NS2 design decision log

1356738

Comments

  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited April 2011
    I agree with the others here... no pustules. It's not something I want to see with the current DI prototype (discrete entities using decals) or the final DI mechanic (a continuous "mesh" a la the tech demo).

    I once suggested a weak flamethrower available at Tier 1 after researching it; but then you can research an upgrade to it later on, probably Tier 3.

    Power nodes causing DI to recede is a nice idea, though. Definitely has that territorial aspect. All rooms except marine start should start with the power nodes destroyed then, I think. It'd be like the initial 'black' fog of war in an RTS - both teams would be advancing into the unknown. The first step in an expansion is to take the power node, and this is fine because marines can now repair power nodes. If there's too much DI present in the room (or the DI is covering the power node), it'll need to be cleared away before the power node can be repaired. DI should also grow slower the further away from the 'source' (Hives) so aliens can't simply take the whole map at the start. Harvesters could perhaps act as 'repeaters' which will increase the DI growth rate (or rather, counteract the lower DI growth rate). The portable power packs will exist to provide temporary power in those rooms infested with DI, to push back the DI so that the power node can be repaired assuming the absence of flamethrower support; or else as a backup power source so it requires the aliens to take out two nodes to spread their influence in that room.
    So,
    Powered, uninfested rooms = marine territory (at the start of the match, marine start only)
    Unpowered, uninfested rooms = neutral territory (at the start of the match, all except marine and alien start)
    Unpowered, infested rooms = alien territory (at the start of the match, alien start only)
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    I agree with the pro-skirmish comments of Bacillus and Jaweese regarding RTs and territory. Particularly poignant are the comments on ranged vs melee and the proper cost/benefit of RTs and munchtime. This relates to the power node discussion as well.

    Kuban complains that marines shouldn't be buzzing around like bees. But that's actually perfect. It makes the game a frantic back and forth, and the need to defend more territory than you can station marines at gives the melee fighters a shot at ambush, while marines are trying to control each section of the map like a giant game of whack-a-mole, as kharaa use their mobility to prod and poke holes in marine defense and find weak spots.

    This is a core dynamic of NS.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Infestation receding in powered areas would be a bad idea. Say you infest a large important room (lets take double for example in tram). This room has its RTs capped with harvesters and there's a bunch of crags/whips/any other structures we might see. Now in comes MAC train getting up the power quick before the aliens can respond and now suddenly all the infestation is receding and all the structures are dying and the aliens have just taken a major loss. At least when the power goes out for marines their structures don't die.

    It would probably be better if the DI lost its passive regen / hive sight and if it is going to recede then maybe only like half way so it just becomes shrunken and smaller (possibly breaking some links that the comm would have to quickly repair). Otherwise we risk the above scenario which just seems way too OP.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1843126:date=Apr 29 2011, 04:36 AM:name=juice)--><div class='quotetop'>QUOTE (juice @ Apr 29 2011, 04:36 AM) <a href="index.php?act=findpost&pid=1843126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree with the pro-skirmish comments of Bacillus and Jaweese regarding RTs and territory. Particularly poignant are the comments on ranged vs melee and the proper cost/benefit of RTs and munchtime. This relates to the power node discussion as well.

    Kuban complains that marines shouldn't be buzzing around like bees. But that's actually perfect. It makes the game a frantic back and forth, and the need to defend more territory than you can station marines at gives the melee fighters a shot at ambush, while marines are trying to control each section of the map like a giant game of whack-a-mole, as kharaa use their mobility to prod and poke holes in marine defense and find weak spots.

    This is a core dynamic of NS.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yup, I complain. I don't discuss, or question, I go straight to complain. Thanks for the respect, buddy.

    I see your point, but right now the chaos feels a bit excessive. That may be due to lack of finer control on the Comms part though (Orders).
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited April 2011
    <!--quoteo(post=1843142:date=Apr 29 2011, 10:15 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Apr 29 2011, 10:15 PM) <a href="index.php?act=findpost&pid=1843142"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Infestation receding in powered areas would be a bad idea. Say you infest a large important room (lets take double for example in tram). This room has its RTs capped with harvesters and there's a bunch of crags/whips/any other structures we might see. Now in comes MAC train getting up the power quick before the aliens can respond and now suddenly all the infestation is receding and all the structures are dying and the aliens have just taken a major loss. At least when the power goes out for marines their structures don't die.

