrels at once rather than each barrel in succession, and each of the bullets that came out from that minigun would spray out like a shotgun; becoming more spaced the more the distance of travel is. So basically you have a constant stream of spraying damage. The developers could control how often the flamethrower actually shoots these damage nodes and how much damage each node or group of nodes does so that the damage would be believable without being some sortof super weapon.
However the distance the damage nodes travel would be shortened to say 4 metres rather than "infinity until collision with surface" like a weapon that shoots a an actual projectile object.
And yes, I know, realistically napalm flamethrowers shoot about 20 something metres off memory but this type of flamethrower would be very different and designed for close range combat thus using less fuel at the cost of less distance of the flames).
Finally if the developers wanted to make it into a futuristic flamethrower, they could make it into a plasma thrower which uses plasma as a fuel if they want to steer clear of napalm or any other fuels.
The plasma shouldn't need to be Blue, or green or some funky psychodelic colour either. I would personally much rather see a normal yellow/white flame than some whacked out random fruity colour that makes me want to go eat lollies or drink softdrink. The plasma idea would simply just to explain that it is a more futuristic type of flamethrower or uh...plasma thrower.
Therefore, their is no way of avoiding it... we need explosive armor piercing bullets firing from our 99 round magazines + underside pump action grenade launcher tubes!!!