Suggestions and Ideas for NS2

SFU2236SFU2236 Join Date: 2008-04-28 Member: 64174Members
I have no idea how far in progress this game is, since these ideas would take some time and effort, for the most part.


1: Customizable appearance. Most people like to be identified, especially when they're in their own group and clan. A good idea would be to take a note from Unreal 3, you could make customizable armor in terms of different shapes, colors, and allow them to select from or upload a number of emblems. This would make many people feel more partial to their own characters, and would encourage clan building.

2. A wider variety of weapons in the game. Ironically, another note from Unreal 3 is that they didn't really ADD any new weapons, not mentioning the new vehicles however. This created a certain feeling in gamers anticipating the game, made them all feel like it was the exact same game with better graphics. Sure, include or improve the old weapons, but add some new ones. Maybe a slightly wider selection of turrets, or other upgrades. Perhaps include a weapon for the marines more capable of destroying structures, or looks to popular movies and games for influence (Smartgun from Aliens). Perhaps add a new alien or two that could be evolved onto, like a secondary spawning alien that could be evolved to free of any resources, that was nearly equal but provides some difference. Doing this makes the sequel feel like it's different, and improved, from the first game.

3. A wider variety of maps to begin with. Many of the maps, though very different, where also very similar. Similar setups, all close quarters. Why not experiment with a wide open map, a closer map, a middle map, or just some different maps? How about a city that we could expect those people to live in, instead of the same old industrialized space stations, and what have you. Variety is something many gamers love.


4. From the single video you guys have, it looks like the graphics/reality of the game is going to be taken to a whole new level. There hasn't been much in terms of in game footage, so I'd strongly encourage variety. If you focus on graphics, you can't forgo the gameplay.

Comments

  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited April 2008
    <!--quoteo(post=1677039:date=Apr 28 2008, 01:59 PM:name=SFU2236)--><div class='quotetop'>QUOTE(SFU2236 @ Apr 28 2008, 01:59 PM) <a href="index.php?act=findpost&pid=1677039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2. A wider variety of weapons in the game. Ironically, another note from Unreal 3 is that they didn't really ADD any new weapons, not mentioning the new vehicles however. This created a certain feeling in gamers anticipating the game, made them all feel like it was the exact same game with better graphics. Sure, include or improve the old weapons, but add some new ones. Maybe a slightly wider selection of turrets, or other upgrades. Perhaps include a weapon for the marines more capable of destroying structures, or looks to popular movies and games for influence (Smartgun from Aliens). Perhaps add a new alien or two that could be evolved onto, like a secondary spawning alien that could be evolved to free of any resources, that was nearly equal but provides some difference. Doing this makes the sequel feel like it's different, and improved, from the first game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I hadn't really thought about it so much, but that was the main reason I didn't like UT3 so much; it didn't bring anything new to the table. Its deathmatch hasn't changed substantially since the original game(which is still mad fun) and onslaught and assault haven't changed from 2003/2004.

    Back to your point, NS could use more weapons sure, but the problem is how to make them distinct and useful. The devs could throw in a couple smgs, one with a higher rate of fire and spread and one with a zoom, dual pistols, a sniper rifle, and a rocket laucher(I know you weren't suggesting these, I'm just using them as an example) and say they've doubled the number of weapons available to marines. However in reality they've just added 2 lmg knockoffs, a novelty weapon, a useless weapon, and a second grenade launcher.

    The devs said a while ago they're adding secondary fire to some/all weapons and I'd bet you'll find a lot of variety available there.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    NS2 is already adding in a flamethrower. I think that alone should be enough for the 'standard weapons'. For other updates, i'd like to see new and innovative Proto techs, and maybe some new equipment (along the lines of MT, mines, welders, etc).
  • SFU2236SFU2236 Join Date: 2008-04-28 Member: 64174Members
    I'll make specific suggestions:


    Marines

    Tier 3 armor upgrades: We have the heavy and the jetpack. Why not a gun pack? Like a minigun pack, and an ammunition/hydrolic backpack. This makes it so that the person with it can't use heavy or jetpack armor, and can't wield any other weapon. They get to use the minigun, with its whole ammunition. Give it the same power as the SMG, but a slightly faster rate of fire, and lets say 500 rounds total that can be replenished. Make it so that when it's fired, it slightly slows the user, and give it about a 2 second warm up speed. This means that faster enemies are still capable of giving a drop on it, and that it wouldn't be overly powerful in comparison to other weapons and enemies. It could be a useful support role. Alternate fire could keep barrels spinning, at the cost of the users speed, nearly like the Heavy in Team Fortress 2.

    Weapon upgrades: Explosive charges. Allow a charge, which let's say can deal a moderate amount of damage to defensive structures and substantial damage to enemy resource towers. Not too expensive, but like defusing the bomb in Counter-Strike, leaves the planter vulnerable. Make only 1 charge plantable per structure until the bomb is either detonated or destroyed. Give the alien force the ability to dismantle or destroy the charges. This allows all the marines a viable weapon, without wasting all their ammunition or sacrificing themselves trying to kill res towers with their knives, to destroy stationary structures. Too many times does a whole squad empty their SMGs and shotguns on a res tower and then get slaughtered by a single skulk. I think this puts a little more balance, since aliens can destroy res towers so much easier, and without wasted ammunition, because they don't have any!


