Natural Selection 2 News Update - The Crag

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  • SqueeboSqueebo Join Date: 2008-02-04 Member: 63580Members
    4. and 11.

    COMBINED. Face and legs of 11, body of 4.

    ...Yeah. They're all pretty cool, though. 7 is pretty awesome
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    edited August 2010
    I did a quick mockup with all of the concepts next to the structure:
    <a href="http://img59.imageshack.us/i/babblers.jpg/" target="_blank"><img src="http://img59.imageshack.us/img59/236/babblers.th.jpg" border="0" class="linked-image" /></a>


    When you see them next to the structure, it is quite clear which work and which don't.

    1. The mosquito doesn't work.

    2. The Bus, while cool and funny "OH NOES THEY ARE MINI BUS RUSHING", doesn't work either.

    3. The octopus just seems dainty, not gonna work but certainly closer.

    4. The headcrab doesn't work.

    5. The spider fang arthropod lobster tail thing is really interesting but it is just funky looking. Give it a head, and it might just work!:
    <a href="http://img713.imageshack.us/i/babblercustom.jpg/" target="_blank"><img src="http://img713.imageshack.us/img713/4398/babblercustom.th.jpg" border="0" class="linked-image" /></a>

    6. The tick just doesn't fit, and as others have said it too closely resembles the snark and the baneling and other things.

    7. This guy is really funny, I like the mole type head with that little snout but it doesn't quite fit the crustacean theme.

    8. Kind of interesting, it sort of fits the theme and its carapace reminds me of the other lifeforms just a little. It may be a little too insect like with those front horizontal pincers.

    9. I think this guy is definitely in the right ballpark, its a crab and it fits right in with the shell. Without any modifications to others, this is the one to do.

    10. Another interesting one, I like the antennae and the shell shape, though the fangs are a little funny looking. This one is another contender if you guys think number 9 may have a little too much personality.


    So there you guy, I say #9 wins. With some modifications the others could work too, but the crab thing really works in conjunction with the shell.

    edit- oops I missed number 11. I like the crab eyes, its a little box, but it does fit in with the theme.
  • CruorCruor Join Date: 2004-11-07 Member: 32677Members
    edited August 2010
    They all look awsome and considering the marine life invertibrae theme I did a quick mockup combining mandibles from 11 and rest of 9 with added crab like pincers as it's forelegs. Just an idea for another concept for you our most talented devs if you want something more to play around with. Nothing says "Oh ######! I really don't want that thing facehumping me" like a pair of menacing crab pincers.

    <img src="http://img340.imageshack.us/img340/5835/nr9a.jpg" border="0" class="linked-image" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    That one says to me "Gonarch is that your brother?"
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    I think the "crab" doesnt really seem good for running out of a hole and onto a marine, getting trough the armor (not to mention it resemblance a few 3-legged things very much).

    The legs are to thin, and only 4 legs that go to same height but also very far out (if its the same size of a cat I believe that would make it have same radius as the exit parts of the craig) from the body would make it seem easy to fall while climbing out and running down the craig. Jumping seems hard for it to do (due to thin legs), and if it does it hardly seems able to latch to the marine.


    I prefer:

    7, with speed, balance, ability to jump, and a few things to suck out the organs of its prey.

    10, with its speed, non-visual senses, not to mention how it has some mean looking fangs.

    11, as it is the best at jumping, has a nice predator look, and if the fangs can move they would be lethal if they land on a marines head (chop down the fangs like 2 scythes, going trough visor and into the brain, then pull them out and the hooks take the forehead and visor with it. Effective predator indeed, especially if its small and hunt in group.

    If the fangs of 11 cant move like that, I still like the 6 thick muscular and armored legs that can unleash a strong jump force, but also run fast, or punch a hole trough armor for climbing on marines.

