Development Blog Update - Fifth podcast

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
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  • XeZoXeZo Join Date: 2006-11-14 Member: 58597Members, Reinforced - Shadow
    No way you'd actually give Marines Mobile Sege cannons! >:U

    and Skulk isnt scouts, they're PETS! =3

    Pets who're climbing walls N' biting heads off, they deserve better than being some cam showing the rest of the team whats going on ._.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Good to hear you guys are understanding how limiting features can not be fun (ie: sprint energy bars). I liked how you can tell there are other ways to balance it.
  • RedDragonGeckoRedDragonGecko Join Date: 2002-12-11 Member: 10564Members
    How dare you confuse the Utwig with the Melnorme! Best adventure game ever btw, and its free now. <a href="http://sc2.sourceforge.net/" target="_blank">Urquan Masters</a>
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Flash in NS sounds rather interesting. It would be nice to be able to do cool menus and such in something like that.
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    edited October 2007
    Wow, amazing stuff. Love this padcast.... but I think I'll be disappointed if we don't have a "book it" button.
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    Excellent idea with redesigning the NS2 menu. I hate the same, "Find servers", "Create server", "Options" etc. thing that every Source mod/game has going on.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    That sniffing idea sounds pretty cool and intuitive. As you were building up to the actual idea I was pretty skeptical, thinking that alt-fire would result in a lot of tacked-on rubbishy abilities that existed for the sole purpose of existing, but if they're much the same as this I'll have faith.

    --Scythe--
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    haha, flayra's mum called. I got kicks out of that.

    If you guys are going with that "verticle slice" deal, I hope you choose to show more clips ala the dynamic infestation.

    WATCH OUT TURTLE GORGE RUSH!
    <img src="http://enforcer.onestop.net/zomgturtle.jpg" border="0" class="linked-image" />

    p.s what is the name of the second song you guys played?
  • SparkTRSparkTR Join Date: 2007-02-09 Member: 59913Members, Constellation, Reinforced - Silver
    edited October 2007
    Fantastic podcast. The menu is an important part of any game IMO and I'm glad you guys are taking it seriously. The skulk sniffing idea is interesting, I'd like to see how is is implemented and what effects to the gameplay it has. I love the sprinting idea, adding motion blur while sprinting will have a nice effect.
    PS: Congratulations with Decoda
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    edited October 2007
    Hum any other alt fires?

    Charge up bite for sulk? will alt fire main ability's be effected by focus?

    Leap I think this was the hardest one for me to come up with something and easily did the other in order but had to skip and come back to this one, every thing else has a balance trade off damage for a additional effect, this for that that does that but only cos of that. I think alt leap needs to not be movement ability but perhaps just rapidly staples and stabs the target with the paws/claws. ignores armor, sulk is very loud while stabbing like a maniac, sort of like how the feet do damage now on contact while leaping, but rapidly and repeatedly like a melee machine gun, sulk walks on its hind legs while doing this.

    Sapper, life based permanent lose half your energy bar to guarantee do a half damage xeno on death. 4th lvl obviously



    Gorge trade off spit damage to blind,

    Bile to drop a slippery acid pool,

    Direct web attack as appose to web and harden trip wires,

    I figured bullet proof Cara for healing, and heal spreads DI?



    Lerk alt fire is cling to target, not a lerk lift but uses your current velocity to do a psychical impact on the target but you sink your claws in and stay attach biting, obviously this would be nasty on a lone marine if you got on his back.

    Spore, a smoke cloud Kharra can see through but not marines, like a one sided smoke grenade.

    Umbra alt fire, has a chance to make marine drop there gun for a tick, cough, and a rare chance of vomit, if they stay in the cloud, marine loses control of gun looks at ground and hurlers loudly.

    Screech alt fire to primal scream - temp deafenings rines like a flash bang, ringing ears.




    Fade swipe Peirce, carries target with fade a few feet with out control of gun, does less damage than swipe, used to single out rines tossing them back and fourth like Sally's little dolly.

    Blink- templar phase, fade disappears completely from the game for a fraction of a second say 1-4 second random or based on energy of click, screen instant fades black, fades in when times up, continue on your way, phasing back in with the same momentum you left with going the the same direction you were going, looks similar to redemption could even have the same sound.

    Metabolize- open wounds, use some energy, but loose health to drop a lot of bacterium while you move or blink, bacterium, rapidly spreads a heap of DI, flying fades leaving a rainbow of DI were ever they go. assists painting the third hive room.