    It would probably be better if the DI lost its passive regen / hive sight and if it is going to recede then maybe only like half way so it just becomes shrunken and smaller (possibly breaking some links that the comm would have to quickly repair). Otherwise we risk the above scenario which just seems way too OP.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I addressed this with the requirement that the DI must first be cleared away to a certain extent (either clear away enough DI - a certain threshold, or clear it from the power node) - and let's face it, if you don't defend an IMPORTANT ROOM from marines with flamethrowers, then you deserve to lose the room.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Or just prevent more infestation from being grown in powered areas, leaving what's already there intact.
  • KurrineKurrine Join Date: 2010-07-03 Member: 72235Members
    <!--quoteo(post=1843354:date=Apr 30 2011, 05:59 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ Apr 30 2011, 05:59 AM) <a href="index.php?act=findpost&pid=1843354"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or just prevent more infestation from being grown in powered areas, leaving what's already there intact.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd say this would work best overall. No instant clearing of a room via mac/marine build rush.

    With the idea of having to clear first to build a node, I'm not quite fond of really: you end up clearing either way to use the room, but it wouldn't end up being some odd infestation clearing mini-game every room with ambiguous clear % required. So I'd say this would be more functional/simple overall in my opinion.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    The idea of cleaning up a bacterial infection with a machine gun really doesn't sit right with me.

    It just sounds "wrong".

    I'm not opposed to marines having some way to fight infestation before flamethrowers... But I'm opposed to bullets being used as the disinfectant.
  • craecrae Join Date: 2005-01-30 Member: 39035Members
    <!--quoteo(post=1843905:date=May 4 2011, 01:02 AM:name=Rokiyo)--><div class='quotetop'>QUOTE (Rokiyo @ May 4 2011, 01:02 AM) <a href="index.php?act=findpost&pid=1843905"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The idea of cleaning up a bacterial infection with a machine gun really doesn't sit right with me.

    It just sounds "wrong".

    I'm not opposed to marines having some way to fight infestation before flamethrowers... But I'm opposed to bullets being used as the disinfectant.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I aggree. Flames, grenades and 'thumpers' (which I like ALLOT) deal damage to DI. But not rifle, pistol or axe. Perhaps SG's do 1/2 damage?

    >See Charlie’s crappy drawings below

    Hahah, that made me lol.

    UWE needs to change the name of the 'pustule'. Perhaps call it a DI node or DI branch in the mean time, but I think allot of people are responding negatively to the word more than the concept.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    <!--quoteo(post=1843905:date=May 3 2011, 10:02 PM:name=Rokiyo)--><div class='quotetop'>QUOTE (Rokiyo @ May 3 2011, 10:02 PM) <a href="index.php?act=findpost&pid=1843905"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The idea of cleaning up a bacterial infection with a machine gun really doesn't sit right with me.

    It just sounds "wrong".

    I'm not opposed to marines having some way to fight infestation before flamethrowers... But I'm opposed to bullets being used as the disinfectant.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's different though. The pustule grows and maintains/feeds the bacterial infection, which cannot survive on its own for long (see Gorge infestation) if the source is destroyed. Flamethrowers don't actually melt away the bacterial infestation (that is possibly resilient to extreme temperatures in lore), but works as an efficient way to damage multiple infestation sources for gameplay purposes.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    <!--quoteo(post=1843928:date=May 4 2011, 05:32 PM:name=PsiWarp)--><div class='quotetop'>QUOTE (PsiWarp @ May 4 2011, 05:32 PM) <a href="index.php?act=findpost&pid=1843928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's different though. The pustule grows and maintains/feeds the bacterial infection, which cannot survive on its own for long (see Gorge infestation) if the source is destroyed. Flamethrowers don't actually melt away the bacterial infestation (that is possibly resilient to extreme temperatures in lore), but works as an efficient way to damage multiple infestation sources for gameplay purposes.<!--QuoteEnd--></div><!--QuoteEEnd-->Hrmm... I haven't heard anything either way about kharaa bacteria being heat resistant lore-wise, but that is still an interesting way to look at it.