    My favourite is 10 though, and how it seems to like crawling to marines, eat trough armor and then start eating flesh. Imagine fighting 5 (?) of those in the dark if they are the size of a cat.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    8, 9, 10 are my favs :)
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    <!--quoteo(post=1795534:date=Aug 20 2010, 05:10 PM:name=Mr. Epic)--><div class='quotetop'>QUOTE (Mr. Epic @ Aug 20 2010, 05:10 PM) <a href="index.php?act=findpost&pid=1795534"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I did a quick mockup with all of the concepts next to the structure:
    <a href="http://img59.imageshack.us/i/babblers.jpg/" target="_blank"><img src="http://img59.imageshack.us/img59/236/babblers.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
    Number 9 looks very creepy in that picture.

    But 8 and 10 look the most aquatic now that I think about it. 9 looks like a spider (lots of aquatic animals look like 9 also, but spider is much more likely connected to 9).

    My suggestion: take one of the heavy bodied concepts and give it some exaggerated weapons. 8 would work if the pincers were less blunt.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    I scanned the thread and I might be wrong but I believe I am the only person to vote for #3. I think it looks stupendous.
  • CPCheebsCPCheebs Join Date: 2010-07-15 Member: 72416Members
    i like 4, looks grasshopper-ish like it could jump high and bite your face :D
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    I personally prefer #4 because to me it looks the most like some sort of proto-skulk/gorge. Think of them with gorge coloration and you'll see what I mean.

    However, if you're going for the more aquatic theme, I think I'd go with #7 as most suited.


    On the gripping hand, I see #2 as being the most awesome once these things are animated.
  • JAmazonJAmazon Join Date: 2009-02-21 Member: 66503Members
    <!--quoteo(post=1795541:date=Aug 20 2010, 10:49 PM:name=Cruor)--><div class='quotetop'>QUOTE (Cruor @ Aug 20 2010, 10:49 PM) <a href="index.php?act=findpost&pid=1795541"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://img340.imageshack.us/img340/5835/nr9a.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    This looks like some kind of evil deep sea isopod! D:

    <img src="http://i.dailymail.co.uk/i/pix/2008/12/22/article-1100243-02DF9F34000005DC-641_468x405_popup.jpg" border="0" class="linked-image" />
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Not something I would want to hold...
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1795558:date=Aug 21 2010, 03:39 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE (TychoCelchuuu @ Aug 21 2010, 03:39 AM) <a href="index.php?act=findpost&pid=1795558"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I scanned the thread and I might be wrong but I believe I am the only person to vote for #3. I think it looks stupendous.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It does look pretty cool, but does remind me of the DOOM Arachnotron with a hint of Half-Life's Alien Controller
  • DestrockDestrock Join Date: 2005-01-14 Member: 35500Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The Crag's late-game "targeted" ability is...Babblers! If you played early versions of NS1, you may remember this fun but unrefined feature that allowed Gorges to spew out small creatures (they were scaled down Skulks running the Half-life Snark code!). Well, we are bringing those back, but making sure to give them their own model this time around. In NS2 they are controlled by the alien commander, who will unleash a multitude of these small cat sized critters from the various openings in the Crag’s shell which swarm around Marines, obscuring their sight somewhat, slowing them down and inflicting a small amount of damage.<!--QuoteEnd--></div><!--QuoteEEnd-->

    oohhhhhh oh oh oh oh my favorite weapon in ns 1.0 lol that why i became a gorgy for life lol

