Player skills as a marine or alien?(long)

lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
<div class="IPBDescription">Shooting and melee...</div>Here's what I was wondering. How much potential for player skills will there be? Of course by player skills im refering to the RL player. What I estimate is:


ALIENS

-Being good at choosing effective upgrade combos
-Knowing how to master the complex movement capabilities
-Knowing the map
-Knowing how to have basic melee competence
-Good instincts

MARINES

-Working as a team.
-Knowing how to control the diffrent styles and amounts of firearm recoil.
-Knowing how to correctly time and bounce hand and launched grenades.
-Having good player accuracy(where you have the cursor when aiming at the alien)
-Knowing the map.
-Good instincts.

Ok sounds good but there is two points i'd like to bring up.

First, the marine weapons MUST require a good degree of player skill to be able to REALLY utilize them good. That means they can't be laser accurate and they can't be low recoil. At the same time, they must feel realistic. So the guns(except NS pistol) would be far more accurate then a pistol in another HL mod, and the guns shouden't have EXTREME recoil.

The other point is about the aliens

Considering how much melee there will be for aliens, it would be cool to have it actually take some skill to be super effective. In a CS knife fight for example, you have a low range knife, and both of you are moving at the exact same speed. Thus it takes alot of skill.

In NS you likely have more range with melee and you move ALOT faster then those dumb marines. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

What would make things more interesting:

1:Aliens have a few diffrent attacks. So let's take Bob for example. He can slash you, he can double slash you(more cumbersome, attacks with both claws at once), and he can bite you.
2:You move alot slower while your attacking(so do the marines of course).
3:Although it works fine to just hammer away, you can attack up to 50% faster if master "attack combos". Basically you don't have any "special moves" you just raise your attack speed by hitting the right attack moves(or body movements) at the right moments. The more complex the combo, the better the speed increase. Of course it's harder to nail the right keys as your wailing away alot faster. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
So this would work kinda like a fighting game, but not quite.
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Comments

  • SonoSono Join Date: 2002-01-26 Member: 105Members
    Interesting but..

    .. thats one of those features that cause you to learn the game by heart. /me personally dislikes that.
    ´
    Point 2: The Aliens already are way more powerful than the marines. So if you gotta have a 5 vs. 5 -> At the moment it could be a fair fight if the marines got turrets <b>(AFAIK)</b>
    If you insert that combo system then you unbalance the game. So if you take the same situation 5 aliens vs. 5 marines- the aliens are all good in combos. So the aliens attack about 50% faster (like you said) and maybe also a little heavier. => the marines can't stand a chance.

    Now you may say. OK then just give the marines better weapons so they got a chance against high skilled aliens.
    Also unbalances the game cause if you then have 5 aliens who are not good in combos then they don't have a chance.

    Sorry for sounding ignorent but I just think that such a feature (also if its a nice one) would do up a learning curve that maybe would be to high for the n00bs. And I don't mean the NS n00bs who play CS for example. I mean ppl playing a FPS for the first or second time.

    [EDIT]
    Shouldn't that be discussed in the Ideas Forum? <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
    [/EDIT]
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    Well perhaps melee ideas aren't needed, and hey what's wrong with "knowing the game by heart". Well I suppose we'll have to see how it plays out.

    My main point though.... PLZ MAKE MARINE WEAPONZ REQUIRE SKILL! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    You left out a whole 3rd type of player, the commander.  I don't have time to list the skills they need right now.

    Marine weapon skills right now are not about recoil but ammo conservation.

    Both sides must have a good knowledge of the respective tech trees to master this mod.

    You can play NS and have fun without any of the listed skills, the faster you master these skills the faster you will master the game.



