Top 5 Focuses for NS2

124»

Comments

  • enigmaticenigmatic Join Date: 2007-09-23 Member: 62411Members
    Because pcws and puclic are so different, it would be nice if spawncamping were made harder on public, but not in a clanwar since its pretty much ur own fault if u let them just walk into ur hive.

    Tutorials etc. (kinda like the bootcamp in opposing force <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ) would be great so that the game would be easy to learn, not to master tho. This would also attract new players as most of them just quit because they wont bother to learn it

    New weapons, armors and lifeforms (not too many), various upgrades (it would be cool if u could upgrade rts in various ways, like extra hp, and not just electrify it), a new chamber for aliens (like the 1 which grants u an extra attack), also there should be 4 hivespots(u could still have only 3 hives max) and there shouldnt be hivespots that are totally rubbish like alpha on ns_lost.

    I dont see how flashbangs or smokegrens could affect aliens vision...

    Improved hitboxes would rock
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    5 Things I would love to see Differently in NS2

    1. Early game skulks have more offensive capability than in NS1. Aliens need a way to become offensive and have the same luxury as the marines in that respect

    2. Focus on the shortest game possible. Focusing on the shortest game possible will create the most action per minute of gameplay, as well as force people to be wary of rushes and other tactics that can end the game early. The shortest game possible could be 5 minutes, or it could be 50 minutes. The game should encourage aggressive offense on both sides.

    3. Turrets/OCs as support, not as "build and forget". These structures should be useless unless they have appropriate support from either team.

    4. More diverse tech tree on both sides. I know this is already in the works, and I am glad.

    5. Motion tracking sticking to commander only. If teched early without appropriate counters, its game over =/


    These 5 things I do not feel are unreasonable. I'm a competitive gamer (or was), so things like graphics and sounds really do not matter to me. I am more concerned with gameplay and balance.
  • zastelszastels Join Date: 2003-11-29 Member: 23731Members
    edited November 2007
    Well, I loved NS because of how terrible I was when I first started. It really wasn't a bad thing to be overwhelmed, it was just a wonderful feeling to be able to grow and further understand the game.

    So, my top five are these:

    1 - Very in depth, not afraid to let newbies be newbies, leave room for self learning experience. I basically do not want a Valve game that is typically watered down.

    2 - I want twitch gameplay to be rewarding. I do not want any sort of random weapon behavior like huge spread. I love how Natural Selection can be all about individual skill <b>and</b> teamwork. It is really rewarding to take out 3 or 4 marines because of your really skilled movement, or vice versa because of your fantastic aim and game sense. I do not want "team" based gameplay forced upon everyone like DoDs..

    3 - Obviously one of the most memorable things I have of NS is its atmosphere. The maps, the lighting, the ambient noise, the huge complicated layouts (at first), and very memorable areas so that you can easily name sections of the map (like red room). I would really hate to see this game take the route of making everything extremely bright so it is easy for new gamers. I was a new gamers once (and so was everyone else) and I can honestly say that the dark and spooky maps enhanced my experience in NS, regardless of how hard it was for me to adjust as a new gamer.

    4 - I would like to see something new like Combat in terms of a new gamestyle. I think Combat was insanely successful and was just a blast to play. I would also however like to see some old school things throw into the mix, like defensive maps where teams have time to build defenses before the doors open. It would be nice to see the developers accepting this popular gameplay and taking it upon themselves to add features to make it better for others who makes these types of maps.

    5 - Lastly I would like to see some more community support in terms of a map of the month, or new gameplay idea of the month, or showing off cool custom models and such. Do not be afraid to let players customize their game! You should show off the best the community has to offer, and not simply ignore it like Valve and let it do its own thing. I think having something like the map of the month would encourage people to try new maps, and stop the typical de_dust2 style of server that never changes maps.

    I wont add a 6th one, but I really hope you guys realize that you need to make the game fun for yourselves and the hardcore fans of the game. As soon as you try and deliver something to the mases, you end up disappointing your real fans and having the game go stale within months and never picking up (CSS, DoDs, even TF2). Just make the game hard, and you will see people actually prefer it rather than it being easy and a pickup game for grandma.

    I really am not looking forward to anything more than NS2.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--quoteo(post=1645706:date=Aug 27 2007, 04:59 AM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Aug 27 2007, 04:59 AM) <a href="index.php?act=findpost&pid=1645706"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b><u>Good Ideas</u></b>
    <i>1. GROUP BENEFITS / SOLO PENALTY</i>
    A big part of this, is to stop those few elite players from ruining the game, by being too good.

    For example, in a SoF/Parasite manner, if a player is on their own, they are more scared. Hence all aliens can see where they area, and will know they are ALONE.

    In the same way, being in a group, could perhaps amplify alien footstep sounds for all marines in the area?<!--QuoteEnd--></div><!--QuoteEEnd-->

    No sir. There should not be a bonus for something that you are usually supposed to do, and there should not be a penalty for a person who is talented enough to engage multiple enemies successfully. Skewing towards one end of teamplay or the other is a terrible way to force groupings for the sake of a "bonus" and will most likely lead to large slaughters. Teamwork should ALWAYS be up to the individual team, and there should not be a bonus or a penalty for existence or lack there of. This is not a good idea at all.


    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><i>4. ATMOSPHERE</i>
    I want to turn off the lights, and get frights.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You can create your own atmosphere by setting your brightness/gamma low and turning up your sounds/ambiance. For me atmosphere in a competitive (competitive is defined in this thread as two teams competing to win) game really is not a necessary feature for the developers to focus on. Atmosphere is more focused on the map developers, rather than the actual game developers.
  • tallmidget22tallmidget22 Join Date: 2007-02-03 Member: 59859Members
    The top Five things I would like to see are:

    5. Maps that have weld points/activations with DI, but not over the top and cornry! Keep it conservative, think Lost or alittle more right now.

    4. Larger maps to accomodate larger 20 v 20 and larger games!

    3. Gameplay that lasts alittle longer, slow down res intake, incrase research time ETC ETC.

    2. More ambience, I would love darker maps, with more sound and mabie alittle more fearsome aliens, alittle more gore may set the mood just right.

    1. MORE Real-Time-Strategy elements! Get more buildings/structures, mabie a 4th hvie and a larger marine tech tree!
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    edited November 2007
    <!--quoteo(post=1641173:date=Jul 29 2007, 09:10 AM:name=Buggy)--><div class='quotetop'>QUOTE(Buggy @ Jul 29 2007, 09:10 AM) <a href="index.php?act=findpost&pid=1641173"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd only wish NS2 to be as engaging and immersively entertaining in terms of gameplay as the first game, whilst having an easier learning curve (which can mean more tutorials and manuals instead of dumbing down gameplay) to access a bigger playerbase.

    I don't want a game that's drastically different from the original, nor do I want too many silly gimmicks that take away from the relative simplicity and clean feel of NS. I'm already frowning at the idea of a flamethrower, for example.<!--QuoteEnd--></div><!--QuoteEEnd-->
    what he said
  • HatlabuFarkasHatlabuFarkas Join Date: 2005-03-09 Member: 44496Members
    edited November 2007
    i think is the NS2 maps can created by FAN players, and the finalizing is the job for the Unknown world engineers .... <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> we have a lots of MAP designers to create a map for NS2 for free. (for put hes name to map only) we must have a basic map to easy to create the game. no ? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Edited : NS 2 will support the LAN PARTY mode ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Sign In or Register to comment.