Alien Scent
Runteh
Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
<div class="IPBDescription">Smelly Vents</div>I don't know if this is just me, but whilst I use vents and hidey holes as much as possible when on the alien team, it has actually taken me ages to find out where all the vent systems are and actually make full use of them.
It would be really nice to see some sort of 'alien scent' marks that lead into vents, like glowing ant trails.
It would be quite a nice feature for aliens to do this on the fly as well, because when you are following team mates through complex tunnel systems sometimes you can loose them at vent junctions.
Anyway, just a though.
Edit: Ops, wrong forum section. Sorry.
It would be really nice to see some sort of 'alien scent' marks that lead into vents, like glowing ant trails.
It would be quite a nice feature for aliens to do this on the fly as well, because when you are following team mates through complex tunnel systems sometimes you can loose them at vent junctions.
Anyway, just a though.
Edit: Ops, wrong forum section. Sorry.
Comments
Your ant-trail idea would be a bonus if it is implemented.
- Garo
Remember when you played NS1? It was difficult at first, but you learned and were rewarded. I think we should reward players that take their time with the game and learn to appreciate it.
Any mutliplayer game -- if you think about the games you have played -- have maps that you eventually memorize or at least get a feel for. Remembering key spots for sniping, hiding, ambushing, is all part of the experience in multiplayer gaming.
A lot of these ideas are really cool and I'm sure could be implemented if wanted, but sometimes less is more. Games are MEANT to make you think and try to play well. Many great games that I know took a bit of time to be really good at. Unknown factors are good in strategic games, as well. You may not realize, but video games do stimulate the brain...and the more the better.
Being able to see where other aliens have been would probably help new players extremely, and for the more experienced players, those fainting glowing trails (thats how it looks like in my head, glowing dots where aliens feets touched stuff, including floor, fainting by time) could help coordinate the whole team, as then they know which direction others went, how long ago they got created, what lifeform and/or how healthy it was.
love it!
I like that idea Feha, of a marine 'tracker' upgrade. Then NS2HD can do a parody of Steve Erwin, entitled:
NS2HD, Onos Hunter.
[AustralianAccent]"Wow, look at the size of that beauty! I'm going to drive up to it in my Mini Cooper and jump on it!"
"Wow, you can tell it is angry by the way it is trying to kill me"[/AustralianAccent]
;)
[AustralianAccent]"Wow, look at the size of that beauty! I'm going to drive up to it in my Mini Cooper and jump on it!"
"Wow, you can tell it is angry by the way it is trying to kill me"[/AustralianAccent]<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
I think it is cool as long as you dont see it thru walls. Just by being close to the actual vent / wall in question.
with the alien night vision
Remember when you played NS1? It was difficult at first, but you learned and were rewarded. I think we should reward players that take their time with the game and learn to appreciate it.
Any mutliplayer game -- if you think about the games you have played -- have maps that you eventually memorize or at least get a feel for. Remembering key spots for sniping, hiding, ambushing, is all part of the experience in multiplayer gaming.
A lot of these ideas are really cool and I'm sure could be implemented if wanted, but sometimes less is more. Games are MEANT to make you think and try to play well. Many great games that I know took a bit of time to be really good at. Unknown factors are good in strategic games, as well. You may not realize, but video games do stimulate the brain...and the more the better.<!--QuoteEnd--></div><!--QuoteEEnd-->
The game should be more casual friendly even tho the trails would become useless to people after certain time they still exist there if you happen to forgot. There is no harm done even tho they are visible there if you already know the map.
Think of the new players or casual players for example.
I grew tired following skulks on the vent and then getting lost on the junctions, finding myself just trying to get out rather than do something feasible. I never learned NS maps, i sucked at them and i still do.
As a casual gamer i fully support this idea
It builds up the atmosphere of the game as well :P
aliens just need ns1 alien flashlight. Seeing your own teammates highlighted, and enemy is badly needed right now. I'm not sure glowing vents is honestly needed at all, aliens need to see in the dark as easily as they saw in ns1. darkness should be something used as an advantage but right now killing power nodes, hurts aliens as well.
I also like to add, rooms where power nodes go down need to be bit darker, and red lights need to flicker to show power shortage.
Think of the new players or casual players for example.
I grew tired following skulks on the vent and then getting lost on the junctions, finding myself just trying to get out rather than do something feasible. I never learned NS maps, i sucked at them and i still do.
As a casual gamer i fully support this idea
It builds up the atmosphere of the game as well :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you. I'm tired of this binary thinking and decisive rhetoric about casual gamers ruining the game. It is not a bad thing that things are accessible to new and casual players.
We aren't all the same. Not everyone can photographically remember every single map no matter how much they play the game, not to even mention casual gamers with very limited time.
Nobody has to be GREAT at every aspect of the game. Just practice and see how you improve. How dull to start a new thing and have nothing to learn!
Lighting up special areas is patronising and not immersive. I like to be able to play a map and learn about it as I play. It's fun to discover a new vent area and new ways of moving about the map, and it encourages people to pay attention to the environment. NS2 is not a complicated or difficult game, the maps are quite straightforward and there is even a clear minimap.
NS2 is not a single player game that will leave people looking for walkthroughs. If you get stuck or want tips just ask your teammates.
I'm not fully supporting the OP's idea, but I'm definitely against your discarding of this essential goal - making the game <b>easier to access</b>.
I'm not fully supporting the OP's idea, but I'm definitely against your discarding of this essential goal - making the game easier to access.<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly. I worry that the game will be very off putting to any players who didn't invest huge amounts of time into NS1 if the developers and community aren't willing to make it much more accessible to brand new players. This doesn't mean removing the higher level and more competitive play that comes with mastering all the aspects of the game; it just means making it so all the different aspects of the game are easy to find and understand. This doesn't mean you'll instantly be a pro just because vents are much easier to see and find, just like it doesn't mean you'll be a pro at aiming if you use a cross hair that is designed to be easier to see and aim with. You still have to be able to have good reaction times and be able to aim.