Noisy blink

AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
Currently fades can appear without any warning for marines, which is really cool and atmospheric, but I'm not sure it's the best thing for gameplay.

So I thought, how about fades give off some sound while they're blinking? Doesn't have to be as loud as in NS1, but something you could track their rough position in the room by if you're skilled at that sort of thing.

They'll probably still be quite scary since you get to hear a telltale noise a split second before you get sliced in half, just more of an oncoming terror thing rather than a sudden jump scare.

Comments

  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    I wouldn't exactly say that there is no warning for marines that a fade is going to appear in their face. The sound of them entering and exiting blink is already rather loud, and Fades never generally remain in blink mode for any real extended amount of time before entering combat, at least if they are smart and save enough energy for a flame thrower encounter to escape. Blinks usually only last around 1 second, now if they would typically lasted 10 or so seconds then yes, a system like this would be necessary.

    Frankly, i think a much better application of an idea like this would be for camouflage, which aliens DO tend to spend extended periods of time in, which they can then pop out of nowhere without a noise and annihilate any unfortunate marine to have been standing too close. When a marine enters the proximity of a cloaked alien, they can hear a distinct tone. Would essentially give a even more atmospheric and tense effect, as you would know that there is a creature lurking in your proximity, that can see you but you can't see it; and you wouldn't exactly know where it is, only that it is present, which in my eyes, is a lot more terrifying than a rather quick paced tone of a zooming fade rapidly enclosing on your position seconds before your promptly torn apart.
  • ShalfaShalfa Join Date: 2011-10-19 Member: 128261Members
    I've only noticed this while playing alien but I was like 5 rooms away from the nearest fade and I could still hear him blinking. Not sure if marines hear that good though :/
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    <!--quoteo(post=1881344:date=Oct 23 2011, 05:12 AM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Oct 23 2011, 05:12 AM) <a href="index.php?act=findpost&pid=1881344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Frankly, i think a much better application of an idea like this would be for camouflage, which aliens DO tend to spend extended periods of time in, which they can then pop out of nowhere without a noise and annihilate any unfortunate marine to have been standing too close. When a marine enters the proximity of a cloaked alien, they can hear a distinct tone.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes why not let's make the ability that is supposed to be for stealth to make you undectectable detectable because you know the situation will only go like this.

    Squad of marines: Fade in the room. Comm scan please. before we go in"

    bedoop

    lots out bangs from steel tubes of pain

    fade dead
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1881344:date=Oct 23 2011, 11:12 AM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Oct 23 2011, 11:12 AM) <a href="index.php?act=findpost&pid=1881344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Frankly, i think a much better application of an idea like this would be for camouflage, which aliens DO tend to spend extended periods of time in, which they can then pop out of nowhere without a noise and annihilate any unfortunate marine to have been standing too close. When a marine enters the proximity of a cloaked alien, they can hear a distinct tone. Would essentially give a even more atmospheric and tense effect, as you would know that there is a creature lurking in your proximity, that can see you but you can't see it; and you wouldn't exactly know where it is, only that it is present, which in my eyes, is a lot more terrifying than a rather quick paced tone of a zooming fade rapidly enclosing on your position seconds before your promptly torn apart.<!--QuoteEnd--></div><!--QuoteEEnd-->

    like the whistling of a charged condensator? only if it comes with noisy visuals for said marine, because they WILL go gung-ho and shoot obvious hiding spots for cloaked aliens if this is implemented.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1881354:date=Oct 23 2011, 02:58 PM:name=RichardRahl)--><div class='quotetop'>QUOTE (RichardRahl @ Oct 23 2011, 02:58 PM) <a href="index.php?act=findpost&pid=1881354"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes why not let's make the ability that is supposed to be for stealth to make you undectectable detectable because you know the situation will only go like this.

