Dead space 2
schkorpio
I can mspaint Join Date: 2003-05-23 Member: 16635Members
<div class="IPBDescription">spawning system</div>The way you spawn in dead space two is very very cool, you get to choose which vent you come out of in a particular room, and choose when you want to pop out. You can even go back into the vent and come out later. Its a very immersive way of spawning, and prevents spawn caming to a degree.
It would be good if NS2 had something similar for choosing eggs to or hive room vents and cranny's to spawn from.
<a href="http://www.youtube.com/watch?v=tY9RNf4N9Jw&feature=related" target="_blank">http://www.youtube.com/watch?v=tY9RNf4N9Jw...feature=related</a>
It would be good if NS2 had something similar for choosing eggs to or hive room vents and cranny's to spawn from.
<a href="http://www.youtube.com/watch?v=tY9RNf4N9Jw&feature=related" target="_blank">http://www.youtube.com/watch?v=tY9RNf4N9Jw...feature=related</a>
Comments
How about when you die you assume control of those glowing floaty things around the hive and can direct one to a place where it will turn into an egg?
It's an interesting thought. You can zoom through the level with that glowie, find a nice cozy spot and plop your egg down.
Perhaps only on DI, since you could potentially ninja egg above Marine start or somewhere sneaky, maybe even right next to the IP and chomp it each time you spawn :P
<img src="http://h-6.abload.de/img/deadspace22011-02-0401378h.png" border="0" class="linked-image" />
<img src="http://h-6.abload.de/img/deadspace22011-02-0401378h.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
why...
putting down decals for every step you made has to by synched with the server, adding unneeded traffic
game is friggen laggy enough as it is.
putting down decals for every step you made has to by synched with the server, adding unneeded traffic
game is friggen laggy enough as it is.<!--QuoteEnd--></div><!--QuoteEEnd-->
Er, it does? Why exactly?
Just enable it on the client, that way it will track the client's perception of the player's movement. The server tracks the location of the player anyway, the client can draw the fancy special effects. It doesn't matter if the footprints are slightyl off for each client, as long as they follow the player.
Particle effects don't sync every particle to every client, they just track on/off signals and then simulate the effects on the client. Same with muzzleflashes and tracers, all the server has to do is say 'the gun is being fired at this location' and then the client can spawn the relevant effects.
In this case it would be 'the player is moving' and 'the player in injured' so the client plays the walking animation and spawns footprints where its feet land.
Letting aliens see if a particular player is injured is a nice idea.
Just enable it on the client, that way it will track the client's perception of the player's movement. The server tracks the location of the player anyway, the client can draw the fancy special effects. It doesn't matter if the footprints are slightyl off for each client, as long as they follow the player.<!--QuoteEnd--></div><!--QuoteEEnd-->
still quite pointless imo, there is the sense of fear, which is already a wallhack to see nearly dead marines
Doesn't that just give you wallhacks in general? It seems to work on all marines. Either that or a lot of marines are running around nearly dead.
no, that will be removed
right now only marines which are spotted by aliens are highlighted, later this will be replaced by DI , as soon they walk on it they are visible, sense of fear works all across the map
I'd honestly prefer something like the footprints method, or have the marine highlighted when you see them, or when you're very close to them through a wall, and maybe you hear the marine breathing heavily as an accompanying audio cue.
For DI detection, something like visualised footsteps as the marine walks on the DI, with pulses triggering at the point of contect with each step, along with maybe a proper silhouette of the marine moving around.
I'd honestly prefer something like the footprints method, or have the marine highlighted when you see them, or when you're very close to them through a wall, and maybe you hear the marine breathing heavily as an accompanying audio cue.
For DI detection, something like visualised footsteps as the marine walks on the DI, with pulses triggering at the point of contect with each step, along with maybe a proper silhouette of the marine moving around.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah, and maybe add a aimbot aswell
theres a reason the "wallhack" does not give away to much information, and this fixation on visible footsteps, its the same as this "Path Line to Way points" thread where some peoples mentioned that waypoint icons are not intuitive enough. i never had problems with hivesight and motion tracking in NS1, always knew how far they were away, and how many walls were between me and them. i cant realy remember if there was a size difference of the icons for distant targets
If you want to alert someone to something, use flashing pings, because the motion draws the eye, if players are moving around in alien territory, the aliens need to know that, just as the marines need to know if aliens start attacking their structures.
I would suggest that DI alerts aliens to moving marines by pinging their footsteps, and shows their outline so that aliens can see where they are and what they're doing, this ties in with the 'general orders' style of alien commanding, with their pheromone markers rather than specific player instructions. Because marines aren't supposed to be stealthy, so aliens should have the advantage when it comes to detecting them in their territory. Marines on the other hand should get motion tracking as a side effect of the observatory, if an observatory has line of sight to an alien then that alien will ping their sillhouette every few seconds, this allows marines to track alien movement in their bases somewhat, but keeps a degree of disorientation because aliens need that to avoid being shot. As with aliens the pinging and flashing will draw attention, which is good because aliens in the base is an important thing for marines to know. Also any structure under attack should flash its sillhouette through walls to the marines as well, because they also need to know when that's happening, alien structures should do the same for aliens.
Essentially the information system should alert players when something of theirs is under attack, as well as letting them know when enemies are in locations they control, because players need to know that information, and it should do it in ways that draw player attention. Small regular pings and silhouette of enemy players = enemies, red pings in the shape of a structure = structure under attack.
As to having footsteps instead of the normal scent of fear wallhacks, it's more intuitive, you can see where the enemy went and you can see them highlighted when they are in your line of sight, having a little glowing symbol over them kind of obscures the actual player so you can't really see what they're doing. The info system should enhance visibility, not obstruct it.
Er, yes you are...
The whole point of being an alien is being able to attack from the right angle, which means aliens should be able to see where you're looking clearly, especially when they're trying to defend their base. With marines the way to defend is to use your structures for cover and protection and force the aliens into the open, so you stand near the armory and on elevated ground and stuff which makes you plainly visible but works to your advantage.
With aliens you can't do that, if you try to use your hive and structures like that you'll just attract attention and get shot because you're standing next to the huge glowing thing that the marines are trying to destroy. Alien should be moving <i>around</i> their bases and using vents and crawlspaces to attack the marines from unpredictable angles, unfortunately there is currently not much to aid that approach when the marines are killing your hive. If you could clearly see marines when they're on your home turf you would be able to fight them more effectively, while marines would have to counter by watching in more than one direction.
Marines should get information about their squadmates, who is firing, who is hurt etc, so they can better work in squads, if one guy sees an alien and starts shooting at it, the other squad members should know who it was and where he was shooting, so they can help. Aliens on the other hand need to know where the weaknesses in marine coordination are so they can exploit it, the whole game is based around coordination versus opportunism, so add features to support that.
If marines know the aliens can see their weak spots, they will try to cover them, if aliens can see and capitalise on weak spots, they will try to create them by distracting marines and getting them to look away. Say the marines are focussed on killing a lerk, you can see this as a skulk and kill one or two while they are distracted, while as marines you can see when your squad members die, so you know if you've been ambushed and can react to that.
At the moment what the game mostly is is confusing, because none of this information is relayed, it's hard to relay even if you have a microphone, and impossible to relay without, therefore you need to make the game communicate this information to players so they can use it.
I'd suggest both, parasite or scent of fear can be the mobile version, DI grants it on home turf. For marines ping is the mobile version while observatories confer it on home turf.