    Alt fire for acid rocket, fades shoulder buddy lunches off the fade with a tether, or line if contacts a marine drag that sucker kicking and screaming into the hungry sulks. could have a max line distance of 728



    Ono's
    Gores alt penetrate, Ono's gores a building, building glows for short period on hive sight, giant hole tears into the side, also moves building or tips over sentry's, glowing penetrated buildings have exposed wires and take extra damage from sulks and gorge and lerk, makes taking out res nodes easier.

    Hum devour, spit out, marine is hurled rag doll with force into fellow marines, or a waiting gorge's OC's, marine drop gun while flying through the air. Gun usually lands close to marine, depending on the landing angle of surface and so on. marine takes a second to get up, and get gun, could be dead by a gorge then, marine still retains holster low end weapons, grenade, combat knife, pistol maybe.

    Stomps alt, Ono's can stand on a marines weapon or dropped item and chuckle as none of the rines can pick it up, obviously he cant move bar pivot, any pick up able item under the Ono's hit box, is stood on if a marine tries to grab it he can not.

    Charge - slide to a stop, ever seen a bounding dog hit a rug, the rug bunches up dog try's to counter the fact hes about to own the wall hard and beef, anything in the dogs way gets cleaned up, usually broken like a china cabinet. psychical objects even of medium/heaviness get randomly flung in all directions, you don't have as much control over it like penetrate usually reserved for sentry guns or exposing wires, charge will relocate singular objects in a forward direction or a off too one side, we are talking about randomly relocating everything in your path with immense damage broken bones and a funny animation, goes hand in hand with charge, similar effect yet it allows you to stop, and or avoid taking massive damage and energy lose from going head first into a wall.


    Great pod cast guys, glad to hear your aiming directly at NS2 now. Hi Misses Cleavland.

    Oow quike edit - when will charlies mum be a special pod cast guest?
  • Raven_XIRaven_XI Join Date: 2003-01-08 Member: 12032Members, Constellation
    edited October 2007
    I pretty much ignored everything till the NS stuff and Ive got a small Idea with the sprinting. Sort of a way to not have the bar but still have a little bit of balance so marines just cant run everywhere all the time. I though itd be cool if the longer period you run for, the more tired/puffed your marine gets and the harder it is for them to aim and shoot perfectly. Like, i dunno maybe the crosshair moves around slighly until they get their breath back. But yeah.

    Pretty cool ideas in the cast though, I like it.
  • Paradox MonkeyParadox Monkey Join Date: 2007-08-25 Member: 61969Members
    Best one yet, in my opinion.

    For the gorge skill you were talking about (turtle), what came to mind was a type of armor that I remember hearing about (some Discovery show or something, Future Weapons?). It's soft and flexible when not active, but hard enough to stop bullets when an electric current runs through it. Only in this case it would be the gorge's skin, and not gel-stuff inside body-armor.

    Anyone happen to know what exactly I'm remembering?
  • MimmitarMimmitar Join Date: 2007-09-04 Member: 62163Members
    <!--quoteo(post=1654356:date=Oct 6 2007, 11:24 AM:name=Paradox Monkey)--><div class='quotetop'>QUOTE(Paradox Monkey @ Oct 6 2007, 11:24 AM) <a href="index.php?act=findpost&pid=1654356"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Best one yet, in my opinion.

    For the gorge skill you were talking about (turtle), what came to mind was a type of armor that I remember hearing about (some Discovery show or something, Future Weapons?). It's soft and flexible when not active, but hard enough to stop bullets when an electric current runs through it. Only in this case it would be the gorge's skin, and not gel-stuff inside body-armor.

    Anyone happen to know what exactly I'm remembering?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I kinda remember the show its like the jacket was very flexible but as soon as you applied force to it stiffened up and stopped what it was ie knife/bullet. Cant remember the name tho <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    Skulks are only scouts before lerks come around, and lerks are only scouts before fades come around.
  • kazankazan Join Date: 2007-08-18 Member: 61922Members
    <!--quoteo(post=1654356:date=Oct 6 2007, 06:24 AM:name=Paradox Monkey)--><div class='quotetop'>QUOTE(Paradox Monkey @ Oct 6 2007, 06:24 AM) <a href="index.php?act=findpost&pid=1654356"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Best one yet, in my opinion.

    For the gorge skill you were talking about (turtle), what came to mind was a type of armor that I remember hearing about (some Discovery show or something, Future Weapons?). It's soft and flexible when not active, but hard enough to stop bullets when an electric current runs through it. Only in this case it would be the gorge's skin, and not gel-stuff inside body-armor.

