onos impact
invader Zim
Join Date: 2007-09-20 Member: 62376Members
<div class="IPBDescription">physics?</div>disclaimer - this may have been suggest before but i havnt noticed, and secondly im not necessarily backing the idea im just putting it up for discussion
Some players may have noticed the size and power of an onos at some point whilst playing ns1. If the onos appears in ns2 with the source physics engine what will its effect be. Knocking players about has already been discussed and so has breaking doors and baricades.
I was wondering about map structures - should the onos be able to impact map structures e.g. onos hits a wall the wall shakes alot under the impact a marine falls off the top.
Or should the onos be able to destroy / mutilate map structures such as denting or breaking walls?
Should noise and impact vibrations appear in the game, or impact damage?
Although the source engine has more potential for this kind of stuff i imagine a reasonable amount of programing on top would be required.
Although these effects seem worth investigating they could prove very fustrating for other players in game so maybe its not a good idea, but they could also add to the onos tactical options in some situtions.
Some players may have noticed the size and power of an onos at some point whilst playing ns1. If the onos appears in ns2 with the source physics engine what will its effect be. Knocking players about has already been discussed and so has breaking doors and baricades.
I was wondering about map structures - should the onos be able to impact map structures e.g. onos hits a wall the wall shakes alot under the impact a marine falls off the top.
Or should the onos be able to destroy / mutilate map structures such as denting or breaking walls?
Should noise and impact vibrations appear in the game, or impact damage?
Although the source engine has more potential for this kind of stuff i imagine a reasonable amount of programing on top would be required.
Although these effects seem worth investigating they could prove very fustrating for other players in game so maybe its not a good idea, but they could also add to the onos tactical options in some situtions.
Comments
If a mapper has meant for a wall to be breakable, I really hope Onos impact or the concussive blasts of High Explosives would allow for it to break, just as we enjoy breaking glass or wood that is meant to in HL2. Things like these I would leave up to the mapper, hopefully to be used to great fan fare, much to the delight of both the visceral and strategic minded.
Sending a prop (something placed there meant to be deformed or welded permanently to the bulk head) flying from a Onos hitting it by transfer of momentum, I really hope that is in. I've always pictured the Onos as the ultimate gate crashing life form and think it could easily give the big Ant Lion in HL2 a run for its money as a car flipping, barrel bash flinging menace.
As for moving stuff, as long as it's got a mass and isn't nailed to the ground, enough force will move it. The HL2 physics is very nice about this, basically giving things properties and then determining if you put enough force into it to move it. So, leaving random stuff around means an ONos with enough pushing power can push it, or even send it flying.
Something to be careful about is how much power you give it. Otherwise, sending Marines flying everywhere would be cool, but might break game balance if they fly too far since the Onos was given so much pushing power to be the only one who can slowly move, say, a barricade or something.
Although forcing MArines to get out of the way or fly into a wall for impact damage would be fun, except in super narrow hallways.
once you build up speed you can't stop immediately, unless marines slow you down haha <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
As for moving stuff, as long as it's got a mass and isn't nailed to the ground, enough force will move it. The HL2 physics is very nice about this, basically giving things properties and then determining if you put enough force into it to move it. So, leaving random stuff around means an ONos with enough pushing power can push it, or even send it flying.
Something to be careful about is how much power you give it. Otherwise, sending Marines flying everywhere would be cool, but might break game balance if they fly too far since the Onos was given so much pushing power to be the only one who can slowly move, say, a barricade or something.
Although forcing MArines to get out of the way or fly into a wall for impact damage would be fun, except in super narrow hallways.<!--QuoteEnd--></div><!--QuoteEEnd-->
Onos should be able to push the command chair over... That would change the commanding experience...
Also, it's a space ship. If it can't handle something like the mass of an Onos (about how much, a tonne, two? I'd say less than that), then it's got a serious problem in manufacture or design. I figure they'd still have safety standards in the future?
Also, it's a space ship. If it can't handle something like the mass of an Onos (about how much, a tonne, two? I'd say less than that), then it's got a serious problem in manufacture or design. I figure they'd still have safety standards in the future?<!--QuoteEnd--></div><!--QuoteEEnd-->
okay dude, the space ships is unbreakable.
and the SAND, and CONCRETE buildings on some planets ?
(maps builds on planets, like ns_hera, or ns_eclipse )
how about a compromise: a really satisfying thump (sound), when an onos falls from a certain height. really give that sense that the onos is a ######ing tank.
But back to onos and physics I'd like to see attacks that inderectly do damage. Have a regular gore attack and add an inherant (always active) trample effect and attack that knocks marine back and to the ground causing them to temporalliy loose their ability to shoot while the recover and the possibility to get run over by trample damage. This sort of combines charge and stomp into one effect but an effect that is always active and not as uber against a group as stomp is since it requires physical contact rather than shot off from a distance. In addition I would have a left and right head swipe attack to send marines on the side flying into walls for damage and tempory disablement.