    I remain apprehensive... But I'll wait and see.

    It'll be interesting to see if DI feels any more or less fun for marines in the early game once it conceptually transitions from immutable terrain feature to targettable defensive structure. The change will be especially relevant to marines who currently choose to avoid stepping on DI in order to avoid detection.
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    edited May 2011
    My drawings :)

    I hope it's readable: <a href="http://imageshack.us/photo/my-images/35/growingdi.jpg/" target="_blank">http://imageshack.us/photo/my-images/35/growingdi.jpg/</a>
    <a href="http://imageshack.us/photo/my-images/35/growingdi.jpg/" target="_blank"><img src="http://img35.imageshack.us/img35/6830/growingdi.jpg" border="0" class="linked-image" /></a>

    SubTitles:
    1.) - Existing DI patch; - DI ghost seen only by commander; -"Vine" ghost
    2.) - Center of source DI patch; - Center of new DI patch; - animation of growing "vine"
    3.) - growing new DI patch; - "vine" is done (grown)

    EDIT: the vine ghost will automatically pick source (existing) patch as nearest one. Also will be stretched as target is moved near - far and disappear when target is far from any existing patch ... then no vine will be created :)
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Haha Charlies drawings are about as bad as mine are. Is that the Flying Spaghetti Monster? :D
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    hmmm :/ <a href="http://www.codemonkeyramblings.com/demotivators/spaghetti_monster_demotivator.jpeg" target="_blank">http://www.codemonkeyramblings.com/demotiv...emotivator.jpeg</a>
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    <a href="http://www.openprocessing.org/visuals/?visualID=27777" target="_blank">http://www.openprocessing.org/visuals/?visualID=27777</a>
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    edited May 2011
    <!--quoteo(post=1843965:date=May 4 2011, 07:41 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ May 4 2011, 07:41 AM) <a href="index.php?act=findpost&pid=1843965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.openprocessing.org/visuals/?visualID=27777" target="_blank">http://www.openprocessing.org/visuals/?visualID=27777</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    GREAT!!!!1!11

    .. one more thing, please make the last circle in different color, less alpha (and twice bigger as "vine" part)... and it will be absolute perfect :)


    Nice tool this open-processing. Here is updated behavior (see screenshot :) :
    <a href="http://www.openprocessing.org/visuals/?visualID=28183" target="_blank">http://www.openprocessing.org/visuals/?visualID=28183</a>

    <a href="http://img101.imageshack.us/i/ns2infest.png/" target="_blank"><img src="http://img101.imageshack.us/img101/2723/ns2infest.png" border="0" class="linked-image" /></a>
  • SilverwingSilverwing bulletsponge Join Date: 2003-11-23 Member: 23395Members, Constellation
    <!--quoteo(post=1842566:date=Apr 26 2011, 07:13 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Apr 26 2011, 07:13 PM) <a href="index.php?act=findpost&pid=1842566"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On the subject of the last resource node, why not change the concept completely. By removing the resource nodes from tech point rooms and instead have the Hive and CC itself produces resources at the same rate the initial restower did...

    <ul><li>This way you wont have the problem of an invisible system (behind the scenes)</li><li>When the Hive or CC goes down, the round ends. Instead of having this second target (the main room resnodes) messing with the gameplay.</li><li>It makes the Hive and CC even more important for game play purposes</li><li>Gameplay: Having more rooms for resource nodes in between the main tech point rooms, opening up more tactics on a map</li></ul>


