Corpse Removal Alternative

2»

Comments

  • celewigncelewign Join Date: 2010-02-06 Member: 70458Members
    Corpses blocking movement would be very interesting, actually, and a decent kharaa buff. as long as they aren't allowed to pile too high so rines can still jump over them it would be a neat feature, albeit a gameplay slowing one.
  • Battle-BugBattle-Bug Join Date: 2010-02-11 Member: 70523Members
    <!--quoteo(post=1760743:date=Mar 22 2010, 08:48 PM:name=celewign)--><div class='quotetop'>QUOTE (celewign @ Mar 22 2010, 08:48 PM) <a href="index.php?act=findpost&pid=1760743"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Corpses blocking movement would be very interesting, actually, and a decent kharaa buff. as long as they aren't allowed to pile too high so rines can still jump over them it would be a neat feature, albeit a gameplay slowing one.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm personally against the corpses having a collision mesh. However, I'll go either way. I don't think it'll be a problem except with vent blocking. Although, that might be an interesting downside to killing something in a vent. However, the victor just has to turn around and the corpse disappears.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    No. Corpse blocking, while it may sound cool to have a barrier of bodies, really messes with things.


    The biggest issue being that now instead of this all being client-side we have to track exact positions on server-side. Plus it can really mess up maps (blocking your vents!) and life gets worse if you make them movable.
  • BalmarkBalmark Join Date: 2002-11-01 Member: 3476Members, Constellation, Reinforced - Silver, Reinforced - Shadow, WC 2013 - Shadow
    hmm ok, its astethics, but if astetics weren't important we'd all be playing v's stick figures..

    If everything, like corpse removal, is slick, it adds to the mood of the game..

    A mini swarm of BABBLERS!! (we all miss them :P ) run out from a nearby vent/grill run to corpse and munch down

    Corpse removal can add 'icky/sticky' corpse melting sounds.. which all adds to the game

    'I dont want to end up like that' ..
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    <!--quoteo(post=1758283:date=Mar 9 2010, 05:54 AM:name=Brute)--><div class='quotetop'>QUOTE (Brute @ Mar 9 2010, 05:54 AM) <a href="index.php?act=findpost&pid=1758283"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lets assume a full-equipped Team is rushing into the hive room. While one is slowly killing the hive (and building a base), the others guard all the entrances. Alien team keeps rushing in, but keeps dieing too. As the corpses lay in the entrancearea, at least someone will have an eye on them, so the staple of corpses keeps increasing?

    Note how this also has an gameplay effect. When you walk down some hallway and see a dead non-vanishing marine on the floor, someone must be watching.<!--QuoteEnd--></div><!--QuoteEEnd-->
    this would be interesting if it did work this way it would tip off to another marine that his killer or one of his buddies is still around

    personally i think that would be a good idea
    still limiting the number of corpses that are lying in an area would have to be implemented
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    Semi-persistent spent magazines and bullet casings plz :D
  • Kc2000Kc2000 Join Date: 2009-06-14 Member: 67840Members
    Surprised no one has mentioned this, but perhaps leaving corpses in-game as is? Allow players to "pick up and move" corpses. They can create distractions, obstructions and funny looking corpse castles.

    Or just leaving nanite disintegration for marines and some weird alien looking thing for aliens, giving back a small portion of res for quicker and/or manual removal?
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    <!--quoteo(post=1763738:date=Apr 9 2010, 12:09 PM:name=Kc2000)--><div class='quotetop'>QUOTE (Kc2000 @ Apr 9 2010, 12:09 PM) <a href="index.php?act=findpost&pid=1763738"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Surprised no one has mentioned this, but perhaps leaving corpses in-game as is? Allow players to "pick up and move" corpses. They can create distractions, obstructions and funny looking corpse castles.

    Or just leaving nanite disintegration for marines and some weird alien looking thing for aliens, giving back a small portion of res for quicker and/or manual removal?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I really don't want to play a game where people are dragging corpses across the map to gain resources. Creepy.
  • Kc2000Kc2000 Join Date: 2009-06-14 Member: 67840Members
    edited April 2010
    <!--quoteo(post=1763814:date=Apr 9 2010, 02:33 PM:name=yourbonesakin)--><div class='quotetop'>QUOTE (yourbonesakin @ Apr 9 2010, 02:33 PM) <a href="index.php?act=findpost&pid=1763814"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really don't want to play a game where people are dragging corpses across the map to gain resources. Creepy.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I sort of envision it to be like a button for alien/marine commanders. You can 'click' on a dead body(as a marine or alien commander) and send out your nanobots or weird floaty alien thingies to 'decompose' a dead body for resources. The quicker you do it after a player dies, the more resource you'd get. Of course, you'd only get a minimal amount so as not to completely base the game around dying so your team can get res but enough to make it worthwhile when your team is starting out.

    Most likely, it'd be for "upgraded" player classes such as Jetpack, Heavy Armor and advanced weaponry(whatever they may be) as well as classes from Lerk to Onos. A fully upgraded Onos, by far, giving more res than a Lerk would and a fully equipped Heavy or Jetpack marine would than one with just a few.