    Anyone happen to know what exactly I'm remembering?<!--QuoteEnd--></div><!--QuoteEEnd-->
    dragon skin, it stopped bullets that quarter inch steel couldn't.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I'm going to tell my marines to book it to the hive all the time.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    how about when marines sprint (making noise etc) and a skulk is using "sniff" mode, then the sprint marines appear on the skulks hud, sorta like a temp parasite.
  • CowTsignCowTsign Join Date: 2005-01-18 Member: 36215Members
    <!--quoteo(post=1654435:date=Oct 7 2007, 02:16 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Oct 7 2007, 02:16 PM) <a href="index.php?act=findpost&pid=1654435"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how about when marines sprint (making noise etc) and a skulk is using "sniff" mode, then the sprint marines appear on the skulks hud, sorta like a temp parasite.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like that idea. Also as an extension to that you could have the concept of sweatiness where any activity involving above normal exertion would make the range that a marines could be smelt from temporally larger proportional to how much fighting/sprinting they had been doing recently.
  • cerberus414cerberus414 Join Date: 2005-05-07 Member: 51098Members, Constellation, Reinforced - Shadow
    <!--quoteo(post=1654472:date=Oct 7 2007, 08:31 AM:name=CowTsign)--><div class='quotetop'>QUOTE(CowTsign @ Oct 7 2007, 08:31 AM) <a href="index.php?act=findpost&pid=1654472"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like that idea. Also as an extension to that you could have the concept of sweatiness where any activity involving above normal exertion would make the range that a marines could be smelt from temporally larger proportional to how much fighting/sprinting they had been doing recently.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I also like this idea, but one thing to think about is how crowded the screen will be when all these symbols in the HUD will start lighting up. I mean you can only put so much for all of them to be useful. Seeing random circles popping in and out every two seconds all over the map could be a little annoying.
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    <!--quoteo(post=1654356:date=Oct 6 2007, 11:24 AM:name=Paradox Monkey)--><div class='quotetop'>QUOTE(Paradox Monkey @ Oct 6 2007, 11:24 AM) <a href="index.php?act=findpost&pid=1654356"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Best one yet, in my opinion.

    For the gorge skill you were talking about (turtle), what came to mind was a type of armor that I remember hearing about (some Discovery show or something, Future Weapons?). It's soft and flexible when not active, but hard enough to stop bullets when an electric current runs through it. Only in this case it would be the gorge's skin, and not gel-stuff inside body-armor.

    Anyone happen to know what exactly I'm remembering?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah! Best one yet! I think you are talking about the Batman wings/cloke.

    I was thinking that rather than a turtel, it would be better to have them role up like a hedge hog. Roll up with a thick skin.

    <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->"...NS1, you end up playing the skulk like 90% of the time" "yeah we're fixing that" - does that mean that you aren’t always going to start as a skulk?<!--colorc--></span><!--/colorc-->

    I like the turret ideas.

    Marines should be able to sprint for a really long time, not forever though. Or if you can, you should be out of breath and rubbish with your ranged weapons for longer. So maybe 25% or 50% of the total time you sprint for, is the time you are out of breath for after you stop sprinting. So if I sprint for 5 sec and then stop, I will be out of breath for 1.25 sec after I stop running. Meaning if a player runs around the whole map for 10 mins they will be hardly able to lift up their gun and aim. It would just keep dropping down after a few shots until they had got their breath back.

    Maybe the % increases as you run for longer until you can’t run any more?

    Also, a player would be able to keep running after they had stopped for a breather, but the time they ran for would be added to the original time, then the out of breath time would be worked out and finally the previous breathing time would taken away, giving the current breathing time.

    Basically like this:

    <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Running Time/100*X=First Out of Breath Time<!--colorc--></span><!--/colorc-->

    After the “<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->First Out of Breath Time<!--colorc--></span><!--/colorc-->” it would be like this:

    <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Running Time/100*X + First Out of Breath Time – Stopped Time = Out of Breath Time<!--colorc--></span><!--/colorc-->

    Key
    <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Running Time<!--colorc--></span><!--/colorc-->: Amount of time a player runs for.
    <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->X<!--colorc--></span><!--/colorc-->: Our chosen percentage (25, 50, 2 etc.)
    <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->Stopped Time<!--colorc--></span><!--/colorc-->: the amount of time a player has stopped for between runs. Basically the breathing time, as after amount of time has passed after a sprint or run, you’ll just go back to normal.

