FYI I am a fade

BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
<div class="IPBDescription">The blink concept reimagined.</div>Someone else mentioned it in another thread (I forget where) but the fade having the ability to cloak at will and move quicker might make the fade a much more interesting and managable class. The whole point of the fade was it "blinked" in and out of nowhere. By the the time we got to NS 1.3.2 the fade had become a bigger ol' lerk that just magically flew around. It truly became the skorpion that hovared wihtout flapping. I found it to be very well balanced and effective, but between it and the onos on the ladder, the game kind of looked redonkulous if you think about it.

I'd compare it to the spy in TF2 (but not with silly backstab). When you blink you are semi-cloaked, possibly more invisible the faster you move (instead of like the normal cloak), you drain your adrenaline faster, but you can also run faster and jump higher and farther, but as soon as you attack or stop, you become fully visible and lose the speed boost. So it would still require some skill to operate and be effective with. Really, it wouldn't be all that much different, you just couldn't "fly".

Well, there is a billion things that could be done, but it's just one idea.

Also, need grenade launchers that can launch marines up into the air. That would be all kinds of <i>awesome.</i>

Comments

  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    It would be a whole new different lifeform. The present fade relies on the 'flying' and air control so much. Also, I enjoy the game flow of fade as it is now. Making fade a stealth trooper might take it closer to a skulk than the speed-risk-damage-movement combination it has been since 2.0.
  • chisschiss Join Date: 2008-06-05 Member: 64395Members, Constellation
    edited July 2008
    What is "redonkulous", and this isn't TF2... if you want to launch yourself into the air with explosives, continue playing TF2. Also keep your cloaking to the Spy on TF2. This is not TF2.

    Perhaps chamber effects could work differently for different lifeforms. So a skulk with cloak would be different to a onos with cloak.

    Anyway, what i would like to see with the fade is a lot of light/time blurring and distortion during blinking.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    edited July 2008
    Its not that bad of a suggestion, I have always thought the fade was "the skorpion that hovars" too. Air control IMHO should not be a Fade trait, no matter how much some have grown used to it.

    Myself, I have tried to propose a re-envisioning of the Fade by suggesting the life form use portals - yes, a Portal like method but without the need to render what is on the other side, that the rest of us can't see - so that it would look like the thing fades in and out of walls.

    Another re-envisioning I have read is making the Fade incorporeal, which would mean it would be see through (near invisible) and be able to step through marines and their structures with no damage done to either side until the Fade is no longer incorporeal.

    What both these ideas seem to have in common is movement and a visual affect that seems to make the fade, well, fade and cause others to blink (and I imagine do those double take head turns with mouths agape and wide eyed). BigD's idea incorporates that as well, by increasing the speed, jump and reduced visibility to produce both fading and blinking.

    Whatever is done by the Devs though, the current problem is plain, the current Fade neither fades nor blinks. That needs to have a solution IMHO.

    <!--quoteo(post=1684063:date=Jul 20 2008, 05:58 AM:name=chiss)--><div class='quotetop'>QUOTE(chiss @ Jul 20 2008, 05:58 AM) <a href="index.php?act=findpost&pid=1684063"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What is "redonkulous", and this isn't TF2... if you want to launch yourself into the air with explosives, continue playing TF2. Also keep your cloaking to the Spy on TF2. This is not TF2.

    Perhaps chamber effects could work differently for different lifeforms. So a skulk with cloak would be different to a onos with cloak.

    Anyway, what i would like to see with the fade is a lot of light/time blurring and distortion during blinking.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Redonkulous is like a silly version of ridiculous. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    Also, nice idea on a evolve from a chamber working different on different life forms, though it would add a layer of complexity.

    And while this is not TF2, its not a bad idea to be inspired by other successful games <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1684078:date=Jul 20 2008, 02:27 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Jul 20 2008, 02:27 PM) <a href="index.php?act=findpost&pid=1684078"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Its not that bad of a suggestion, I have always thought the fade was "the skorpion that hovars" too. Air control IMHO should not be a Fade trait, no matter how much some have grown used to it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    By all means, go ahead and remove the air control as long as you can replace it with something equally enjoyable and challenging. I doubt stealth walking is alone going to be the thing. I'm not saying it couldn't be a part of the solution, but it needs to be combined with something awesome.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    I love air control not only as fade but also as skulk.
    Blink could look a lot better with proper effects, cloak and whatever, so that it really looks like teleporting or dimension shifting.
    So I think those ppl complaining either lack imagination to improve the way blink looks or just aren't honest because in fact they don't like how blink works regarding the gameplay or can't master it themselves and thus need to get reasons to get rid of it.