    seriously we cant really take our choice right now for the model because we need to see more about the other things in the game... mmhh i would say the number 3 or 6 if its still exploding (3 is easier for a marine to spot and shot if it is shotable of course) or the number 8-10 on the same time lol. (head from 8 and corpse from 10) and put some glue on them heheheh i mean.. A LOT lol on the gorund, JUICY ORANGE GLUUUEEEE Lol
  • LepockLepock Join Date: 2010-03-24 Member: 71067Members
    Don't really like the insectoid look of most of these. I'd prefer something more like a mini skulk. Something with 4 pointy legs and a snout.
  • k98sniperk98sniper Join Date: 2010-07-06 Member: 72277Members
    Seeing as how these will be the new babblers, the models will have to "live up" to their intended function. The babblers from NS1 were fast, agile, and deadly in packs. To carry over that function, you would have to throw out the "coral theme" of the crag shell to have maneuverability on the babblers. Additionally, to turn corners fast and bite the ankles of marines the babbler mass should be centralized with respect to the limbs. This allows quick direction changes as well as the ability to have a tougher exoskeleton to withstand a bullet or two. Finally; if you were the size of a cat, your survivability depends on not only agility, but the ability to swarm an opponent and disable them as quickly as possible (pack mentality). To take those traits into effect, it would eliminate numbers 2, 5, 6, 7, 8, and 10 because of their poor mobility. Those models might serve well as hive tenders. Number 3 would be a poor choice for changing directions because of its top-heavy mass. Number 11 is a little too massive to be able to effectively swarm an opponent or radically change direction. However, model 1 would be perfect if the babblers are able to climb walls and ceilings. The large antennae could aid its sense of balance and its detection of opponents.

    That being said, a babbler (originally) was designed to just rush an opponent in packs. If you want to sneak up on an opponent, skulks have far more intelligence and strength. This brings us to numbers 4 and 9. Number 9 is very representative of a mollusk on land, and has the abdomen to back it up. The dexterity by four massive legs allows it excellent speed and agility. However the small, almost cheliped fingers that are arranged vertically along the front of the thorax would prevent the creature from taking quick, sharp bites of the opponent. Instead, it would almost have to fasten itself to an opponent in order to begin incising flesh or armor. This would obviously expose itself to attack from the opponent.

    The final candidate, number 4, shows real promise. The massive hind legs allow the creature to leap instead of walk. Leaping greatly increases its survivability by permitting rapid direction changes just after landing. Additionally, the centralized mass has allowed a seemingly thick front carapace to evolve around the head. This would no doubt allow it to sustain heavy blows from an opponent and still be 86 percent combat effective. Finally the grotesquely large, protruding incisors grant this creature the ability to take fest, painful bites out of an opponent while still remaining mobile. One additional consideration for candidate 4 is that the look is reminiscent of other aliens in the hive cast, permitting it to serve its place without appearing to be an opponent of the hive at first glance.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited August 2010
    <!--quoteo(post=1795447:date=Aug 20 2010, 11:56 PM:name=hookuy)--><div class='quotetop'>QUOTE (hookuy @ Aug 20 2010, 11:56 PM) <a href="index.php?act=findpost&pid=1795447"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Guys, having 3 or more different models means 3 or more different animations (bones, rigging, etc), what means, more job for devs.

    Of course having more diversity is better, but think there are lots of stuff to do in the game yet. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    What about model rotation? Pretty much standard in every modern 3d-engine RTS.

    Never mind, I thought you were talking about the Crag.

    Eh, just skin them differently. There's your variation.
  • spacedanielspacedaniel Join Date: 2009-11-11 Member: 69348Members
    Regarding obscured vision...

    1) Seeing a player swarmed with babblers would indeed be cool as hell but perhaps a little tricky regarding animation etc, it would probably mean a lot of programming to get it look right

    2) If they do "swarm", however, you need that player to freak out, possibly by obscuring their view, at least 50% (like the babbler running around the head again and again)

    3) Obscuring by swarming would only happen if the alien commander (can we come up with a new name? "overmind channel creature" or whatever) actively targets a marine

    4) The marine could get rid of the babblers by going far enough away from the crag, making it double as a short range area denial system or suchlike, great for getting rid of heavys perhaps? (by the way, if a heavy get's enough hits so that the exosceleton starts breaking down, could it be "jetisoned" by the player who would go back to a regular marine with full health instead of dying? Weld the parts left to reclaim 20% res or something. Darn it, I need to learn LUA)

    5) Babblers should be able to jump to be able to go for those pesky flying marines. Not that they would be able to harm them, no they would make him heavy so that the jetpacker is brought to the ground or uses more fuel depending on the number of babblers hanging on to them.