Basically if your going to add impact damage and knockback effects to a game it would make sense to me to add actual knockbacks and recovery time. In real life when a dog jumps on your back you don't just keep bhopping in circles shooting with perfect accuracy. You been extreamly vunerable. Like a stun lock rogue against a hunter. Hunters good to kill rogues all day until that meanie rogue gets close.
<!--quoteo(post=1677815:date=May 6 2008, 01:24 AM:name=Lt_Hendrickson)--><div class='quotetop'>QUOTE(Lt_Hendrickson @ May 6 2008, 01:24 AM) <a href="index.php?act=findpost&pid=1677815"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and same with bullets pushing aliens in the direction of the bullet which could be used to slow down aliens and disorientate them. Grenades causing complete knockback. Aliens would be come much more vulnerable at range and marines more vulnerable at melee. In addition this would encourage teamwork be cause a lone marine would become more vulnerable before and groups of skulk would close in on targets faster than stunned slowed skulks. skulk default speed would be the main balancer of such an effect. In addition both ideas add other variations to gameplay such as adding restistance to slowdown effects of bullets, added stopping effects of shotgun as opposed minor slowing effect to regular guns, and stun restance of heavy armor. Before anyone complains on constantly being slowing by bullets would be annoying, it could easily be done such that the slowing and disorientation is so minor it would have very little effect unless being shot by multiply marines which would still leave marines vulnverable to the now balanced faster moving skulk encourage teamwork and adding move variety. Bullet stuns have been in very many games successfully. These ideas would add so much more to the game and require less balancing then even other ideas like catpacks.<!--QuoteEnd--></div><!--QuoteEEnd-->
I really don't like any of those ideas except for the latch on bite, and even that I would want a "latch on" and not a "knock down". Knife, bite, and gore all used to have knockback force, but it was found that this severely weakened the kharaa ability to get the needed bites/gores in and were eventually all removed. Knockback bullets would have pretty much the same effect. Maybe you could get balance it by increasing the base speed as you said, but the skulk is all ready pretty darn fast, and I find being knocked back annoying whatever speed I am traveling at.
Completely different.
Of course, I don't know about aliens being knocked back / held back by regular bullets, but if shot in the face with a shotgun, then maybe.
Of course, I don't know about aliens being knocked back / held back by regular bullets, but if shot in the face with a shotgun, then maybe.<!--QuoteEnd--></div><!--QuoteEEnd-->
There's not enough momentum in a bullet to knock any of the aliens back...
If the shotgun has enough momentum for that then you really couldn't be moving around with it.
(and your shoulder would be dislocated more than likely; I mean what the heck are you talking about? a 6-gauge? lol)
Size-weight predictions based on our world would not be too precise, since it's an alien race of unknown internal structure... but if gravity is more or less the same as on earth, than I would say that a skulk is rather light if it can walk on walls with only 4 spike-like legs. Lerks don't have to flap their wings too much to stay in the air so we could say they are rather light too.
anyway... skulks have knock back in some of their death animations, so it not that wrong to say that a shotgun has the power to knock back a small alien
(oh, and by the way - it's a computer game, ya know? if the game would be quantified and every concept made realistic we would end up playing sims)
anyway... skulks have knock back in some of their death animations, so it not that wrong to say that a shotgun has the power to knock back a small alien
(oh, and by the way - it's a computer game, ya know? if the game would be quantified and every concept made realistic we would end up playing sims)<!--QuoteEnd--></div><!--QuoteEEnd-->
Great analyisis but I though onos standing on other creatures heads without crushing them was a good enough indication of their low density. I once got out of the com chair to stretch when a cloak skulk was about to ambush. Well I though no one was around so I let one slip. Knocked that sucker all they back to the hive.
If anything I'd rather it "pull" than "push". I hate knockback, even as a marine. The only thing amusing about it was knocking marines off high places where they could fall to their deaths.
<!--quoteo(post=1678989:date=May 20 2008, 07:04 AM:name=Lt_Hendrickson)--><div class='quotetop'>QUOTE(Lt_Hendrickson @ May 20 2008, 07:04 AM) <a href="index.php?act=findpost&pid=1678989"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great <strike>analyisis</strike> but I <strike>though</strike> onos standing on other creatures heads without crushing them was a good enough indication of their low density. I once got out of the com chair to stretch when a cloak skulk was about to ambush. Well I <strike>though</strike> no one was around so I let one slip. Knocked that sucker all <strike>they</strike> back to the hive.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah... and there's a "pope powers" pluggin that allows admins to kickball-style punt other players around the map. What's your point? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />