Skulk beauty

Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
<div class="IPBDescription">Not sure if this would fly</div>I was thinking on how it would be if the marines aiming would go crazy crappy, bad in accuracy if a skulk is up close bitting him a new ass.

Lets face it, if you had a gun, you can shoot good on targets a decent distant away, NS2 guns are used mostly in confind spaces so aiming is always good, if you were to shoot something point blank your aim would still be good, but if a dog was bitting into you with big sharp teeth, your aim would suck, as well as you being quite freaked out. So here's my suggestion on a few things to try out.

When a skulk starts munching on you, your aim, is bad(accuracy goes to poope), and you move slightly slower in aiming and movement, aswell your screen is blurred when your hit and then fades back, making aiming even harder, when dealing with skulks.

Marines should be hard hitting guys so dealing with skulks being at a distant is easier than dealing with them when their up close.
Marines need their bullets to be stronger, I know 1.60 gives a new bite but I'm asking for a harder bite, but for exhange for bullets hurting as much as their suppose to. skulks when up close are a hassle like their suppose to. Blurred distorted screen, slow movement and aiming, bad accuracy, with a slight double vision(thats the distortion), each bite causes the affects to stack, but the heaviness goes down, so instead of being 20% bad and then 40% bad, 60% bad, 80%, then dead. but rather it'll be like 20%, 30.75%, 40.5%, 50.25%, then dead.

A marine dealing with 1 bite can fade back quickly, and being about 3 feet away enables his aiming and everything else to work how it's meant to, this being his movement speed too. 2 bites, adds 1.25x longer to fade back 3 bites 2.45x, 4 bites 4.67x, dead. or another increase. Not sure how many bites till a marine dies.

Comments

  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited December 2010
    The problem with that is that the maps are very compact right now and skulks and other aliens can close the distance so very very easily, so if you made it harder to fight at close range you'd make it really hard for marines - especially when you consider that marines have terrible backwards pedalling speed.
    Other than that, there's also just the whole issue with taking control away from the player, and this does fall under that. No one likes that except realism buffs, and it should not happen in the surreal and interactive worlds of games.
  • LepockLepock Join Date: 2010-03-24 Member: 71067Members
    Maybe something for onos or the "bite and latch" research for skulk but wouldn't be very fun for marines. Just assume the marines are drugged up with their bloodstream full of nanites. They don't feel anything and have excellent focus.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    As far as I can tell this pretty much already happens naturally with players - it's much easier to shoot a skulk biting someone else's ankles than your own. No need to add special effects.
  • yourbonesakinyourbonesakin Join Date: 2005-08-06 Member: 57682Members
    Agree with original post.

    Personally, I'd like marines to get slowed when melee attacked. Skulks are helpless at long range. Marines are not helpless at melee range. The game does not make sense.
  • Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
    edited December 2010
    Maybe include a quick blur effect, something disrupts your aiming only momentarily(the blur and perhaps you can't aim down scope).
    I would say slow speed down but now that you've mentioned it's already slow, there's no need.

    The idea I'm trying to put out is, Marines should be srong when at range but weak for up close.
    The blur efffects should only happen to the one being attacked, and melee should be the only effective tool in this case for the attacked player. As for players around the attacked, they should still retain their ability to shoot the crap out of the skulk.
    This adds a bit of more realism in the game without over doing it, and keeping the sci-fi feel intact.
    Even if you were buffed up on something an attack would distract you, just maybe not as long.
    So for the marines the same should be applied. As for the latching ability, that's not to bad.

    Maybe have this; normal attack blurs sreen for about 1-2 seconds then fades in quickly, within the 3 seconds, so your technically distracted for about 2.5 seconds. Giving a nice realistic visaul but not hindering gameplay by much if any.
    a upgrades attack such a latching to your target, should technically knock you down. But if you don't like that realism how about a fade effect that goes for twice as long as the very very short normal attack visaul blurr effect. so about 2-4 seconds fade so within 5 seconds your faded back into things without no blur. Don't include double vision, just a blur.

    If you like the knocking down thing, how about if you see it coming that you can reject the knockdown by melee, but you have a normal 1-2 seconds worth of blurr because of the latching being about half right. Thanks for your time, hope you were able to follow. :D
  • Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
    edited December 2010
    So in a nutshell, Marines strong from distance but not up close.
    Skulks weak vs distance but strong upclose.

    A marine for Sci-fi warfare would use tactics of looking, sealing, floor and surroundings. The idea you get in movies are and it works for realism, aliens tend to be upclose and personal attackers, while humans use their trusty weaponry to keep them from a far.

    Adding a simple blur effect will help the aliens, thats true. But perhaps like I said when starting this topic, make marines a bit more stronger as in their shots. if they keep the aliens away they rock the show but if they get up close and personal they may not.
    Great thing about NS2 is that you've got shotguns for upclose combat while you got lerk's I think it is, who got range. This difinatly spicies things up a bit. If not change a normal attack with a quick blur to simulate being attack by huge jaws with sharp teeth then, perhaps at least include something for the latching ability, to give it more of fear factor.

