Realistic Injury
ErikSlavik
Join Date: 2007-12-11 Member: 63138Members
Seeing as how the fans of the marines already seems 2 be getting all geared up for NS2, what about us <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> smuts...
My idea, realistic battle wounds... say a marine gets bit on his leg a few times, slow his walk... or gets bit n the arm, shake his aim, same for the other side of course... but i feel a playable medic class would be required 2 balance this out, just an idea tho
My idea, realistic battle wounds... say a marine gets bit on his leg a few times, slow his walk... or gets bit n the arm, shake his aim, same for the other side of course... but i feel a playable medic class would be required 2 balance this out, just an idea tho
Comments
What I would like to see however is more realistic hit boxes (bite to the head does more damage).
Personally, the more incentives there are for aliens to ambush/ hit and run, that are obvious to new players, the better NS2 will be. ALOT of new players, even people I try to introduce to NS really get frustrated playing as an alien, because at first they don't know how the aliens play, even little tips when you first start playing would be huge, but I guess that brings back the whole instructional video type thing.
It's also really frustrating as an alien when you bite any marine who knows how to play, and can pull a 180 degree turn and leap a couple yards away from you, just enough to put the distance and kill you... People who get bit by snakes probably don't even do that.
I think the main reason is to give to give aliens advantages in quick close combat situations, but not longer range, drawn out scenarios.
And I think it also comes down to the overall gameplay of NS2, atleast for me. When I play NS I want to experience and feel like I'm in a broken down space station or whatever, hear the drips of water from broken pipes and the buzzing of electricity from exposed machines. What I don't want to experience is a CS-like game against animals. If the aliens are acting more like sadistic, evil, primal aliens, rather than stupid carefree dog/cat/rodent, the better. Giving incentives to aliens to sneak around/stalk/ambush their prey (marines), would possibly increase the # of people doing so, and decrease the number of people running around, rushing head first into bullets.
Just a couple examples of what can be done, and how it could be like in NS2.
<b>Skulk Bite</b>- Marines struck by skulk bite experience a shaking of their screen, and a slight (5-10%) decrease in movement speed. : The shaking of the screen would provide an advantage for skulks who close the distance and get their attacks on their target, also provides more of a distraction in situations when fades work together with skulks. For example when a few skulks rush a group of marines, and then a fade moves in, marines are trained to take down the fade as quickly as possibly, and by ignoring the skulks by evading dodging them, the fade tends to die depending on the marines skill/equipment. Well the skulks in this situation would be even more important as they bite the marines affecting the marines aim. And the speed decrease would make hit & run more feasible, as right now you can make continuous attacks to reduce a marines armor, now you can attack and effectively slow a marine's advancement.
<b>Spit/BileBomb</b>- Covers a small portion of the screen with goo ( For spit have to hit the players head ) Bile bomb shakes the screen. : These could provide nessecary tools for a gorge to escape... Got a Marine chasing you? Aim for his head blind him, and head off or Bile bomb behind you and disorient the marine, giving you a chance to get away.
<b>Spore</b>- Fogs up the marines visor, doesn't impede the marine very much, just blurrs the screen a tiny bit or add a little green tint. : Could help more with supporting the skulks fighting the groups of marines getting spored, and help conceal the lerks position as the direction the spore is coming from would be slightly harder to see with a blurring and green tint.
Some things may be too much to handle, and you would also have to take into account the cummulative effect everything might have against marines, short term, .5-1 second effects could make all the difference in atmosphere in gameplay though, and I think deserves some thought.
I think the difference is in if it how much variance it allows for. So, say you are working together as a team, these effects are lessened, but if you a rambo (not a ninja) then you are going to really miss not having other marines around to help you cover your flanks and lay down covering fire while you advance.
Marines before play like quake Dirty Harry punks, I would definitely like to see them become even more team oriented and "cut the pie" when they do room entry with a squad of your fellow marines. I want to medic, engineer, heavy, scout/ninja... I want to use cover, give my buddy a boost, use fields of fire, make a commander go "Ahh, this is the crew I always wanted because the game encourages them to help themselves, and thus me"
What does this have to do with Kharaa putting the mojo on the Marines?
Everything, unless there is a challenge that comes up to the necessary level, there is no point in marines ever being more than "Counter Strike Speed Shooters who Bounce All Quake Like". Marine's need Kharaa to be geared more towards their strengths, so that marines can also be suitably gelled together by their opposing weaknesses and try to use their strengths to their own advantage, to achieve balance and momentum. Gaming "WOW" moments are born from such strengths and weaknesses.
I am all for the effects being brain stormed above, especially Wyattx3's post. And that is from a marine perspective, I can only imagine how much fun it would be to have on the Kharaa side!
<!--quoteo(post=0:date=Posted Today, 07:28 PM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Posted Today, 07:28 PM)</div><div class='quotemain'><!--quotec-->Because this wouldn't get old after a few days of playing right? You can throw out all these arguments in favor of "atmosphere," but ultimately gameplay and balance are what contribute to the staying power of a game.<!--QuoteEnd--></div><!--QuoteEEnd-->
What the... what is being proposed is game play. Who said anything about realism? We are talking paper > rock > scissors in a nanite world, not reality sim.
You are going to tell me that there aren't those moments in other games where you view "shakes" or becomes blurry or the light blinds you for a split second or the loud sound rings in your ears, that you don't go "Cool, now how can use that against the enemy..."
I love similar effects in HL2 compared to what I got in HL1, I want the same thing for NS2 compared to NS1.
Good game play is atmosphere.