    In NS, when you died with a heavy or a jetpack or as fade or onos, that res you spent for those upgrades would be entirely lost. However if you stick this "system" in, your team would benefit even after your untimely death. It'd also help for those noobs who like to Lerk before 1st hive and just fly around and die 5 times until they can get Onos.
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    Alternative feature to default alien regen health - give them all 'devour'. They eat the corpses!

    I think UWE shot this one down years ago though :P

    Basically they don't want the game to be 'gory'. For some silly reasons. None of the were particularly good but whatever.
  • Kc2000Kc2000 Join Date: 2009-06-14 Member: 67840Members
    <!--quoteo(post=1763893:date=Apr 9 2010, 03:41 PM:name=Temphage)--><div class='quotetop'>QUOTE (Temphage @ Apr 9 2010, 03:41 PM) <a href="index.php?act=findpost&pid=1763893"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Alternative feature to default alien regen health - give them all 'devour'. They eat the corpses!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Marines roasting alien carcasses over an open fire with a silly cooking song.

    See Monster Hunter reference.

    <img src="http://www.blogcdn.com/nintendo.joystiq.com/media/2010/02/shakalaka-grill02-580w.jpg" border="0" class="linked-image" />
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    +1 client-option because i want to see bodies everywhere.
  • SteelSoldierSteelSoldier Join Date: 2008-08-06 Member: 64764Members
    I don´t know how hard it would be to implement a rotting animation or something, pretty much like the one suggested with the water melon. I think it would be interesting, whoever it should be a bit slow so it wouldn't ruin the atmosphere of the game.
  • JakkarJakkar Join Date: 2006-12-02 Member: 58826Members
    The ideal solution to this issue remains deactivating ragdoll on older corpses and scaling the model down to a low LOD version, then leaving them strewn.

    Preferably they should still be collision objects for other ragdolls, but that's an optional.

    It's some hard work, but the result is an extremely satisfying sense of progression through a battle, each confrontation commemorated by the evidence left behind.

    It makes the player feel they're changing the gameworld by their actions - it's the same game design ethic as inspires the intro of Halflife and many other great bits of great games over the years; show the player the pristine location, then show them the location after something has changed, such as structural damage and signs of combat.
  • InnotaInnota Belgium Join Date: 2003-06-08 Member: 17118Members, Constellation, Reinforced - Shadow, WC 2013 - Gold
    Your body become a ragdoll after your death, and skulk can pigtail it against a wall or carry it xD

    that's fun :x
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Crossbow at hand and sights on a Combine Soldier stood near a wall :)
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1767815:date=Apr 19 2010, 06:29 AM:name=The-Jehuty)--><div class='quotetop'>QUOTE (The-Jehuty @ Apr 19 2010, 06:29 AM) <a href="index.php?act=findpost&pid=1767815"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Your body become a ragdoll after your death, and skulk can pigtail it against a wall or carry it xD

    that's fun :x<!--QuoteEnd--></div><!--QuoteEEnd-->

    I see someone has played The Hidden....

    I still maintain that monitoring ragdolls is annoying and should just go into client-side, i.e. purely aesthetic. No clip box, client can turn off corpses, no extra mechanics. Simple, clean, not extra hassle.

    There's also now another thread about recycling stuff...
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited April 2010
    What if once a players health reaches 0% that they are instantly baconed out. And respawn in marine start on an IP.

    This solves the lack of corposes problem, because their wouldn't be any. And it makes sense because instead of the IP being a people maker, it's more like a dedicated PG for "dead" players to return to base. And naturally it heals you 100% when you respawn.

    I.e. Redemption for marine team :P

    And of course the TSA marines know HOW to do this... Because the commanders team bacon is simply a mass recall-feature using the same concept.

    Will this fly? No i think the alien team wants to kill marines or else the game has no point for them lol.
  • SwampRatSwampRat Join Date: 2003-02-10 Member: 13369Members
    <!--quoteo(post=1767878:date=Apr 19 2010, 03:11 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Apr 19 2010, 03:11 PM) <a href="index.php?act=findpost&pid=1767878"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What if once a players health reaches 0% that they are instantly baconed out. And respawn in marine start on an IP.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I quite like that (maybe with a beacon rather than bacon, although rescue pigs could be quite amusing) idea - maybe even have the death sequence play as usual and then a porting out - it doesn't even have to be the marine start if the story line is mean to have the IP (if they're still going with those) bringing marines in from another location. It's like nanites but neater and without the need to strip marines through a gory skeleton.

    For the alien side having them break down quickly into DI could be interesting - it's been mentioned here previously but I didn't see anyone linking the disintegration into DI remaining afterwards. A mass slaughter of aliens in one place (or an onos dying) would lead to a patch of DI being deposited. If it's too small and not close to other areas of DI it fails to take hold and withers away, if there's a lot of it or it's near the edge of existing DI then it takes hold and starts growing.

    I've no idea what that'd do to the DI game mechanic (if it's more than aesthetic these days) but thought I'd mention it
Sign In or Register to comment.