    (Edit: also if there was like a 1.25 to 1 second bluring going on, and a latching, giving off a 1 second slow motion effect, it could act kinda like shell shock, like what you see in Saving Private Ryan. ofcourse then everything moves properly, sounds comes/fades back in, and everything focuses back in. Also don't allow it to stack because then the second bite will prolong the intial effect, just have it for entering into melee.)
  • Sugar70Sugar70 Join Date: 2010-12-29 Member: 76031Members
    Other than that, there's also just the whole issue with taking control away from the player, and this does fall under that. No one likes that except realism buffs, and it should not happen in the surreal and interactive worlds of games.

    ______________
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  • HolepuncherHolepuncher Join Date: 2010-12-29 Member: 76021Members
    I can't support a solution to a problem that doesn't exist. Skulks are already faster than marines, and marines move slow if they try to backpedal. Safely closing the distance to a marine is not that difficult if you are clever enough to use walls, vents, hide behind crates, etc.

    imo skulks vs. t1 marines is one of the more balanced aspects of the game right now.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1820108:date=Dec 29 2010, 11:42 PM:name=yourbonesakin)--><div class='quotetop'>QUOTE (yourbonesakin @ Dec 29 2010, 11:42 PM) <a href="index.php?act=findpost&pid=1820108"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Agree with original post.

    Personally, I'd like marines to get slowed when melee attacked. Skulks are helpless at long range. Marines are not helpless at melee range. The game does not make sense.<!--QuoteEnd--></div><!--QuoteEEnd-->
    But the sides do not need to be equal to be balanced.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited December 2010
    They aren't equal.
    Equal would be:
    Skulks are helpless at long range and not helpless at melee range. Marines are helpless at long range and not helpless at melee range.
    Balanced but inequal would be:
    Skulks are helpless at long range and not helpless at melee range. Marines are not helpless at long range and helpless at melee range. (And this is the game's Ideal.*)
    Currently, however, it is (or so he argues):
    Skulks are helpless at long range and not helpless at melee range. Marines are not helpless at long range and not helpless at melee range.

    But, having said that, I don't like the OP's idea at all, and I've already stressed my points above. When the game is more complete, and balanced, the game's Ideal will be realised, naturally - without the need for artificial balancers like this idea.

    *This is the very same reason why the Lerk's spores and spikes are, in my opinion, broken.

    Also, "Skulk <u>beauty</u>", what?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    2.5 seconds is a very long time in the world of Natural Selection...
  • Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
    <!--quoteo(post=1820170:date=Dec 30 2010, 02:21 PM:name=Sugar70)--><div class='quotetop'>QUOTE (Sugar70 @ Dec 30 2010, 02:21 PM) <a href="index.php?act=findpost&pid=1820170"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Other than that, there's also just the whole issue with taking control away from the player, and this does fall under that. No one likes that except realism buffs, and it should not happen in the surreal and interactive worlds of games.<!--QuoteEnd--></div><!--QuoteEEnd-->
    They did it in CoD, you get hit by a granade and screen blurs momentarily, so call it taking control away or not, but let's face it, their making allot of success out of those titles, one of the besty FPS games ever made. So NS2 should be wise to take advice from the certain factors make them be as great as they have become ha.
  • Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
    edited December 2010
    Marines are not helpless at long range and not helpless at melee range
    No I'm saying that Skulks should be helpless at long range as they are, kinda, but not helpless up close.
    Marines weak up close, strong far away.

    I think a concept I loved when it came to Sci-fi's was the starship troopers. Aliens were yes huge but that's beside the point, they ruled in up close combat and were not easy to take down but far away they were helpless.

    I love the idea of seeing a group of skulks ambushing the marines through multiple vents and stuff, and totally obliterating the marines, leaving them helpless.

    ofcourse things do get mixed up when you apply the shot gun which acts like bug spray, and kills things up close, but then you get the lerks who pummel them in with a new 3-4 ass's which totally rocks. All I'm asking is that when your hit a 1-2 second blur goes off, giving an obvious "you've been hit" this already puts you into a "oh no" situation. Now sure if you didn't have blur doesn't mean you'd survive but it would help atmosphere and help not totally forsake the realism to it either (edit: also might I add that's why you have allies to help you out in lone wolf situations, I love the idea, you stray from the pack, you die like the rest). I concur through this discussion, I have noticed and commend your points and as you saw above I did change my view as to how the improvement could be handled and so forth. I beleive I said what I wanted to say and thanks for taking the time to read.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited December 2010
    <!--quoteo(post=1820358:date=Dec 31 2010, 06:38 AM:name=Shadow58)--><div class='quotetop'>QUOTE (Shadow58 @ Dec 31 2010, 06:38 AM) <a href="index.php?act=findpost&pid=1820358"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They did it in CoD, you get hit by a granade and screen blurs momentarily, so call it taking control away or not, but let's face it, their making allot of success out of those titles, one of the besty FPS games ever made. So NS2 should be wise to take advice from the certain factors make them be as great as they have become ha.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Seriously? I find it's just ###### annoying. I've started playing DOD:S again recently, and I can deal with the deaths from constant nade spam, but when something explodes near you, and your screen shakes and blurs and you can't see ######, that's ###### annoying.
  • Shadow58Shadow58 Join Date: 2009-11-17 Member: 69406Members
    yeah I guess I can relate to that at times. NM this post I finnaly got the game and even though the lag feels unbelievable, I found that yes blur effect would be hard, those pesky critters are fast.
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