Slow down marines when bit on leg

TacotruckTacotruck Join Date: 2007-10-31 Member: 62785Members
<div class="IPBDescription">bite by skulk to leg and they keep running wtf?</div>Well when i play ns1 when I bite a marine on the leg and he still can just run away quickly to shelter. I wanna be able to paralyze them and then maybe add prehaps some guerrila warfare to the aliens side plus fades can just blink away maybe a few shots in a certain area and it slows down their movement.


  • LegoinsinööriLegoinsinööri Join Date: 2007-10-27 Member: 62757Members
    Also in the real world I think their asses should be dragged to the meds when they're on 2hp or something but that's not gonna happen either <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    I would like to see a marine hobbled a bit by a bite but remember it's all an attempt to try and balance the game as well. A marine in a hallway will slaughter skulks and a cloaked skulk waiting in a doorway can kill 2-3 marines if done right.
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    I think this kind of realism makes the game more immersing, but it can cause issues. If each wounded marine is impared by movement or aim, theyre gonna bug the comm for more meds. also, skulks are completely reliant on their quick movement to get kills. if they get clipped in the leg, which they often do while attacking or just moving around the map, they could be to impaired to get kills. This would make the game very difficult for newer players, as you always get injured abit, and if these injuries become imparements well..
  • 2aimless2aimless Join Date: 2007-06-19 Member: 61299Members
    well those things seem to be realistic but just suck in gameplay...

    its hard enough to stay alive as marine if you want to siege or rush a hive and a lerk is supporting aliens... all ppl will go through phasegate get one hit and port back to heal....

    Same with skulks... running around map parasiting a groupg of rines... MOST TIMES YOULL EAT SOME BULLETS so gorge speed back to hive? ffs...

    Just think like they do in starship troopers:

    you can destroy aliens arms legs etc and it will be almost as deadly as it was. Only the total destruction of the
    nervous system can knock out a alien! and its behind thick skin!

    Marine suit will compensate the bleeding with cooling and other bloodstopping methods that have been researched. Automatic injections will help to tolerate the pain and stay ready to fight.

    The Helmet protects marines nervous system also so headbites wont cause immidiatly death!
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    Hum i wounder if we will see rine helms comeing off and if a helm less marines head shot equals instant kill.

    some times tho mate game play wins out over cool effects and mroe realisum.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    I'll be happy if they don't fly halfway across the room when I bite them.
  • eoyeoy Join Date: 2004-11-18 Member: 32860Members
    edited November 2007
    Like said before, adding more limitations aren't really that fun.

    Take a look at what Crysis did instead! By implementing that nano-suit or whatever it's called they added a lot of more freedom to the gamer. Wearing that suit, you get the ability of stealth, super speed, super strength (aka throw a banana at a building and it will fall in pieces) and modification of your weapons on the fly. And it all works, really well, even though killing koreans by throwing chickens on them isn't very natural, but enormous fun, andI guess there had to be some use for their nice physics motor <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    If you haven't played the Crysis demo yet, I strongly recommend you do.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Devs said it once and I'll say it again: Area based hitbox damage will not be in NS or NS2 for that matter. So there will be no "BOOM HEADSHOT!!!" <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    Part of me hopes for no area damage, but part of me does. I dont know, if sulks could leap backwards maybe area damage would be cool. unless its one sided, like only rines have area based damage, I mean they are the flimzy life race here that rely on technology advancements to support there thinking power, as were the kharaa are near pure brawn and rely on the hive and survival/predatory instincts. Latch and Bite Dot should be fun and I hope it hinders marines movement, gorge spit i hope effects vising in turn effecting movement. obiously these thigns can become anoying, in which case they need balanceing. as yes its realy frustrating to have a character you really have no control over. if the movement and aim was hindered in such a way it then required some amount of skill to retain your shot then this would be fun.

    I would like to see helms flying off then head shots, it might give ambushing sulks that advantage.

    but ankle biteing could hurt the game, honoustly the thing that gets me most is.
    kharaa all across the board basicly recived a massive speed decrease to fix a under lineing hit box issue that has always exsisted.
    the issue now is a bunny hoping marine can keep up I a flat out race with a celerity skulk
    I just think marine movment needs a slight drop, but this then makes marines feel slow and sluggish, the other thing what about warm up time till max speed some sort of linear acceleration for marines. Takes them a few steps to reach max speed, which then should only be a few full forward units below what it is now, as they still really do need a slight slow down. leet pro bunny hopers arnt really going to be effected, fer say, not on the straits once they obtain that speed, but to chase a sulk and take him out at a momments notice is just a bit game breaking. also now ambushing favors kharaa a bit more.

    suddenly droping on a marines head wont allow him to instantly begin bunny hopeing and moveing away from you at rapid speeds while keeping his cross hair trained on you.

    hopefully hit boxes will be a million time better in hl2 and the kharaa can get there old speed back.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i think maybe if get bitten you are limited to walking speed for 1-3 seconds, anything else would be over kill. and not too fun for the marine.
    there could even be a chance of it happening or not, but i guess people don't like "chance" in ns - i personally don;'t mind.
    I could see it maybe being, like this
    bitten in the legs - 1-3 seconds limited to walk, bite only does 1/2 damage
    " torso - hard to aim 1-3 seconds or can't reload or something, bite does normal damage
    " head - marine takes extra damage, hud malfunction 1-3 seoncds (but hard to bite head)

    So then it gives an element of strategy to a skulk also, you can kill a marine quickly if you get the head, or if you aren't certain you can bite the legs first and slow the marine down to make the torso or head easier to bite, or if you bite the torso or arms it interrupts the marine ability deal large damage.
    choice is good <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> and you could have strategies if you are on low hp, it might be better to go for the marines arms first etc
    groups of skulks would also pwn in this way.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2007
    Yeah, but then you have a small group of skulks attacking marine groups since they can't aim/move quickly/or even see well. Also the bite ratios is way to fast for a timer effect, so a marine will not be able to do anything effectively for the whole time he is under attack.

    Bite once (timer goes off 1-3), bite twice (timer is reset). See the vicious circle here?

    This game is too fasted paced to put a disorientation timer in. In a game like Rainbow Six, Battlefield42/FH, CoD, GRAW and the likes it can be implemented, because these games are not about fast paced action and you can retreat to cover for the effect to wear off. I just don't see this happening in NS, just think of celerity skulks. They will totally overun a marine team or even base.

    I was not talking about the take cover to heal crap from CoD btw <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> That's just idiotic imho...
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    moving slow after getting bitten removes the fast paced movement aspect of the game. it hardly adds realism anyway, you get healed instantly by objects materializing on top of you.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    I'm a heavy advocate of atmosphere, but never at the cost of gameplay.

    Speed debuffs are not fun. When considering an element like this, think about the utility aliens would gain, vs the utility the marine being bitten would lose.

    If you think about it, I think you'll come to the same conclusion I have - the players on the whole net negative "fun" from this element. If you compound that with the fact that this would happen often, you're consistently draining fun out of the game by adding this feature.

    Of course, as always, playtesting could prove me wrong.
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