    <!--EDIT|ChromeAngel|May 08 2002,13:09-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    knowing hte game by heart is really important, it's very important to know the map by heart, like in CS that way you know where the campers are and where you're likely to encounter an enemy, knowledge of the game is a third of your skills, also the tech tree will be important, but I'm sure the team will keep it easy emough, maybe like in civ when you researched something or want to start it states what will become available if you researched it...
  • DruBoDruBo Back In Beige Join Date: 2002-02-06 Member: 172Members, NS1 Playtester
    well, I bet the LMG and HMG have different amounts of recoil. In any case, they won't be like the chaingun in DOOM. So yeah, you'll have to employ your counter-strike skills and use burst fire instead of just holding down the mouse button until the alien is dead. But I bet you'd be doing that anyway because of the limited amount of ammo.

    What I mean is, I'm sure this has been discussed by the dev team, and I'm sure they have a plan.
  • GraheimGraheim Join Date: 2002-04-02 Member: 375Members
    The thing with recoil on weapons is that people tend to go a little crazy with it.  Witness Dodv2.0.  The allies BAR climbs like crazy when you let off a string of shots.  History shows, however, that the gun weighed 18 LBS!  Without ammo!  Every historical piece I've read said the recoil was not an issue because of all that weight holding it down.

    To bring it back to NS: By all means there should be recoil on the weapons.  But I really hope it's not ridiculous.  Marines shouldn't be perforating the ceiling if they don't adjust their shots.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    I hope we don't see some HUGE recoil system, and if anything, i don't think any of the crew wants to see a reciol system even NEAR to CS's, so don't think its going to be some MAD terrible recoil, i hope.
  • DarknessDarkness Join Date: 2002-05-05 Member: 583Members
    do <u><b>NOT</u></b> make NS with alot of recoil like cs,  the recoil cs had in ste start would be sexy tho
    but i definitley vote for recoil
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    There is going to be voice over ip allowed in this mod right?  So what kind of chance do the aliens have if the marines group together while the commander points them in the direction of each alien and picks em off, because certainly, like cs, when your getting shot you get "stuck" or its slower and harder for you to move.  or am i being noobish... btw, how much of the map CAN the commander see?
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    If I'm not mistaken, the CS "stuck when shot" syndrome is NOT going to be in NS.  A few things to keep in mind, though.  The higher alien classes are going to be a match for several marines.  They may not be able to take out an entire team of 8 to 10 marines who are sticking together, but they'll probably get rid of 2 or 3.  The resource points for respawning those 2 or 3 marines will certainly add up over time, as will the ammo costs.  Also, if all the marines move as one unit, that most likely means that the commander console is left unprotected and it'll be easy for the aliens to get a few guys to attack it just by avoiding the marines.  And once the commander console goes down, it'll be very, very difficult for the marines to survive.
  • DarknessDarkness Join Date: 2002-05-05 Member: 583Members
    what? once you destroy the command post there is no way getting it back up again?

    anhd are you shure you can destroy it?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    This is a new change... with the CC model (see mapping forum), marines will (a) build the CC at the beginning of the level, and (b) be able to build new/additional CCs.  So having the CC destroyed is not the end of the game; it'll just make things tricky, like getting your town smacked in Starcraft and having 2 drones left with a couple hydras as protection.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    ic, hmm.. so the marines stand no chance then if they don't group together?  whats the chances (if aliens are so strong) of a few marines if all the aliens rush together ( if, say 1 alien can take out 2 marines and its like a 10 on 10)
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Well, an alien rush on a fortified position is very different from an encounter in a dark hallway somewhere.  Also, I'd imagine that a large alien force can get in its own way... mixing melee and ranged attacks would result in some friendly-fire accidents.  And several of the species are better off hunting in the dark instead of going for a straight-on rush.
  • kID-IcaruskID-Icarus Join Date: 2002-04-28 Member: 533Members
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->like getting your town smacked in Starcraft and having 2 drones left with a couple hydras as protection.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Yes, but then again wouldn't that mean that if you the drones and hydras got taken out, the game would be over? Cause with no CC the marines loose alot of control and ability in the game, and then if they got taken out, would the game be over?