    Squad of marines: Fade in the room. Comm scan please. before we go in"

    bedoop

    lots out bangs from steel tubes of pain

    fade dead<!--QuoteEnd--></div><!--QuoteEEnd-->

    Either that, or flamespam entire rooms.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Anyway, this was more to address the issue with fades being completely impossible to predict than to stop you from being surprised by them.
  • RichardRahlRichardRahl Join Date: 2011-06-15 Member: 104594Members
    Fades are impossible to predict period, it's what they do. It's their sole role.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited October 2011
    How about a feint howling or ghostly wind that plays at a fade's location when they're blinking. It would help listening players orient themselves to the fades position. Maybe causing a cease fire to find out where he is.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    That's exactly what I suggested...?
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    edited October 2011
    <!--quoteo(post=1881386:date=Oct 23 2011, 08:40 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ Oct 23 2011, 08:40 AM) <a href="index.php?act=findpost&pid=1881386"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyway, this was more to address the issue with fades being completely impossible to predict than to stop you from being surprised by them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I still think that the noise of fades entering and exiting blink is more than loud enough to allow marines to approximate the Fades location. Marines shouldn't be able to know exactly when and where a Fade may pop out in front of them, but know there a Fade has entered blink mode in front of them, to the side, you may even be able to tell if they entered blink above/below you if you were looking at the right angle. Plus even if there was a tone of the Fade in blink mode, they are in blink for such a short amount of time that you wouldn't really know practically anymore about the Fades position than you would have already known if you heard the location that they entered blink, since when a Fade goes into blink to tear apart a marine, the Fade already has seen the marine, and its a pretty safe bet that the Fade is already zooming in in a strait line towards his position. The tone would really just restate the obvious, and frankly, i think the extremely brief silence between a Fade entering blink, and when it exits blink to engage is a lot more atmospheric than if that same weird buzzing noise from NS1 was implemented in this way. It served its purpose in NS1, but we have a new blink model now that i don't think warrants its return.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    I think fade blinking is quite noisy and obvious enough as it is, as others here have already stated.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    I would actually like that black smoke to slightly trail across the blink path.
  • Vladimir Van VodkaVladimir Van Vodka Sexy Beast Join Date: 2010-07-30 Member: 73364Members, Reinforced - Shadow
    <!--quoteo(post=1881481:date=Oct 24 2011, 01:55 AM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Oct 24 2011, 01:55 AM) <a href="index.php?act=findpost&pid=1881481"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I still think that the noise of fades entering and exiting blink is more than loud enough to allow marines to approximate the Fades location. Marines shouldn't be able to know exactly when and where a Fade may pop out in front of them, but know there a Fade has entered blink mode in front of them, to the side, you may even be able to tell if they entered blink above/below you if you were looking at the right angle. Plus even if there was a tone of the Fade in blink mode, they are in blink for such a short amount of time that you wouldn't really know practically anymore about the Fades position than you would have already known if you heard the location that they entered blink, since when a Fade goes into blink to tear apart a marine, the Fade already has seen the marine, and its a pretty safe bet that the Fade is already zooming in in a strait line towards his position. The tone would really just restate the obvious, and frankly, i think the extremely brief silence between a Fade entering blink, and when it exits blink to engage is a lot more atmospheric than if that same weird buzzing noise from NS1 was implemented in this way. It served its purpose in NS1, but we have a new blink model now that i don't think warrants its return.<!--QuoteEnd--></div><!--QuoteEEnd-->

    nice wall, I'll get my tennis ball.
  • CygoneCygone Join Date: 2011-05-29 Member: 101528Members
    Seriously, if you can't hear a Fade coming from a mile off now, you clearly need to open your fking ears.

    This sort of thread is completly pointless, requesting a feature that is ALREADY in the game. Also this comming from someone with 7500 posts! I expected a troll.
  • IronsoulIronsoul Join Date: 2011-03-12 Member: 86048Members
    Sorry OP, but yeah, this idea is not needed, fades when blinking already make enough noise.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    The point is to allow you to track them while they're moving around you...
Sign In or Register to comment.