Marine vs. Skulk player clips
IronFist
Join Date: 2006-12-01 Member: 58805Members
<div class="IPBDescription">Make the skulk "smaller" than the marine</div>I was thinking about the maintenance corridors in Alien, where you might see something behind the mass of cables and random paneling. It seems this sort of thing in NS would naturally make for a good creepy warning that aliens are near (well, I suppose seeing an alien anywhere is good enough warning), and would allow for more interesting ambushes.
I wondered why this isn't taken advantage of in NS, and it's pretty simple: the only place aliens can have enough room to go back into crawly spaces is the ceiling. Since the skulk and marine share the same clipping radius, either one can fit into the tightest of spots, so it's senseless to put a crack up in the side of a wall, because the marine can get right into it.
I was hoping that in NS2, the skulk might be made a bit smaller than the marine, so that it gets privileged access to nooks and crannies in the ship. I realize this breaks the general idea of a marine being able to jetpack after a skulk just about anywhere, which might raise problems if a gorge comes inside to gestate (eg: hive dies, but gorge stays holed up to grief the end of the game), but I'm making too many assumptions that NS2 will follow extremely close to NS.
I wondered why this isn't taken advantage of in NS, and it's pretty simple: the only place aliens can have enough room to go back into crawly spaces is the ceiling. Since the skulk and marine share the same clipping radius, either one can fit into the tightest of spots, so it's senseless to put a crack up in the side of a wall, because the marine can get right into it.
I was hoping that in NS2, the skulk might be made a bit smaller than the marine, so that it gets privileged access to nooks and crannies in the ship. I realize this breaks the general idea of a marine being able to jetpack after a skulk just about anywhere, which might raise problems if a gorge comes inside to gestate (eg: hive dies, but gorge stays holed up to grief the end of the game), but I'm making too many assumptions that NS2 will follow extremely close to NS.
Comments
That way you also get rid off the "headless horseman" effect too!
<img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
37 units, when crouched
73 units, when standing
(unchanged from current HL2 player standard)
<img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" />
28 to 32 units, depending on the model
<img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />
24 to 28 units, depending on the model
<b>vote <!--coloro:#00CC00--><span style="color:#00CC00"><!--/coloro-->yes<!--colorc--></span><!--/colorc--></b>
go0D idea <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />