Marine Blood
bert
Join Date: 2003-02-11 Member: 13433Members
<div class="IPBDescription">any gore in 1.1?</div> Some v1.04 servers have a mod that makes marines bleed when bitten or shot.
will there be any sort blood loss on the marine side in v1.1?
thats my main question (i searched before hand and i couldn't find it addressed in any post yet)
side questions while you're at it:
-new marine death animations? (is the spasming seal look still in there?)
-where can i find the server mod that makes marines bleed in v1.04?
thx,
cockbert.
will there be any sort blood loss on the marine side in v1.1?
thats my main question (i searched before hand and i couldn't find it addressed in any post yet)
side questions while you're at it:
-new marine death animations? (is the spasming seal look still in there?)
-where can i find the server mod that makes marines bleed in v1.04?
thx,
cockbert.
Comments
If I recall reading correctly NS will never contain blood and gore. The closest to this will be the off, def, etc. chamber exploding into goo when dead. NS should not have to be rated mature, therefore, no blood.
Of course there really isn't anything officials can do if someone develops a pluggin for their server <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Yep. once you get 1.1 and try out silence, that sound is the only sound played. You can listen for the difference in 1.04 by attacking a wall vs attacking thin air. wall attack plays the sound (cause you've hit something) and air attack doesn't play the sound (no hit)
I haven't heard the new sound, only the current version, so it might have changed.
If anyone want's it, i can attach that sound in here, as soon as i get home from work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<span style='color:orange'>EDIT:</span>Crap, i forgot that i can't upload anything in this beta discussion
Maybe i host it then <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Sure does man...it was always a different thing if there was Alien blood on the walls, or human blood....Like in germany C&C1 had no human marines but Robots who squirtet Oil instead of blood...the people who rate games for "maturity" don't like human blood showing I guess...
Who also live in germany
hehe
I haven't seen anything like this elsewhere
I have no intention of removing the blood without their input though, so long live blood!
Roo
Take this to a bank, cash it, and go on a vacation from this damn subject.
No, I don't get perverse pleasure from seeing blood. (like some people against blood seem to flame those, who want to see it) I'm just annoyed by the fact, that <b>aliens don't get proper feedback when they hit enemies</b>, like marines do. When skulkbite hits, you may hear it but don't see anything. And acid rockets... they feel like you could throw them around for hours, and they would do nothing. Yea, I know that they eventually kill enemies, but they feel amazingly powerless and that's not nice. When you shoot enemies as a marine, those splats tell you that you actully hurt the enemy. I never even knew about hitsparks, until I read about them and looked really carefully. They are useless.
Summary: Blood has gameplay value telling you that a hit was registered. Saying that marine blood is too rough for players, while happily having aliens spill their blood, is just doublefaced.
I second that, it wouldn't need to be blood, but greater visual feedback
from a hit would be nice.
Totally agree!!
Alien goo splatter tells tales of skulks, but there is nothing to prepare you for offence chambers or other ranged alien danger around the corner.
If it can't be blood how about bits of marine armor falling when taking damage or something like that?
I'd suggest everyone tries a server with it, and sees what they think. Possibly the inclusion devs as a cvar defaulted to 0?