A Request For Info
eaglec
Join Date: 2002-11-25 Member: 9948Members, Constellation
<div class="IPBDescription">on NS:Combat (screenshot added, 9/22)</div> I really am interested in how things are going with NS:C and was hoping that some of you lucky people that have been able to test it would fill us poor mortals in. Perhaps even the devs would like to comment. What I dont want is people who haven't played it passing their comments on it so:
<b>If you have not played NS:Combat please only post questions or discussion in this thread, NOT opinion!</b>
The questions I have are simple:-
1. Is it a new NS themed mod (like Op4 was to HLDM), or a new part of NS (like de_ and as_ to CS)
2. What are it's current features? beyond what Flayra told us already. Strong points and potential flaws.
3. When can we expect to play it? Before Christmas or after?
4. Any chance of some screen shots?
<b>If you have not played NS:Combat please only post questions or discussion in this thread, NOT opinion!</b>
The questions I have are simple:-
1. Is it a new NS themed mod (like Op4 was to HLDM), or a new part of NS (like de_ and as_ to CS)
2. What are it's current features? beyond what Flayra told us already. Strong points and potential flaws.
3. When can we expect to play it? Before Christmas or after?
4. Any chance of some screen shots?
Comments
You Know when u make a new netgame in some games like ESF and such theres a menu called game type.
i think there willl be 2 game types.
NDA ? Non Disclosure Act? Nine Dark Arabs? Naughty Dinosaurs Acting?
I wanna read the info without all the rubbish members come up with.
Is it possible we can hear what happens to bile bomb now??
- RD
Due to the direction you wanted to take this (finding out info) and the fact that a NDA seems to have blocked you, I am Hijacking your thread and turning it into the new NS:Combat Disscussion thread. Due to the fact the first one was locked by bad behavior.
I was not able to post this before Joev was forced to lock the other thread but I will post it here.
From what I have read it looks like most people are like me, worryed that NS:C will detract the player count from NS:Classic. But then I read on and saw what alot of the PT/Vets had to say and it made more sense that it wont happen. NS as it is, is the best mod I have ever played and its action and team play make it just so damn fun to play. Some times it gets old. 3 hours to destroy 1 hive, GL spam at MS that drags out a losing game for 2 more hours, etc, etc...
When I get sick of playinjg I always turn back to other action games, anything to give me a different want for a bit (that I know I will get sick of fast) and then I'll come back to NS and play for hours! NS:combat will be that other action game I turn to. The Idea of NS:c is a very good one when you think about it. Most of the fears some people have had have been fears of change. Ignorance is a fools bliss!
NS:combat will be awesome, it won't take away from NS:classic, if anything its going to bring in ALOT of new players to Classic. CSers and DODers will flock to NS:C because of its style, they will fall madly in love with the gorge, just like we all did and then they will want to be a gorge in normal NS, then we have them hooked! NS is the most adictive game any of us have ever played, it makes an adict of 4 out of 5 people, so anything that will bring more spot light time to NS is always a good thing!
Flayra has made NS:C in less than a month, and its almost ready to be released! I think its going to be good, if its not i'll find out when I PLAY IT! I won't sell it short before I play it, and anyone who does is a fool!
2. What are it's current features? beyond what Flayra told us already. Strong points and potential flaws.
3. When can we expect to play it? Before Christmas or after?
4. Any chance of some screen shots? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
As Khaim already said, we're not sure what the policy with ns:c is, yet. And it's also a rough beta atm, so we can't say much about 'strong' or 'weak' points anyway.
But, for the sake of the good old times on roob's (<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->), I can tell you that it might be out soon (before Christmas).
There's a lot of action in it, it's very good at determining skills and also a very good practice for classic NS. And it's really fun as hell, although it's only the first beta! It has lots of potential and I'm sure most of you will LOVE it, as we 'lucky' people do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
We dont want another thread where everyone kept repeating the same opinion the guy a page back said.
Leave it, it is dead and nothing good can come of it.
Making this into a questions only thread is much better than the discussions of the same thing over and over with no new breakthroughs in thinking.
Can we get some sort of idea of how many kills would equate to a level??
Is it progressive leveling eg: 1 rine/alien kill to get one lvl, 2 rine/alien kills to get another lvl??
- RD
Its like de_maps vs as_maps on CS
The game mode is determined by the mod according the the map. (This has already been stated but you guys must have missed it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> )
It'll be LONG before christmas.
Screenshots will only be through MonsE or Flayra to be sure. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
Finally sum pics and info.
C'mon vets and pt's cough up the info NOW!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
- RD
Edit: What is the distress beacon used for in NS:C??
How many levels are there? That guy is level 5 LT.
Are there going to be objectives for the marines besides kill the hive?
As marines its important to make sure you don't all die at the same time so you have more split pairs and guys hanging back from the action for the survival of the team. If you kill your skulk you gain experience points from this you can choose upgrades. A typical marine will do this:
kill skulk, kill skulk, upgrade: lvl3 weapons... die; respawn keeping upgrades (lvl3) kill few more skulks, upgrade: weapon: shotgun, kill few more skulks, upgrade: drop health and ammo (drops for all teamm8s in vicinity)...die, kill some gorges and lerks, upgrade: armour (lvl3), kill more upgrade: armour (jetpack)... die, kill fades, upgrade: HMG, kill hive.
Basically for marines to win they need to get some heavy weapons quickly as storming the alien hive is difficult with lmgs/shotguns so its necessary for 1 marine to upgrade to grenade launcher etc another to have hmg+HA etc. Then again you wont get those upgrades if the skulks have been killing you and pretty soon you will have fades/onii munching on your men. As a rule of thumb all the classes are a bit tougher than ns:classic so as a skulk you wont get minced in 9lmg bullets but obviously balance changes will occur so I think its better to put across the gameplay idea rather then ask for numbers and stats.
hth
fwd-jollsey
edit for distress beacon question: if you use your upgrades on the obs side (scanner sweep followed by motion tracking) then you gain the ability to use your upgrade as a Distress beacon which just beams all the guys who are waiting to reinforce back into the game. Personally I'd upgrade to HA or get a HMG etc but if there's 1 marine alive and 4 dead it could save the game...
When u spawn as a rine do u get full ammo??
- RD
I like the ranking system too
-Do aliens have to upgrade attacks AND lifeforms?
-Do aliens have to upgrade in any particular order?
-Is it like the aliens spawn with 3 hives, or do they have to build hives, or are they stuck at 1 hive?
-When an alien dies, does he respawn with the class he had before he died?
-Are the new maps complicated, like classic NS, or more like a room, a hallway, and a room?
-How are upgrade chambers handled as aliens?
-Do you get res even if you aren't killing things?
-For resupply health and ammo, is that something you research then you can do it whenever, or does it cost res each time?
-Do aliens have to upgrade attacks AND lifeforms?
-Do aliens have to upgrade in any particular order?
-Is it like the aliens spawn with 3 hives, or do they have to build hives, or are they stuck at 1 hive?
-When an alien dies, does he respawn with the class he had before he died?
-Are the new maps complicated, like classic NS, or more like a room, a hallway, and a room?
-How are upgrade chambers handled as aliens?
-Do you get res even if you aren't killing things?
-For resupply health and ammo, is that something you research then you can do it whenever, or does it cost res each time? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
-Yes. You have 5 choices to upgrades: Lifeform (skulk>gorge>lerk>fade>onos), Abilities (3rd ability>4th ability), Defense (carapace>regeneration>redemption), Sensory (cloaking>scent of fear>pheremones), Movement (celerity>adrenaline>silence).
-All upgrades must be taken in the order shown above by the arrows.
-There is only 1 hive, and no other hives are built (nothing else is built, for that matter). Not sure about the Hive health, but its less then the normal 6000.
-Yes, you retain all upgrades/lifeforms.
-There's only 1 completed map atm, co_angst, the one you see in all the screenshots. The hive is a transplant of Engine Room on ns_bast, and the rest of the map is mostly tight hallways, but it plays fairly well.
-There are no upgrade chambers. There are no buildings of any kind (other then the hive).
-There are no res involved.
-It does not cost res, and you cannot do it whenever. Afaik there is a timer on the resupply, and you can only do it when you have a free upgrade point (ie: the upgrade menu is open)
-Do aliens have to upgrade attacks AND lifeforms?
-Do aliens have to upgrade in any particular order?
-Is it like the aliens spawn with 3 hives, or do they have to build hives, or are they stuck at 1 hive?
-When an alien dies, does he respawn with the class he had before he died?
-Are the new maps complicated, like classic NS, or more like a room, a hallway, and a room?
-How are upgrade chambers handled as aliens?
-Do you get res even if you aren't killing things?
-For resupply health and ammo, is that something you research then you can do it whenever, or does it cost res each time?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
in answer to your questions:
- yes
- yes, there is a branching tree structure, if you upgrade #1 ablitys you will get gorg, lerk, fade, onos, in that order. if you choose #5 upgrade branch you would get celerity, adrenaline, scilence. You can mix and match upgrades freely, so you could have a level 4 skulk that has lvl3 carapace, lvl3 celrity, lvl3 cloacking, level3 scent of fear, level3 phermones (total of 4 upgrades = level 4).
- aliens start with one hive. IF THE HIVE DIES IN 5 MIN ALIENS LOSE, if they can keep it alive for more hten 5 min aliens win. the ONLY way for aliens to win is if they survive for 5 min or all mariens are dead at the same time.
- when you die as alien or marine you spawn wiht your ALL your upgrades (including lifeform).
- the new maps are very smiple, about the size of most counter-strike maps
- you dont get res you get EXPERINCE, that is the bar you see at the bottom, after you get enough experince you gain a level, with each level you can choose an upgrade. EXPERINCE is not just 1 kill = x amount, it is based on a) the level of the enemy you kill b) the number of people around you when you kill it (exp is devided between whoever is near you, if you get a kill by your self youll get more).
- there are no upgrade chambers or buildings except for the hive, see my response to #2 for details.
- there is no res, only experince, and no you dont get exp if you dont kill or help kill anything
- getting health for aliens you go to the hive or get regen upgrade, for marines if you have an extra level you can resupply health and ammo as one upgrade, this gives ammo to ppl near you as well.
ns:c is very similar to the wc3 mod for cs. here is the tech tree
marines:
1 - wep3, shotgun, gl, hmg
2 - armor3, jp, ha
3 - scaner sweep, motion tracking, distress beacon
4 - resupply ammo/health
aliens:
1 - gorge, lerk, fade, onos
2 - unlock #2 ability, unlock #3 (for instance on a skulk this would be leap then xenocide)
3 - carapace, regen, redemption
4 - cloaking, scent of fear, phermones
5 - celerity, adrenalien, scilence
ns:c is really fun, even in the early stages of beta testing. ill get some screen shots posted later tonight
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Appendix C: Natural Selection: Combat (alternate gameplay mode)
This appendix details the creation of an alternate gameplay mode of Natural Selection. NS: Combat is a simple, combat-focused version of NS without any resources, structures, or commander. It isn't meant to replace standard NS gameplay, but has been designed to be a "starter" mode to introduce NS concepts more gently. Since it is less complex, NS: Combat will also allow small groups of people to play together (ie, at a cyber cafe, at the office or home, etc.). NS: Combat is slated for inclusion in NS 2.1.
Game Summary
NS: Combat is a simpler, easier-to-learn, smaller scale combat experience that introduces players to the technology and weapons of Natural Selection. Players start as marines or skulks in short timed games. As players kill enemies, they gain experience toward "levels" that allow them to choose from better weapons and armor, improved abilities, tech upgrades, or evolutions to higher lifeforms. Players start at level 1, and can earn up to 9 additional levels.
Death and Respawn - Dead players respawn in "waves". Whenever a player dies, a respawn timer is started. When the timer expires, all dead players immediately respawn at their base without losing any levels. Additional deaths that occur when the timer is active do not cause it to reset, but if all the players on a team are dead at the same time, that team immediately loses.
Scoring - The scoreboard shows every player's current level and number of kills. Team scores are the sum of team member levels.
Winning Conditions - If the marines take out the alien hive, the marines win. If the aliens last the timelimit without losing their hive, they win. If all players on either team are dead and waiting for respawn, that team immediately loses.
Player Abilities
When a player gains a level, a menu allows them to choose which improvement, upgrade or new equipment they want. Marines can change their weapon type, get an equipment upgrade (e.g. weapon upgrades), upgrade their armor type, or resupply ammo or health to themselves and nearby friendly players. Aliens can unlock the next level of alien abilities (normally linked to hives), purchase a level 3 upgrade, or evolve to a higher lifeform.
Proposed marine upgrade menu
Upgrade weapon to shotgun (-> grenade launcher, -> heavy machine gun)
Upgrade armor to jetpack (-> heavy armor)
Upgrade armor bonus (-> damage bonus, -> motion-tracking)
Resupply health (for yourself and nearby teammates)
Resupply ammo (for yourself and nearby teammates)
Proposed alien upgrade menu:
Unlock next hive ability
Morph to Gorge (-> Lerk, -> Fade, -> Onos)
Evolve Carapace (-> Regeneration, -> Redemption)
Evolve Scent of Fear (-> Pheromones, -> Cloaking)
Evolve Celerity (-> Silence, -> Adrenaline)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->