I think it does add to the game play. It is the gameplay actually. It seems to me like this, if you still consider "hit boxes" to be current and "modern," your living in the 80's... In fact those types of comments are the same youll hear when people ###### about games requiring them to upgrade their systems.
I can understand people saying Crysis is too much. Any company expecting people to upgrade their entire desktop and OS just for a game is one thing, but many ######ed because they had to upgrade their systems to play HalfLife 2! Comeon people, lets stop trying to maxamize the decades old life of our Pentium 600mhz systems and maybe, just maybe, upgrade this decade. Lets move forward, embrace innovation.
Not that I am for or against these specific ideas, the more the better, but why settle for a ham sandwich when you could enjoy a nice juice steak? [medium rare with pepper on top too! hehe and a side of garlic potatoes]
I can understand people saying Crysis is too much. Any company expecting people to upgrade their entire desktop and OS just for a game is one thing, but many ######ed because they had to upgrade their systems to play HalfLife 2! Comeon people, lets stop trying to maxamize the decades old life of our Pentium 600mhz systems and maybe, just maybe, upgrade this decade. Lets move forward, embrace innovation.
Not that I am for or against these specific ideas, the more the better, but why settle for a ham sandwich when you could enjoy a nice juice steak? [medium rare with pepper on top too! hehe and a side of garlic potatoes]<!--QuoteEnd--></div><!--QuoteEEnd-->
You realize nothing of what you just said pertains to the topic right?
Yeah, dude, that didnt really make sense <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> This is about us not wanting to play a game where we'd slow down after one bite. Or at least prefer that it didn't do that.
I'm playing NS instead of Rainbow Six, because i like shooting an enemy with 10 bullets rather than one. Gameplay vs realism debate, not a physics processing debate.
And the other stuff? Sway? Vision filters? Is that really so bad, could have sworn there have been other idea threads asking for these same things as well.
If the title of thread bothers you so much, as a moderator to change it, otherwise address the ideas brought up in the posts specifically.
Atmosphere is good gameplay. Too bad that it tends to get away when players get jaded.
There are <b>small</b> things that can be added, in a non-gimmicky way that can both improve gameplay and atmosphere.
These ideas aren't meant to be purely aesthetic, its to make you feel like your actually fighting aliens, not people.
Anyways, the point is you don't have to sacrifice gameplay to add realism, you can improve it. By not limiting the player affected by them to the degree that it gets annoying, and to make things subtle, but still noticeable.
There are <b>small</b> things that can be added, in a non-gimmicky way that can both improve gameplay and atmosphere.
These ideas aren't meant to be purely aesthetic, its to make you feel like your actually fighting aliens, not people.
Anyways, the point is you don't have to sacrifice gameplay to add realism, you can improve it. By not limiting the player affected by them to the degree that it gets annoying, and to make things subtle, but still noticeable.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think you're right in theory but being crippled would not be fun.
But what I would not mind, in fact I would love the immersion, is having small effects like getting bitten makes a very small sway in the screen and slows you down by maybe 5-10%. Or when getting spit in the face, a small little blop of semi transparent green goo in the corner of the screen.
The game might have been awesome. It might have had great modeling, great maps, good ideas, whatever. But that incident alone was so goddamn aggravating, i think i played another round or two with a sour taste in my mouth, and left, never to return.
Being crippled is NOT fun.
short-term negative effect > long-term negative effect
Generally, i'm against OP's suggestion. Long-term injuries would be horrible. Short-term negative effects might be useful, giving aliens an advantage and promoting team-play. Still, I want to have as much control of my character as possible - it's tough enough hitting a skulk who's jumping and biting around!
Hit-boxes, if included, could change the game a lot! - and only play-testing would show if the change is for better or worse.
The game might have been awesome. It might have had great modeling, great maps, good ideas, whatever. But that incident alone was so goddamn aggravating, i think i played another round or two with a sour taste in my mouth, and left, never to return.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's too bad, since a simple hit of the bandage key, I think it's "b" on default (console command is "heal"), would have fixed the broken leg in two seconds. Should have been a little more patient with the game and found that out. I think the bandage speed is a bit <i>too</i> fast on the more recent versions, but I digress... I do agree that AHL is a perfect example of this... of how to do it right. The bleeding effect is a minor annoyance that adds atmosphere.
Automatic fixage might be better because it confuses the newbies less, though.
short-term negative effect > long-term negative effect
Generally, i'm against OP's suggestion. Long-term injuries would be horrible. Short-term negative effects might be useful, giving aliens an advantage and promoting team-play.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1664018:date=Dec 14 2007, 05:46 PM:name=Kissamies)--><div class='quotetop'>QUOTE(Kissamies @ Dec 14 2007, 05:46 PM) <a href="index.php?act=findpost&pid=1664018"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Automatic fixage might be better because it confuses the newbies less, though.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the both of you just hit the bulls eye.
I think of it like this, sure, those nasty Kharaa just hurt your poor frail human, but then your armor's nanites kick in instantly, and in the blink of and eye or two, everything is back to normal and all you remember is how your screen rocked, you saw red or a blob of goo on your face shield / visor.
Does anyone remember in, I think it was Metroid, where when there was a bright flash in room, you would see her face reflected back in your helmets face shield? I loved that. I'm just hoping there are moments like that in NS2, where you go "Wow. I'm human, thank god we have nanites..."
If anything, this would only make commanders spend more on medkits so the slower marines don't get left behind and the squad broken. Becuase you're crazy if you think marines on pubs would wait for their wounded teammates at all.