    If at all I'd like to see an optically improved blink and an additional class coming closer to the suggestions made in the first post.
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    I kind of imagined the fades 'blink' to act like... I think it was Nightcrawl from X-Men, where he would disapear in a puff of smoke or in this case a nicer effect would be a blur of some sort and then have the fade appear some distance away in the direction it was looking in when it first blinked.
    After blinking it might have a short cool down time (I guess until it received enough energy back).
    This certain distance might be a fixed value or it might be dependant on how much adren the fade has.
    I guess it could also be a combination of 'teleporting' to the surface or object the fade is looking at providing he has enough adrenaline. If he doesn't then he'll only blink to a certain distance away from said surface or object.
  • TerraGamerXTerraGamerX Join Date: 2006-12-04 Member: 58900Members
    I think a Fade's "Blink" needs to be able to get them in and OUT of battle. The accelerated cloaking idea would just be good for getting in. Unless it granted invincibility, which would suddenly have huge balance issues.

    I think the current mechanic could work, if Fades just disappeared while using it. But overall a new use of "Blink" sounds good. The devs are likely going to reconsider once again what their original intent was for the Fade.

    I personally am in favor of genuine teleporting, but that is probably one of the more difficult solutions to code smoothly.
  • chisschiss Join Date: 2008-06-05 Member: 64395Members, Constellation
    There is a physics/theory thing behind blink... its not just floating forward....

    I think a fade going in and out of walls or being invis, would just make it even harder to kill, and less fun to play. Keep the blinkz
  • BlackHawkBlackHawk Join Date: 2008-06-17 Member: 64467Members
    They need to bring the fade's teleportation back it's just wrong to see a fade fly into the air without flapping.
    (for those who don't know the scorpion that flies without flapping is in a Fan-fiction, a long and good fan-fiction)
  • NeoSniperNeoSniper Join Date: 2005-06-02 Member: 52976Members
    edited July 2008
    <!--quoteo(post=1684247:date=Jul 22 2008, 06:37 PM:name=chiss)--><div class='quotetop'>QUOTE(chiss @ Jul 22 2008, 06:37 PM) <a href="index.php?act=findpost&pid=1684247"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is a physics/theory thing behind blink... its not just floating forward....

    I think a fade going in and out of walls or being invis, would just make it even harder to kill, and less fun to play. Keep the blinkz<!--QuoteEnd--></div><!--QuoteEEnd-->

    The walls thing might wouldn't necessarily make him harder to kill, consider that it wouldn't be an ability on top of blink but instead of. The way I picture the wall phasing might actually just be a reimagining of the old teleportation. See below

    <!--quoteo(post=1684316:date=Jul 23 2008, 06:32 PM:name=BlackHawk)--><div class='quotetop'>QUOTE(BlackHawk @ Jul 23 2008, 06:32 PM) <a href="index.php?act=findpost&pid=1684316"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They need to bring the fade's teleportation back it's just wrong to see a fade fly into the air without flapping.
    (for those who don't know the scorpion that flies without flapping is in a Fan-fiction, a long and good fan-fiction)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well I actually never played the teleporting fade since when I started NS (over 2 yrs ago) I think the blink was already what it is today.

    How did the teleportation work? Go up to the spot on wall or ceiling your where facing instantly? If so then this Idea might sound cool to you.

    ***Teleport visualized as Wall phasing

    Basically the fade is looking at some wall and hit the "blink" button. What happen the is that the fade sinks into the hole via some space-time beding sci-fi portal thingy and jumps out of the wall from the spot he was looking at before via the exit-side of the same thingy. Gameplay wise its a teleport with a slight delay and some momentum coming of the wall. It think that would look cool, be fun, and highly reward skills (like that of being able to keep track of your orientation during quick successive "phasing"). I picture the "portal" being one-way and visually I have no clue but confident that really cool possibilities exits

    *If it sounds fun, but overpower then suggest balance fix.

    [EDIT] Optional Idea: Portal remains open for like one or two seconds max allowing both friends and foes (not bigger than fades) to "follow".
  • NeoSniperNeoSniper Join Date: 2005-06-02 Member: 52976Members
    <!--quoteo(post=1684104:date=Jul 20 2008, 04:43 PM:name=Dalin Seivewright)--><div class='quotetop'>QUOTE(Dalin Seivewright @ Jul 20 2008, 04:43 PM) <a href="index.php?act=findpost&pid=1684104"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I kind of imagined the fades 'blink' to act like... I think it was Nightcrawl from X-Men, where he would disapear in a puff of smoke or in this case a nicer effect would be a blur of some sort and then have the fade appear some distance away in the direction it was looking in when it first blinked.
    After blinking it might have a short cool down time (I guess until it received enough energy back).
    This certain distance might be a fixed value or it might be dependant on how much adren the fade has.
    I guess it could also be a combination of 'teleporting' to the surface or object the fade is looking at providing he has enough adrenaline. If he doesn't then he'll only blink to a certain distance away from said surface or object.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Awesome idea. I actually would like the night crawler smoke effect from Xmen2 on the fade blink.

    I think it would be great for the fade to, like night crawler, have control of the blink distance AND blink-exit-orientation. But how to do that? My idea...

    *Blink button is pressed - fade disappears (via some COOL visual effect)

    *For the fade player what happens is that he starts to move in a straight line in the direction he was last looking when the button was pressed at perhaps normal blink speed. Also during this time Adrenaline is being at some given rate.

    *The player can still move his camera view with the mouse but not chance travel direction.

    *Once the blink button is released the fade comes back into play in the cameras current location and orientation. But without any momentum.

    That sounds like fun to me and visually has great potential.

    Balancing it would be could be difficult. And I see some more details that need to be tackled, like:

    *What happens when the fades hits a wall during blink? or hits a marine?
    *Would it auto blink back then? or Could it go through marines o walls?
    *If yes, then what about coming out of blink while inside a wall or outside the map? instant death for fade in wall?
    *or while clipping a marine? both die?
  • EmpVEmpV Join Date: 2005-01-10 Member: 34556Members, Constellation
    I agree that the fade should be changed so that it doesn't fly through the air. The first time I played NS(1.x??), I remember trying the fade blink. It was terribly hard to use, but <u>it was instant teleportation</u>. I think the Devs had teleporting in mind originally, but because it was bad and probably impossible to fix within the HL engine, they went with the magic flying through the air approach.

    Taking away the current blink will probably upset most fade players, but I think it will be much better for the game as a whole and if done right could offer much more rewarding gameplay.


    <b>The way I see the Fade blink in NS2 would be like this:</b>

    Blink would be a "Line of Sight" ability". When blink is activated, the fade projects a "ghost" image of some kind that shows where he will end up after blinking. By default, the fade ghost image would be just above the spot on the floor where you are aiming, or right next to the wall you are looking at. A secondary fire option could change where you end up relative to where you are aiming.(so you could blink to the center of a room) I think this would be much more fun than the current blink.

    The energy required by blink would need to be tweaked just right so it is not overpowered.

    As for movement, the fade could have improved running speed and a higher jumping ability to make up for the loss of vertical mobility.

    The Fade should <u>not</u> be able to fly! == <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" />
  • naggynaggy Join Date: 2005-03-22 Member: 46068Members
    edited July 2008
    Fade blink is fine the way it is now.. I would rather not reminisce about the old Fade blink, it was horrible and usually ended up with the Fade stuck in a wall swiping at thin air and spamming "LOL IM STUCK SOMEONE KILL ME".

    The only thing that has to be changed is the animation and/or the visual effect that follows. By making the Fade simply opaque whilst blinking (not so see through that its obvious but somewhat hard to see, maybe..) it would suit the mood for the 'warping hunter' as the Fade should intentionally be. Of course, Fades would have to be rebalanced in the hp/ap department if something like this was implemented.
  • chisschiss Join Date: 2008-06-05 Member: 64395Members, Constellation
    <!--quoteo(post=1684456:date=Jul 26 2008, 04:05 AM:name=EmpV)--><div class='quotetop'>QUOTE(EmpV @ Jul 26 2008, 04:05 AM) <a href="index.php?act=findpost&pid=1684456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree that the fade should be changed so that it doesn't fly through the air. The first time I played NS(1.x??), I remember trying the fade blink. It was terribly hard to use, but <u>it was instant teleportation</u>. I think the Devs had teleporting in mind originally, but because it was bad and probably impossible to fix within the HL engine, they went with the magic flying through the air approach.

    Taking away the current blink will probably upset most fade players, but I think it will be much better for the game as a whole and if done right could offer much more rewarding gameplay.
    <b>The way I see the Fade blink in NS2 would be like this:</b>

    Blink would be a "Line of Sight" ability". When blink is activated, the fade projects a "ghost" image of some kind that shows where he will end up after blinking. By default, the fade ghost image would be just above the spot on the floor where you are aiming, or right next to the wall you are looking at. A secondary fire option could change where you end up relative to where you are aiming.(so you could blink to the center of a room) I think this would be much more fun than the current blink.

    The energy required by blink would need to be tweaked just right so it is not overpowered.

    As for movement, the fade could have improved running speed and a higher jumping ability to make up for the loss of vertical mobility.

    The Fade should <u>not</u> be able to fly! == <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Its not flying.... Its manipulating time/space with ultra coolness. Okay?

    Look. You say THE FADE SHOULD NOT BE ABLE TO FLY.... i could say THE FADE SHOULD NOT BE ABLE TO TELEPORT. You are not right, and you just have an opinion that means very little.

    Now, in terms of the teleport ######. I think that is very unfair to be looking at a target, then suddenly it is gone (teleported anywhere in its line of sight?!). Thats stupid, and very overpowered. It got dumbed down to blink, to make it more fair. And even after that, it was considered too good, so blink got jibbed a bit in 3.0 in which it had a much slower acceleration.