    <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->What do you think? Don’t know if that would work that well/at all?<!--colorc--></span><!--/colorc-->

    Keep up the good work guys! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • StexeStexe Join Date: 2006-12-25 Member: 59227Members, Constellation
    What are the names of the songs you played in the background? Would be nice if you guys credited that stuff as I know I'm not the only one interested in it. Also, keep up the good work, sounds great. I would love to see different models depending on different upgrades, it would really add flavor to the game and let you know what teammates went with just a quick glance.
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    Love the podcasts <3 Glad to hear you guys got decoda out. I look foward to these alot and its exciting for us too to hear about all the cool new stuff <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    The Gorge idea sounds cool, at first I pictured it in my head as the gorge wearing like carapace plates on his hips, kinda like when you stick a six pack on the rim of a shopping cart I guess.

    Although for secondary fire I was just wondering if there was still going to be an "Alien Movement" command, and I use mouse 2 ( and Im sure many others use it ) for it, as using R while leaping or blinking takes a finger way from steering. Like Skulk, Fade, Onos could have their alternate fire as their movement (Leap, Blink, Charge) or, their movement could be their alternate fire for certain abilities, like bites alt fire could be leap etc. Where as Gorge and lerk could still have a larger diversity in their abilities. This is just food for thought, and if there isnt alot of people who bind alien movement to mouse2, then I can figure a different way to bind my keys and Ill still be happy <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />.

    As for the sprinting, if you have to 'take a breather' at any time, its just like having an energy bar just not visible and just has different timing.

    Great Podcast always exciting to hear from you guys.
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    I can't wait for beta when somebody tries rolling a siege turret around, and then realizes that it doesn't go up stairs. LOL.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1654600:date=Oct 8 2007, 02:18 PM:name=MasterPTG)--><div class='quotetop'>QUOTE(MasterPTG @ Oct 8 2007, 02:18 PM) <a href="index.php?act=findpost&pid=1654600"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can't wait for beta when somebody tries rolling a siege turret around, and then realizes that it doesn't go up stairs. LOL.<!--QuoteEnd--></div><!--QuoteEEnd-->
    i can picture a hl1 style marine climbing a ladder and holding a siege turret out infront of him at the same time :S
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1654488:date=Oct 8 2007, 04:07 AM:name=cerberus5)--><div class='quotetop'>QUOTE(cerberus5 @ Oct 8 2007, 04:07 AM) <a href="index.php?act=findpost&pid=1654488"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I also like this idea, but one thing to think about is how crowded the screen will be when all these symbols in the HUD will start lighting up. I mean you can only put so much for all of them to be useful. Seeing random circles popping in and out every two seconds all over the map could be a little annoying.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I can also imagine things like grenades bouncing in nearby rooms or hallways being displayed is little blips and things on the hud - a visual representation of the skulks extra senses, aslong as its not over done (they can be trasparent or whatever)
  • Recoil_DougalRecoil_Dougal Join Date: 2005-01-17 Member: 36185Members, Constellation
    I like the style that you are trying to create in terms of varied and fun gameplay - 'booking it' etc, would bring a whole new meaning to the phrase 'cover me' as they would actually need covering as they leg it down a corridor.

    Mobile seiges hmm - /me dreams of a tesco trolley being pushed around with a dodgy wheel and marines cowerin behind the baby seat <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> Would probably have to be line of sight seiges tho otherwise could be v deadly!

    Well lookin forward to it guys so keep on being creative!
  • cryptcrypt Join Date: 2004-04-22 Member: 28091Members, Constellation
    edited October 2007
    Hey there, thanks for another podcast, always nice to listen to (although I felt that the background-music was a bit too loud from time to time)

    To the NS ideas:
    I understand that it's all still brainstorming, but I would still like to voice some of my concerns...

    I'm a bit worried, that there will be less simplicity for players. And that's one thing I really like in this already so complex envoirement of ns.

    Marines for exapmle, you start with your 3 weapons, usually one slot per weapon (until you added nades :/ ), you dont have to think so much about which weapon to choose in the situation you're facing, unlike in some full FPS. Although I can't sprint I at least know I always have full control over my character.
    Same can be said about aliens, only a few buttons needed for control.