    It might be completely different from NS, but hell NS2 ain't NS now is it. One thing which speak against this is the fact you can't take out their resource production anymore by taking out the nodes in the main rooms. But this is a cause of a problem, which introduces a smaller problem if you weigh the two against each other IMHO :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1843937:date=May 4 2011, 09:41 AM:name=Rokiyo)--><div class='quotetop'>QUOTE (Rokiyo @ May 4 2011, 09:41 AM) <a href="index.php?act=findpost&pid=1843937"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hrmm... I haven't heard anything either way about kharaa bacteria being heat resistant lore-wise, but that is still an interesting way to look at it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think they were, but the lifeforms (being basically mammals in all but lifecycle) were room-temperature and too soggy to burn easily; bullets were simply more effective in NS1, and flamethrowers not worth the cost.
    Now that the bacterium seems to have gained the upper hand in the nano-gridlock battle as it can spread throughout the station before our very eyes (unlike in NS1) some way of combating it was necessary, and almost no bacteria can survive the heat of fire. Those that can don't spread very fast, I believe.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited May 2011
    <!--quoteo(post=1843968:date=May 4 2011, 02:02 PM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ May 4 2011, 02:02 PM) <a href="index.php?act=findpost&pid=1843968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->GREAT!!!!1!11

    .. one more thing, please make the last circle in different color, less alpha (and twice bigger as "vine" part)... and it will be absolute perfect :)

    Nice tool this open-processing. Here is updated behavior (see screenshot :) :
    <a href="http://www.openprocessing.org/visuals/?visualID=28183" target="_blank">http://www.openprocessing.org/visuals/?visualID=28183</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    Looks good ! Processing is really nice yes (check the javascript <a href="http://mariuswatz.com/works/abstract01js/index_auto.html" target="_blank">version</a>). I'll just copy what I was saying in another topic :

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->What would be really nice is to simulate some kind of flow in the veins (edges). The hive (and rts maybe) would be the sources and the end points would be the sinks. The size of the veins would indicate the amplitude of the flow, and the infestation would consume some of it. The infestation would grow faster and wider where the flow is good. And of course when the marines cut a vein a lot of disgusting stuffs would flow out (and non-connected edges would die because they are not connected to a source).<!--QuoteEnd--></div><!--QuoteEEnd-->
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    edited May 2011
    <!--quoteo(post=1843989:date=May 4 2011, 10:20 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ May 4 2011, 10:20 AM) <a href="index.php?act=findpost&pid=1843989"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks good ! Processing is really nice yes (check the javascript <a href="http://mariuswatz.com/works/abstract01js/index_auto.html" target="_blank">version</a>). I'll just copy what I was saying in another topic ...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nice one, maybe there can be animation on "Vines" as veins :)


    you inspired my ... then there are added veins like motions on "vines"
    <a href="http://www.openprocessing.org/visuals/checkVisual.php?visualID=28187" target="_blank">http://www.openprocessing.org/visuals/chec...?visualID=28187</a>

    BTW: do you know how to add textures on elipses (or brushs there ? )
  • meb2meb2 Join Date: 2010-07-25 Member: 72824Members
    Killing rts is not fun as an alien. This is also a problem that has plagued ns, and it is easily the greatest contributor to why marines effortlessly win so many pub games. Now NS2 has power nodes which just adds to the pile of boring, static structures to kill.

    Maybe have DI slowly kill or corrupt marine structures?

    The gorge should also be given an early attack exactly like bile bomb that is effective against structures and can be upgraded as the game goes on. This solidifies the skulk in its dispensable fighter role that is fun and action packed, while the gorge maintains his role as the master of structures but can be used defensively or offensively depending on the alien commander's needs.
  • meb2meb2 Join Date: 2010-07-25 Member: 72824Members
    also

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Decided to have Rifle alt-fire be able to throw Skulks back if they are in mid-air (along with regular damage).<!--QuoteEnd--></div><!--QuoteEEnd-->

    don't do this. I cannot see this as anything but gimmicky and frustrating beyond all belief for skulk players
  • MotigMotig Join Date: 2008-10-23 Member: 65281Members
    <!--quoteo(post=1843993:date=May 4 2011, 04:37 PM:name=meb2)--><div class='quotetop'>QUOTE (meb2 @ May 4 2011, 04:37 PM) <a href="index.php?act=findpost&pid=1843993"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->also