    In contrast to all this we have reality... The game need to be released and sure it would be nice to see all these features but a) we have a huge community just waiting to mod the crap out of this game and b) NS2 will most likely continue to evolve at UW as well. So, just make the floorcrawlers for now biting the toes of all present marines within range.
    Which model? I dont really care actually, though I like no. 4 (as stated earlier) but we can let them "evolve" later, put time where it's needed instead.
  • VitaeVitae Join Date: 2009-08-27 Member: 68628Members
    #1 looks really cool. It looks like something that could live in the def chambers.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <a href="http://www.mariowiki.com/Micro-Goomba" target="_blank"><img src="http://www.mariowiki.com/images/thumb/5/56/ParagoombawithMicrogoombas.jpg/81px-ParagoombawithMicrogoombas.jpg" border="0" class="linked-image" /></a> Indeed
  • HeavenfallHeavenfall Join Date: 2010-08-14 Member: 73620Members
    I respect that the little beasties need to look fast, but I still think anything that looks like it's basically a spider with fewer legs look boring. I'm looking at you, 3,4,9. To me, number 5 has the most unique look (I can't recally any monster iny game that looked like it). Number 7 looks too timid, and 6 doesn't look like it would bite someone's arm off either. 2, 8 and 10 look like they could do some serious damage (probably good against armor). 1 looks like I could smash it with a newspaper, or possibly eat like a shrimp.
  • hookuyhookuy Join Date: 2008-07-18 Member: 64660Members
    <!--quoteo(post=1795596:date=Aug 21 2010, 02:40 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Aug 21 2010, 02:40 AM) <a href="index.php?act=findpost&pid=1795596"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What about model rotation? Pretty much standard in every modern 3d-engine RTS.

    Never mind, I thought you were talking about the Crag.

    Eh, just skin them differently. There's your variation.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No, when you make a new model, each model has to have their own skin, bones, animation, mapping, texture, etc. This means more job for devs, and like they already said, time-consuming and money. I work in the 3D area and it takes its time, and if the project doesn't require something, we don't do/add it. :)
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    <!--quoteo(post=1795533:date=Aug 21 2010, 08:09 AM:name=Squeebo)--><div class='quotetop'>QUOTE (Squeebo @ Aug 21 2010, 08:09 AM) <a href="index.php?act=findpost&pid=1795533"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->4. and 11.

    COMBINED. Face and legs of 11, body of 4.

    ...Yeah. They're all pretty cool, though. 7 is pretty awesome<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't mind that look

    <img src="http://img716.imageshack.us/img716/8637/411nx.jpg" border="0" class="linked-image" />
  • JirikiJiriki retired ns1 player Join Date: 2003-01-04 Member: 11780Members, NS1 Playtester, Squad Five Silver
    edited August 2010
    This is what I've got to say about babblers (I hope Fana didn't copyright this).

    If I want to play against artificial intelligence, I'll play a good singleplayer. Bots in multiplayer are just stupid. Given that commander can control them, its not that bad but meh.

    Other features of DC seem fine though.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1795640:date=Aug 21 2010, 10:59 PM:name=hookuy)--><div class='quotetop'>QUOTE (hookuy @ Aug 21 2010, 10:59 PM) <a href="index.php?act=findpost&pid=1795640"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, when you make a new model, each model has to have their own skin, bones, animation, mapping, texture, etc. This means more job for devs, and like they already said, time-consuming and money. I work in the 3D area and it takes its time, and if the project doesn't require something, we don't do/add it. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thanks for telling me something I didn't ask or talk about. I said that rather than have different models, just have different skins, in order to provide some variation with the babblers.
  • CruorCruor Join Date: 2004-11-07 Member: 32677Members
    Continuing to play around with crab pincer concept, just to give Cory and the team a few new ideas to ball around with. I don't know about the eyes tho, threw in some of those elongated crab eyes. Here's the modified nr 4 candidate.