    Recoil should play some part in the game due to the fact the different guns should require different skill. A doom or quake like weapon system wouldn't really be that great since you could get a chaingun or machine gun and run around hitting everything you aim at holding down Mouse1. So i say that the stronger rifle based weapons hould have some recoil, but not like the ak47 recoil where every shot you fired had to be a click each. bah...cant think...must get some caffine
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    This post modified by the author to remove explicit info



    <!--EDIT|humbaba|May 09 2002,22:28-->
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    The thing with recoil on weapons is that people tend to go a little crazy with it.  Witness Dodv2.0.  The allies BAR climbs like crazy when you let off a string of shots.  History shows, however, that the gun weighed 18 LBS!  Without ammo!  Every historical piece I've read said the recoil was not an issue because of all that weight holding it down.

    To bring it back to NS: By all means there should be recoil on the weapons.  But I really hope it's not ridiculous.  Marines shouldn't be perforating the ceiling if they don't adjust their shots.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Very excellent point. I have to agree, recoil should be in without being excessive. After all, the marine guns are probably equivalent in weight to a real-life light machine gun(IE:m249), except firing a calibre bigger then a 7.62x51mm.(Cuz these are aliens after all) Still with all the weight and size, recoil would be controlable. /ends realism rant ;)

    Say on the topic of realism, will there be any accuracy or recoil changes for crouching, jumping, running, standing still or going prone(if you have that)?

    I actually think being able to get nice recoil improvement while prone would be a big teamwork encourager. 3 marines on the move VS 3 marines on their bellies with their LMG's fixed on the doorway. Of course being prone has it's own risks. :)

    So in summary, recoil should still be manageable when running(but having the DOD style gun sway would be cool to), but bursting/laying off the trigger a bit still has to be employed some. Whereas when prone, HOLD IT DOWN! ;)
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    I completely agree with lazy, as a matter of fact, word for word!  The marines accuracy should definatley change to also "promote" teamplay in that fasion, make it more realistic, and on the "quake" type accuracy, completly accurate weapons would be horrible! <!--emo&:angry:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/mad.gif" border="0" valign="absmiddle" alt=':angry:'><!--endemo-->
    the point for this game (it seems, at least on the marines end) is for massive teamplay, and there would be less tactics involved and more running around and shooting.

    on a side note, i think there should be different classes of marines: soldier, guy with a flamethrower, machinegunner.
  • XTS_HighlanderXTS_Highlander Join Date: 2002-04-13 Member: 429Members
    Ahhhhhhhhhhh the flamethrower.... a must-have for any serious FPS goon (including myself).  Flamethrowes are good, flamethrowers are snazzy, and they look ultrasleek with that high-tech marine suit.  

    Moving on,  yes there should be some simulated recoil, but of course the method of its employement is up to the NS team.  No you cannot currently go prone (at least in the NSTR2).

    As for the alien skills, from what I've heard they already have some pretty damn lethal attacks at their disposal (i.e. stinkcloud) so I'm not convinced they are required.

    And <b><i> back the alien expressway up </b></i> for a second... You can build Command Centers?!?!  when did this happen?  WHY WASN'T I INFORMED?!?!  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • Hida_TsuzuaHida_Tsuzua Lamarck&#39;s Heir Join Date: 2002-01-25 Member: 79Members, NS1 Playtester
    I personally like a "jump" system of recoil.  However the crosshair expanding method might be better for NS.  I'll think it should be minor unless you're sending out some serious amounts of lead.
  • Reaver_PrydeReaver_Pryde Join Date: 2002-05-11 Member: 599Members
    Sounds very good, but I'm concerned by what I've heard about the game that being an Alien won't be skill oriented enough... I wish I had more info so I knew how the team would be addressing this...