    <!--quoteo(post=1684499:date=Jul 26 2008, 12:32 PM:name=naggy)--><div class='quotetop'>QUOTE(naggy @ Jul 26 2008, 12:32 PM) <a href="index.php?act=findpost&pid=1684499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fade blink is fine the way it is now.. I would rather not reminisce about the old Fade blink, it was horrible and usually ended up with the Fade stuck in a wall swiping at thin air and spamming "LOL IM STUCK SOMEONE KILL ME".

    The only thing that has to be changed is the animation and/or the visual effect that follows. By making the Fade simply opaque whilst blinking (not so see through that its obvious but somewhat hard to see, maybe..) it would suit the mood for the 'warping hunter' as the Fade should intentionally be. Of course, Fades would have to be rebalanced in the hp/ap department if something like this was implemented.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Completely agreed.

    I think blink should just have some crazy motion blurr and distortion effects. Thatd look saweeet!
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    The original blink was removed due to people getting stuck in walls, particularly brush based entities. With an all new engine this glitch could be fixed altogether and it could go back to the way it was. My 2 pennies on that.
  • chisschiss Join Date: 2008-06-05 Member: 64395Members, Constellation
    <!--quoteo(post=1684885:date=Jul 31 2008, 03:39 PM:name=BigD)--><div class='quotetop'>QUOTE(BigD @ Jul 31 2008, 03:39 PM) <a href="index.php?act=findpost&pid=1684885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The original blink was removed due to people getting stuck in walls, particularly brush based entities. With an all new engine this glitch could be fixed altogether and it could go back to the way it was. My 2 pennies on that.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think the current blink works very well.

    If it is changed back to teleport, aliens really wont have anything against jetpacks.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    What about the glass cannon effect? A teleporting fade can't have much hp or its impossible to kill and aliens need a shock trooper able to fight marines directly to some extend.
  • EmpVEmpV Join Date: 2005-01-10 Member: 34556Members, Constellation
    <!--quoteo(post=1684885:date=Jul 31 2008, 12:39 AM:name=BigD)--><div class='quotetop'>QUOTE(BigD @ Jul 31 2008, 12:39 AM) <a href="index.php?act=findpost&pid=1684885"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The original blink was removed due to people getting stuck in walls, particularly brush based entities. With an all new engine this glitch could be fixed altogether and it could go back to the way it was. My 2 pennies on that.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Exactly. The reason the Fade works the way it does now is because of HL engine limitations. Making the Fade move quickly through the air was the only workable solution.


    Countless options will now be available with the new engine. <b>Especially with Lua scripting</b>. With the devs now in control of both the game engine and the scripting, blink could be anything imaginable in NS2.
  • NovusAnimusNovusAnimus Join Date: 2008-06-20 Member: 64476Members
    I think they should just make it like leap. I like how in NS now, the fade is really just a very upgraded version of the skulk, minus natural speed and wallwalking. Blink practically is just like leap now, but I think it should be more like... POUNCE! From AvP2, pounce did damage when it hit AND stunned, but you could only do it on the ground and you weren't blindingly fast while in the air.
  • Dalin SeivewrightDalin Seivewright 0x0000221E Join Date: 2007-10-20 Member: 62685Members, Constellation
    <!--quoteo(post=1684891:date=Jul 31 2008, 05:12 AM:name=chiss)--><div class='quotetop'>QUOTE(chiss @ Jul 31 2008, 05:12 AM) <a href="index.php?act=findpost&pid=1684891"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the current blink works very well.

    If it is changed back to teleport, aliens really wont have anything against jetpacks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Um... I'm certain they're keeping Lerks in the game...
  • BulletcatcherBulletcatcher Join Date: 2005-01-08 Member: 33823Members
    I think they should maybe add this as an upgrade to the alien to choose if he wants these things. IMO Fades are a little too powerful when they are used right.
  • darktimesdarktimes Join Date: 2007-12-24 Member: 63247Members
    i love movement debattes <3

    for me, blink should be changed back into teleport.


    * fade hits blink
    * fade teleport in there where he points on, if he aims on a wall, it will give him 50% invisiblity, and a "fade come out of the wall" effect
    * after the tele, he will get a 3 seconds speed boost. to reach the target.

    in NS2 is most likely a secondary attack implemented, i have 2 for blink.

    1.

    * when pressing mouse 2, the fade will teleport instantly back to the last position he startet to blink.
    * when keep pressing it, he will teleport back and back untill the hive.
    * it would COST adrenaline. and is mostly for emergency.


    2.

    * he opens a portal on the nearest wall, this portal leads to the nearest DC.
    * can just be used by aliens, invisible for marines.
    * can be used both ways.
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