    <img src="http://img821.imageshack.us/img821/586/nr4j.jpg" border="0" class="linked-image" />
  • korvokorvo Join Date: 2009-11-19 Member: 69427Members, Squad Five Blue
    edited August 2010
    <!--quoteo(post=1795280:date=Aug 20 2010, 12:06 AM:name=rdeverett)--><div class='quotetop'>QUOTE (rdeverett @ Aug 20 2010, 12:06 AM) <a href="index.php?act=findpost&pid=1795280"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like 4, 9, 10, and 11. They all have the look of an Natural Selection creature.<!--QuoteEnd--></div><!--QuoteEEnd-->

    For the same reason i would choose 4, 8, 10 and 11.

    My favorite is #<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b><!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->8<!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->.

    Edit:
    #1 looks a bit like the thing flying around the hive but to week to run on the ground.
    #2 remembers on Half-Life
    #3 will be called Octopus y
    #5 can move?!
    #6 ticky
    #7 I miss something to bite, but has an interresting body.
    #9 looks like a spider with 4 legs.
    and #11 looks a bit like you can find it in the real nature with max. 2 cm size
  • hookuyhookuy Join Date: 2008-07-18 Member: 64660Members
    <!--quoteo(post=1795645:date=Aug 21 2010, 11:41 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Aug 21 2010, 11:41 AM) <a href="index.php?act=findpost&pid=1795645"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for telling me something I didn't ask or talk about. I said that rather than have different models, just have different skins, in order to provide some variation with the babblers.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So, who is gonna make the skin? you? Once again, have you read their answer about this?
  • katzenkorbanfasserkatzenkorbanfasser Join Date: 2010-07-27 Member: 73224Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->In NS2 they are controlled by the alien commander, who will unleash a multitude of these small cat sized critters from the various openings in the Crag’s shell which swarm around Marines, obscuring their sight somewhat, slowing them down and inflicting a small amount of damage.<!--QuoteEnd--></div><!--QuoteEEnd-->

    sounds like a weapon not like a bot, like...: babblers!
    in NS more a projectile / homing missile - in NS2 merged with spore-cloud?
    should be simply taken down by just spraying in its direction, not by targeting each out of the whole group. this way you could make the single babblers just a penis, and the "whole" babbler lots of them animated in the area where marines suffer from the effect. (<a href="http://www.womengamers.com/images/articles/revprev/strat/caesar3battle2.jpg" target="_blank">penis in game-design context</a>? <- theres a lot of them 'doing' stuff)
  • KnocturnalKnocturnal Join Date: 2009-11-16 Member: 69399Members
    edited August 2010
    <!--quoteo(post=1795312:date=Aug 19 2010, 07:43 PM:name=Sredahf)--><div class='quotetop'>QUOTE (Sredahf @ Aug 19 2010, 07:43 PM) <a href="index.php?act=findpost&pid=1795312"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->#5. Legless Necromorph's from Dead Space, anyone?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Lol, I hadn't thought of it till you said it, but I agree.

    My choice resides with 9, I can imagine 9 fitting the role of a critter that harasses and then jumps off before you can get a hold of it. Seeing the effect is supposed to be temporary rather than removed by a fellow marine. I really do see 9 doing their job and running off, crawling up the wall and into a vent shaft to disappear.

    Imagine the juice that comes out of #6 if stepped on. I really like the design of 8 but I just don't see that kinda critter crawling up or leaping onto a marine.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->#9 looks like a spider with 4 legs.<!--QuoteEnd--></div><!--QuoteEEnd-->
    o_O A spider will at worst bite you a few times leaving hardly a trace. But #9 looks like it can take off your arm or something "smaller" =S Your spiders are ###### up bro if they look like that lol.
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