    Reaver

    P.S. What's this that I hear about the damage being comparable to CS? That seems wrong somehow... what fun would the game be if deaths went as fast as they do in CS?
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Call me a complete newbie if you will, but why do guns jerk <b>up</b> when fired? Shouldn't they jerk backwards onto the marine's shoulder? Or is the upwards movement the result of some sort of recoil suppression/redirection mechanism? I think the recoil on the LMG should be equivalent to that of the pulse rifle in AvP2, meaning you could spit out a stream of lead and patter a 20cm diameter circle in a wall 20 metres away. I realise that this is not really recoil, but I think it would be simpler if "recoil" was simulated with a decrease in accuracy.

    --Scythe--
    <a href="mailto:the_only_scythe@subdimension.com">the_only_scythe@subdimension.com</a>
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    Well I don't fully understand recoil, but the recoil in alot of computer games is susposed to be exagerated sometimes(so i've heard). <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    The problem with the expanding crosshairs system is that it's unrealistic. That's fine and all, except it ends up making it alot easier to hit your enemy if your firing like crazy. The reason is that the bullet randomly goes to a space within the size of the expanded crosshairs. In real-life, guns(automatics or 3RB guns anyways) spew out bullets so fast that that the recoil wouden't affect the aim of the 2nd shot like in CS. Remember, something like an 800RPM gun is around 13 rounds being fired in 1 second.

    Expanding crosshairs would work better if they kept track of where the last bullet landed and put the next bullet randomly very close to it. Also the crosshairs would have to have less max expansion, and/or expand and recover slower.

    In a game like Firearms or GW, the recoil ends up affecting the normal accuracy of the gun, but where the last round landed is taken into account.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    hmmmm, what about grenades? in the alien movies, the alien blood was acid, if a grenade blew up next to an alien, would their blood cause damage to the marines?  or, could an alien cause damage to itself? or.... could an alien slash open an arm, brush along side a couple marines and melt them  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo--> ? that would be interesting...
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Alien blood is not acidic.  NS isn't a ripoff of Aliens.  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Guns recoil up because of the way the person holds it... the initial force is directly backwards, yes.  BUT...

    1) the barrel of the gun, where the force occurs, is above the grip, where the stationary point (your hand) is.  So pushing back will push the muzzle up as the gun rotates slightly in your hand.

    2) in pistol-type weapons, a backwards force may cause your elbows to bend.  This will result in your forearms - and the gun - moving upwards.

    3) in rifle-type weapons (where the gun is cradled against your shoulder), a backwards force will push against your whole torso - which will bend at the waist, putting the muzzle once again into the air.

    Generally speaking, single-fire (semi-auto) weapons like a pistol or shotgun are fairly accurately represented by "jump" recoil - fire them, they buck up.  Full-auto or burst-fire weapons (machine guns or a semi-auto pistol fired rapidly) would be more accurately portrayed by a widening crosshair - as your muscles attempt to cope with the recoil, further shots will be thrown off-target in all directions, not just up.

    It's interesting to note that a bazooka or similar, single-fire rocket type weapon actually has very little recoil.  This is because most of the force escapes out the rear vent.
  • DarknessDarkness Join Date: 2002-05-05 Member: 583Members
    hmm  what about making alien blood with a nice chocholate flavour so that the marines get something extra to strife for?
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    /me wants chocolate flavored blood. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    When you think about it, if you used a frag grenade and were close enough to get burned by splashing blood, acidic blood would be the least of your worries. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    It's interesting to note that a bazooka or similar, single-fire rocket type weapon actually has very little recoil.  This is because most of the force escapes out the rear vent.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Ah so that's why! I always thought either

    A:Rockets don't go at 3000FPS like bullets, so they slowly release there energy.

    B:Rocket launchers use some l33t technology.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->NS isn't a ripoff of Aliens.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    not a rip-off of aliens? your joking, right?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    It *isn't* a ripoff of Aliens.  Inspired by?  Sure, along with Predator, Starship Troopers, Starcraft, Command & Conquer, and dozens of others.  But the implementation and the form it's taking are entirely products of Flayra's own twisted mind.  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    As for the rocket launcher... trust me, you don't want to be standing behind someone who fires a shoulder-mounted rocket.  All the exhaust comes right out the back.
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