[GAMEPLAY FIX] Skulk Eyes in Mouth
cmc5788
Join Date: 2009-10-06 Member: 68959Members
<div class="IPBDescription">An Idea for Better Visibility</div>There's always been controversy about the Skulk bitecam. Competitive players tended to favor making it disappear entirely in NS1, and others argue that allowing this gives an unfair advantage to those who know/care enough to do so. Also, running around and looking through those big pointy teeth is very definitive of Natural Selection, so allowing the option to do away with it feels ... dirty.
My suggestion for a compromise is this:
As the skulk jaws begin to close for a bite, <u><b>scale down the opacity of the mouth to allow visibility through a transparent "ghost" overlay of the model</b></u>. I guess this lacks some immersion (how would that be explained biologically?), but I really think it's the best way to handle this. Obscuring player visibility in combat is a bad, frustrating mechanic that should be used for neither balance nor style; however, the Skulk mouth is kind of symbolic.
If anyone has any other ideas or tweaks, feel free to chime in, but I honestly think this is the best-case scenario here. Thanks!
My suggestion for a compromise is this:
As the skulk jaws begin to close for a bite, <u><b>scale down the opacity of the mouth to allow visibility through a transparent "ghost" overlay of the model</b></u>. I guess this lacks some immersion (how would that be explained biologically?), but I really think it's the best way to handle this. Obscuring player visibility in combat is a bad, frustrating mechanic that should be used for neither balance nor style; however, the Skulk mouth is kind of symbolic.
If anyone has any other ideas or tweaks, feel free to chime in, but I honestly think this is the best-case scenario here. Thanks!
Comments
If you hit with it you would only see very blurry marine ass, if you miss, then the marine is out of your view anyway so there's nothing to see.
I dunno that's not the impression I've been getting from these forums, but maybe the discussions just blew things out of proportion. Personally I don't think it's gamebreaking, but it's not a good or useful mechanic from a gameplay standpoint, either.
What do you mean by this? If you mean they did when they could but were prevented early on with r_drawviewmodel blocked, then yes. If you mean they thought it should be removed from the game entirely on game-play principles then I suggest you are wrong. Any comp will tell it plays a crucial role in balancing and while I'm not out-right opposed to your suggestion, doesn't offer anyways as to how to maintain the balance (i.e. will muzzleflash become smaller, or transparent?)
Playing in FPS mode is more then just what is on your screen, sound is just as important...
Its like a spare set of eyes when its feeding time.
Sharks close theirs completely when biting.
I always like the shark vision for the skulk.
I would never disable the mouth from being on screen and as some one said when you are playing first person games you need to be
using more than visual stimulus you need to be listening aswell.
NS2 skulkbite is similarly fast judging from the vids...
We have a third person option for NS2 and I will be using that exclusively when playing skulk.
I'm not sure that'll make it to the full game. I'm pretty sure they mean it to be played first person.
Right, very slim chance this would go in to the main game. I think thirdperson will be considered a "cheat" and require cheats on.
Why was it added to the engine test <i>at all</i>? And why was third person view shown in the pre-alpha video <i>at all</i>?
Nothing is for sure, but it seems that NS2 will have third person view in the "full game".
<!--quoteo(post=1782352:date=Jul 23 2010, 11:59 PM:name=Slycaster)--><div class='quotetop'>QUOTE (Slycaster @ Jul 23 2010, 11:59 PM) <a href="index.php?act=findpost&pid=1782352"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right, very slim chance this would go in to the main game. I think thirdperson will be considered a "cheat" and require cheats on.<!--QuoteEnd--></div><!--QuoteEEnd-->
A player's choice can only be defined as a cheat if its not A) Available to everyone and B) Not accessable via the interface.
Typing in "thirdperson" to the console is both A) Available to everyone and B) Accessable via the interface.
Basically, it's only a cheat if Unknown Worlds Entertainment decides its a cheat.
<!--quoteo(post=1782436:date=Jul 24 2010, 09:29 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jul 24 2010, 09:29 AM) <a href="index.php?act=findpost&pid=1782436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->To add to this cheat status, with third person you can look around corners without actually exposing yourself to incoming fire.<!--QuoteEnd--></div><!--QuoteEEnd-->
You're not very creative. If TS can successfully make thirdperson not look around corners (a mod for HL1), NS2 can rather easily.
As the eyes are pretty close to the mouth, it is reasonable to close your eyes if you bite a marine. The blood can get in your eyes and blind you (for a short period of time). A closing eye-lid-animation might be an alternative. And you see the nose on the bottom of your screen instead of the dental flora.
But anyway, I don't have a problem with the NS1-perspective.
Bitecam is what makes NS2 unique and all these "problem" with it seem to be silly IMHO. Heck the flare of the marine rifle is more obscuring...
I ended up having to break the alien_attack1.MDL file in Notepad (or whatever bite was) to be able to play for long periods of time. I am not a super competitive player but it bothered me that much and caused eye strain and headaches. It seems like Charlie and co. have had their mind pretty made of up on this issue for some time, but for me, it seriously degrades my enjoyment of the game.
Agreed.
Especially if you're biting a marine structure
The horrible choppiness of the animation combined with bright flashes really hurts the crap outta my eyes
Am I the only one who gets this?