    So please try and <b>keep it simple</b> (and keep bunnyhopping too <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )
  • AzkarAzkar Join Date: 2003-07-16 Member: 18204Members, Constellation
    <!--quoteo(post=1654698:date=Oct 8 2007, 12:48 PM:name=crypt)--><div class='quotetop'>QUOTE(crypt @ Oct 8 2007, 12:48 PM) <a href="index.php?act=findpost&pid=1654698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So please try and <b>keep it simple</b> (and keep bunnyhopping too <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )<!--QuoteEnd--></div><!--QuoteEEnd-->


    /signed

    I love all the different sorts of marine movement and alien bunnyhopping. I havent listened to the whole podcast, but I dont know if I like the idea of marines sprinting (too stereotypical to run out of breath and be winded after running for 2 seconds?)
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    edited October 2007
    <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->Team... It’s time to... <b>BOOKA! BOOKA! BOOKA!</b><!--colorc--></span><!--/colorc-->

    I love it!
  • CrusadeCrusade Join Date: 2007-10-09 Member: 62589Members
    I really like a lot of the ideas stated in the podcast, and whats more I like that you guys are thinking beyond the normal FPS genre of abilities, and even delving into the specific roles of the Aliens to determine their individual characteristics. I think thats what a lot of us like about NS is that it has a role for everyone, and NS2's emphasis should be how to make these roles more prominent without over-complicating the game. Heres a few things I'd like to highlight when making new abilities:

    1) Strike a balance between Tactical and Fun:
    Somewhere between the realm of fun, and that of tactical, lies a little area I like to call useful. A good FPS I think knows where this boundary is and always keeps an eye on how this balance is effecting gameplay. However, not all abilities should fall in the middle of the spectrum, some should be more fun than others while some should be more tactical than others. Parasite is a classic example of an ability that is more tactical than exciting. The development team should be mindful that sometimes a fun ability offsets the tactical nature of a predetermined role. For example, it would be unfitting to give a Gorge the ability to act as a meatshield, like what was discussed in the game. I think we can all agree that an Onos should be able to take more punishment than a Gorge, and of course the very essence of the question becomes "how much more?" I'm not saying I don't like the Gorge idea that was talked about, but I want to make sure the emphasis is on role determination, and how those roles work in a game environment with (potentially) 31 other players. Give the Gorge his in vulnerability, but make it something that fits his support oriented role. Opposite Heal Spray give them the ability to deploy Carapace like wings to the side, which extend for 2-3 meters and act as a cover for any alien behind him. While they protect the alien behind the gorge, they leave the gorge's hindquarters exposed to flanking fire or grenades. This fits the defensive role, but also gives the Gorge an added ability that is both beneficial to the team, but in some ways detrimental to the Gorge. Not necessarily a fun/tactical equation, but you see my point.

    2) Develop the Marines
    I know the initial concept was to make the Marines capable of mending the environment to suit their needs, while the Aliens changed themselves, but I think this has ultimately stagnated the Marines into one of two roles: Heavies or Jetpacks. Clearly NS is a rush up the technology ladder, and whichever team possesses more of their "ultimate unit", with the required advancements, will win the day. But in the race to become technologically superior I've often felt that the individual marine is lost. Sure Marines die then respawn, but unless said Marine was a Heavy or JP then the loss, the literal sting of defeat, was never really experienced (short of the res flow being offset). I want marines who feel more dynamic. On the Alien side, the Aliens have to react to the decisions of both their teammates and their enemies, which forces them to play a two front war: the one of team resource management (who's going to drop the hive/chambers/res), and lifeform advancement (who's saving for Onos/Fade/Ealry Lerk). All of these factors literally force the alien team to make conscious team decisions, which will effect the longterm outcome of the game. Marines I don't feel have this aspect. How do you fix that? To be honest I don't have a soild answer like I did with the Gorge, but I will throw a few out there:

    - Moral Boosts (better aiming/damage) when in large concentrated groups.
    - Third "Ultimate Class" that is a marriage between the pure rough functionality of the Heavy and the Agility of the Jetpack. Perhaps, and this is only an idea, create a Psych class, who uses mental powers to control the game scape (such as opening and closing doors from afar, varying lighting conditions in a room, or simply being able to stack large objects to create barriers).
    - Enhance the number of Weldables. Make the entire game environment as dynamic as you intend to make the new Infestation model.

    So theres only two idea, I'm sure I have tons of other's if pressed. But don't worry I'll be around to spread my wisdom where I see fit.

    A.K.A - God I need a job. <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />

    <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" /> <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" /> <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" /> <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" />
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