    New weapons: The flamethrower is nice... but, I mentioned earlier that they should include at least one new spawnable alien, so that you have at least a choice of what to spawn as, and not have to possibly put up with being a skulk through a whole game if your team is losing. It's not fun to spawn as the same thing every time, and I think the marines should have the possibility of spawning with one of two guns.

    You have the standard SMG, how about being able to spawn with a slightly heavier assault rifle? A stronger, more accurate bullet, but a lower rate of fire and only a 30 round mag. Make the accuracy and power balanced to the rate of fire and magazine size, because a lot of people rely on the high rate of fire and inaccuracy of the SMG to take out quicker enemies. This would do a number of things, allows players to spawn with something new, and gives a marine a chance if their base is being destroyed by fades and other stronger enemies and all they can get their hands on is an SMG. I'm sure we all know when you spawn and you're being rampaged by fades, there's very little chance for the team. The heavier assault rifle would provide benefit against the tougher enemies, but slightly lack against faster ones like lurks and skulks, which is the opposite of the SMG. This isn't to say, just swap guns and take out Fades like there's no tomorrow, a balance of power still needs to be implemented so that a single marine with one can't dominate tougher enemies. Balance with weapons is key, but variety provides a better environment.

    An improved HMG. I liked the HMG, but I never found that it had a proper balance between magazine capacity, firepower, accuracy and rate of fire. I think a SLIGHTLY reduced rate of fire and slightly more magazine capacity, lets say another 25 rounds, would make it a better weapon.

    Sniper rifles wouldn't mix in this game, and a rocket launcher would make it feel more like doom than anything else. I'd say add a new starting weapon to CHOOSE from, and perhaps slightly modify and improve current weapons. Secondary fire, like a slug in the shotgun or scattershot, would be a nice touch.


    New Structures: Perhaps a super turret. With stronger armor, much greater firepower, but at a much greater cost. A commander room bristling with dozens of turrets doesn't stand much of a chance against any tier 2/3 attack from aliens without marine support. Maybe a grenade launcher turret of some kind, just to provide a little extra defensive support.

    A weapon hub. I think it can always turn into a cluster when the commander spawns a few heavys right next to jetpacks, HMGs, and shotguns. You'll probably try to get the heavy and accidentally touch the jetpack, or keep accidentally picking up shotguns when your trying to get at an HMG. How about a hub that the commander loads the weapons and armor into, that when has items in it, it may glow to indicate to soldiers that it has stuff, and then all they do is hit 'action' to open up a menu and swap out their current weapon or armor suit for another. Make the GUI well enough and it could be an easy, quick, and natural thing to do, instead of it being a waste of space and time.




    Aliens:

    New specie: I always felt that being able to spawn as something different from a skulk, when I wanted to, would be a good idea. The skulk is fast, the lurk can fly and has ranged attacks, the fade is strong, and the onos has defensive and offensive abilities. How about an alien like a mix of the skulk and fade, but strength of a lurk. Low attack power, but moderately high speed and health. Slower than a skulk and less health than a fade. In comparison to a skulk, it would have much more health, meaning that a crew of heavies invading their last hive wouldn't just dominate all the newly spawned skulks. For appearance, how about a version of the Alien from Aliens? Except, of course, with a different shaped head and skin instead of an exoskeleton. Its primary attack could be to swipe with its arms, as weak damage, in quick succession. Second attack could be a tail attack, a much stronger attack, but with a highly reduced attack speed. Like the skulk, allow it to climb all over the place, and make it still small in size. It could prove to be balance in effect, like the skulk but lacking some things while gaining others. Instead of raw power and speed, it favors some defense.

    Another ability slot. Add a fifth ability, unique to every type of alien. I wont suggest which ones, it just adds improvements to the aliens as they are now, instead of basically remodeling them and calling it a day.








    That's all I can really justify at the moment. Maybe add a medic gun, like the welding torch, but can heal health slowly. Add some new structures for aliens. All in all, to make a game feel like a justifiable sequel and not just the same game with new graphics (Like, counter-strike source in comparison to counter-strike, and unreal 3 in comparison to unreal 2004), you need to add one or two onto everything you had prior. Add an upgrade or two, a structure or two, a weapon/ability, an armor or new specie, and then it would feel like it's new.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=1677052:date=Apr 28 2008, 09:55 PM:name=SFU2236)--><div class='quotetop'>QUOTE(SFU2236 @ Apr 28 2008, 09:55 PM) <a href="index.php?act=findpost&pid=1677052"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marines

    Like a minigun pack, and an ammunition/hydrolic backpack. This makes it so that the person with it can't use heavy or jetpack armor, and can't wield any other weapon. They get to use the minigun, with its whole ammunition. Give it the same power as the SMG, but a slightly faster rate of fire, and lets say 500 rounds total that can be replenished. Make it so that when it's fired, it slightly slows the user, and give it about a 2 second warm up speed. This means that faster enemies are still capable of giving a drop on it, and that it wouldn't be overly powerful in comparison to other weapons and enemies. It could be a useful support role. Alternate fire could keep barrels spinning, at the cost of the users speed, nearly like the Heavy in Team Fortress 2.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Minigun with barrel spinning on 2ndary fire is classic to AVP2. Loved it.
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