    don't do this. I cannot see this as anything but gimmicky and frustrating beyond all belief for skulk players<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm sure if it doesn't work out/isn't fun/frustrating it'll be removed again.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2011
    General consensus is, taking away control from players is bad hmmkay. Pushing skulks out of the way by influencing their trajectory falls in this category (alongside the infamous Onos stomach :P)
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    <!--quoteo(post=1843991:date=May 4 2011, 04:28 PM:name=ZycaR)--><div class='quotetop'>QUOTE (ZycaR @ May 4 2011, 04:28 PM) <a href="index.php?act=findpost&pid=1843991"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice one, maybe there can be animation on "Vines" as veins :)


    you inspired my ... then there are added veins like motions on "vines"
    <a href="http://www.openprocessing.org/visuals/checkVisual.php?visualID=28187" target="_blank">http://www.openprocessing.org/visuals/chec...?visualID=28187</a>

    BTW: do you know how to add textures on elipses (or brushs there ? )<!--QuoteEnd--></div><!--QuoteEEnd-->


    Wow you guys are extremely awesome!
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    edited May 2011
    Updated (today's last :) ) <a href="http://www.openprocessing.org/visuals/?visualID=28187" target="_blank">http://www.openprocessing.org/visuals/?visualID=28187</a>
    - patches are disconnected when are too far away from original patches
    - disconnected patches will die (.. also first one in new patch)
    - implemented dying of "vines" :)
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited May 2011
    Excellent stuff ZycaR, just the one issue I found was that if you put a rogue node/vine somewhere, it becomes impossible to link it to the main body. Basically it's because it always links to the nearest node, and that node ONLY. So you can't form loops, and you can't connect to rogue nodes/vines/patches.
    You might not even want loops so that you can maintain the branching structure, but I think it's important to somehow link rogue units with the main body. Perhaps have a node link to multiple other nodes if it's within a close enough distance?
    I especially like that pulsing effect you've given the vein to grow the patch at the new node.
    A few other suggestions to improve your model: The "alpha" node (the first node) should be coloured differently, to represent the hive. You might want to add the ability to remove nodes (or even cut veins) to simulate what happens when a marine destroys a pustule. Right-click?

    Charlie's ideas are great, and I think are quite similar to what ZycaR and Yuuki have modelled so far.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    It looks really awesome now, nice job! I'm not sure it's worth implementing every details, it's just a prototype.

    >BTW: do you know how to add textures on elipses (or brushs there ? )

    With texture() I guess, I never used it but it looks simple :

    <a href="http://processing.org/reference/texture_.html" target="_blank">http://processing.org/reference/texture_.html</a>
  • ZycaRZycaR Join Date: 2002-11-12 Member: 8263Members
    edited May 2011
    The ability to join separate "vines"; create loops; and cut some of vines need rapidly more elaborating and different (internal) model.
    It may look like I'm very lazy (what I am), but there was idea to stay simple as possible .. only few mouse click and nothing more :)

    Yuuki: great thanks .. I'll try to use it and do simple texturing to make it more NS2 like :)

    BTW: What about create a simple infestation game ?
    game description:
    - at beginning you have only hive (and it's main DI patch )
    - on the screen will be specific count of gorges
    - gorges will have random movement and will drop hydras
    - hydras grow and then die, when the are not connected with Hive by DI
    game goal: connect as many hydras as you can :)
    game level rule changes:
    higher level -> more gorges; faster gorges; faster hydra drop rate

    what do you think ? :D
    ... what about mini-game coded in NS2 by lua scripting?
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1843994:date=May 4 2011, 03:52 PM:name=Disorder)--><div class='quotetop'>QUOTE (Disorder @ May 4 2011, 03:52 PM) <a href="index.php?act=findpost&pid=1843994"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm sure if it doesn't work out/isn't fun/frustrating it'll be removed again.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think it's going to be a world of hurt if the keep doing the "Throw everything at wall and see what sticks" kind of approach for much longer. They can't afford any half a year gameplay testing period like Blizzard does, on NS2 it all has to come together soonish after the engine starts to look highly playable.
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