Kharaa Movement Hindrances

HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
edited November 2008 in Ideas and Suggestions
<div class="IPBDescription">The 'freaky' effect</div>My idea is to purposefully add movement hindrances to Kharaa class movements.

I have no idea what the Kharaa classes will be for natural selection 2, but I was thinking, what would be something really freaky to see? The hive is nice, and the aliens are indeed scary looking.. but there was something missing. Then it hit me. In all the sci-fi movies, the aliens don't move in a predictable fashion. They make jerky movements like insects. Imagine for a second that you're a solo marine and you manage to stumble across the hive. You shoot it, and almost immediately, you get these spider-like creatures pop their dangly little legs from crevices and start to approach you from the walls, ceilings, everywhere. Freaky, eh?

So what I was thinking was to have classes (would look awesome if they were spider-like, though not strictly necessary) when they press forward, they go perhaps twice as fast as a normal class, though at random moments, they stop completely for a small amount of time and then continue. In this way, you'd get what look like very menacing alien wall-climbers approaching from all sides. Of course, I think for balance reasons, the frequent stops and the speed boosts should cancel each other out so perhaps they might seem faster, but they'd in fact be ultimately moving at the same speed. The random stops would not last so long that a marine would have much time to aim and fire (or at least no more time than they lost shooting ahead trying to predict your movement). I think eventually, the better players would use the breaks in movement as good moments to change direction as to throw off where to shoot next (which only looks freakier, really).

Another idea is to have a class with a slow turning speed but fast movement. This is good for a class such as an onos who could charge and perhaps even aim a little, but not so much that an awake marine couldn't get out of the way if he saw well enough in advance and had the space to dodge. It sort of adds a layer of physics here which I think is important to note. It would be not only be more realistic, but it would make you *feel* heavier as an onos. I imagine it would be something like being the driver of a steam roller... you wouldn't expect to be able to turn on a pin.

I mentioned earlier of a new idea for the HA in natural selection that would be twice the armor, twice the firepower (imagine two HMGs), however they have very slow turn speed. It means a skulk could easily take one out if it approached several from the side they weren't facing. It would promote teamplay by requiring that several go without this armor, or at least have some watching the back.

I think the movement hindrances would greatly enhance the game in both ambience and how one plays the game. To be able to dodge a rushing onos or to have wall-crawlers approach from multiple angles would kind of make the Kharaa more alien-like and less like players who want to pwn you in my opinion. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

Comments

  • NasderoNasdero Join Date: 2008-11-11 Member: 65423Members
    well i think the game is balanced (ns1) with aliens and rines the addition of another class for kahara needs something for the marines as goody. the idea is good but think about what if you just modify the existing classes.

    if you want a scary feeling in the game take the fade, he can move damn fast that does not look scary but if you manage it with the new engine (if it is possible) it would be cool to see if the fade starts "running" his special move he would become blurry for the marines some kind of motion blur is put upon him of course you can hit him and he isnt fester but it will look greater if he is really "fading" ^^

    imagine a tall black blurry creature running/flying to you with the scary sound this would be great


    in addition to that you could also let the onos look more dangerous, for example when he stomps you could let it look like the ground is cracking ( just as texture overlay with a few concrete particels comming out of the ground) to underline his power ,

    or the skulk let his eyes (if it is not to worse for gameplay and "hiding") glow red in the dark this would be scary
Sign In or Register to comment.