Development Blog Update - Meet the resource tower

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Comments

  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    Sweeeet! I like that it's large. Nothing like a big column to spice up any room geometry.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1698741:date=Jan 28 2009, 08:28 AM:name=juice)--><div class='quotetop'>QUOTE(juice @ Jan 28 2009, 08:28 AM) <a href="index.php?act=findpost&pid=1698741"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sweeeet! I like that it's large. Nothing like a big column to spice up any room geometry.<!--QuoteEnd--></div><!--QuoteEEnd-->
    True story. Maybe the goal is to make the RT rooms more hazardous for rines once the RT is there.
  • GraveGrave Join Date: 2007-12-28 Member: 63285Members
    edited January 2009
    *snip* Lets be a bit nicer - KFDM

    marine res tower:
    the old resource tower wasnt that great looking. (opinion)
    it also had legs, but could not walk (addressing everyone being dumb)
    aliens would die when marines looked at it. you could be across a large room, biting a res tower to try and distract the marines for a few seconds just as they leave the room. they might have an important dcision to make: rush the aliens res tower or defend their own! no wait, no they dont. they turn around and dump a clip in the general direction of the tower, soaking it in bullets and everything dies. oh! but wait, the downside is they have to TURN AROUND, then fire, then TURN BACK AROUND in order to keep moving at top speed!

    alien res tower: huge monstrosity marines could hide behind (aliens dont have many projectiles so they have to run to them anyway)

    so let me get this straight. for offense they gave the marines projectiles, and the aliens melee.
    when attacking an enemy res tower, for defense they gave the marines cover, (to hide from projectiles, like gorge spit and acid rocket! lookout!) and the aliens nothing to hide behind...? wat.
    i guess the aliens could hide behind their own resource tower and the marines couldnt hide behind their own resource tower... but then the aliens would be sacrificing a res tower, (=terrible idea) and - oh wait! the marins CAN hide beind their res tower becasue you cant run through the center of it, so you still engage in pillar humping to try and catch them! hooray balance!

    in case you hadnt figured it out, im fine with the new resource tower. AND the defense it offers. after all, the old one wasnt iconic or anything.
  • FrostFire626FrostFire626 Join Date: 2007-12-18 Member: 63207Members
    <!--quoteo(post=1698755:date=Jan 28 2009, 08:32 AM:name=Grave)--><div class='quotetop'>QUOTE(Grave @ Jan 28 2009, 08:32 AM) <a href="index.php?act=findpost&pid=1698755"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so let me get this straight. for offense they gave the marines projectiles, and the aliens melee.
    when attacking an enemy res tower, for defense they gave the marines cover, (to hide from projectiles, like gorge spit and acid rocket! lookout!) and the aliens nothing to hide behind...? wat.
    i guess the aliens could hide behind their own resource tower and the marines couldnt hide behind their own resource tower... but then the aliens would be sacrificing a res tower, (=terrible idea) and - oh wait! the marins CAN hide beind their res tower becasue you cant run through the center of it, so you still engage in pillar humping to try and catch them! hooray balance!<!--QuoteEnd--></div><!--QuoteEEnd-->


    1) The NS1 RT is horrible cover from a skulk, 2) if the aliens have acid rocket the game is over anyways 3) gorge spit doesn't cause marines to run and hide behind an RT 4) good gorges have a great time running around an rt while an OC pelts a chasing marine to death.

    With a higher movement speed, skulks can attack multiple RTs in succession very quickly as well as escape if the skulk is smart. To balance this out, good marines can pistol the exposed limbs of a skulk and save the RT. With a slower movement speed, marines have a much harder time killing multiple RTs without heavy weapons and are extremely vulnerable when trying to knife an alien RT. NS1 is actually imbalanced in favor of the aliens in term of RT defense if it is imbalanced at all.

    But as a few people have already mentioned before, balance is not really an issue this early in the development phase. I just wanted to refute Grave's many strange and incorrect observations about NS1.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    edited January 2009
    * snip * We can stop the personal attacks now. - KFDM
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    Its been a couple days since I've read or posted, so sorry this'll be a bit long.

    <!--quoteo(post=1698563:date=Jan 26 2009, 05:48 PM:name=FTNPhoenix)--><div class='quotetop'>QUOTE(FTNPhoenix @ Jan 26 2009, 05:48 PM) <a href="index.php?act=findpost&pid=1698563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3. So what if it gives the aliens somewhere to hide. That's why they're called SKULKS and LERKS. If everything were out in the open, it wouldn't be a very fair fight for the aliens [skulks don't have range btw].<!--QuoteEnd--></div><!--QuoteEEnd-->
    haha, I about pissed myself when I read this - and I couldn't agree more. I think the bulk mass of the RT and thats its so much taller will only benefit gameplay by hiding kharaa more easily - especially the mini-game of skulk-vs-marine which everyone keeps talking about.

    <!--quoteo(post=1698616:date=Jan 27 2009, 08:16 AM:name=FTNPhoenix)--><div class='quotetop'>QUOTE(FTNPhoenix @ Jan 27 2009, 08:16 AM) <a href="index.php?act=findpost&pid=1698616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I worked in a nuclear power plant on an aircraft carrier. The technology that the military uses, I mean the technology for the machinery, is so outdated it is ridiculous. Because the military uses a contract system, things like aircraft carriers, which were contracted for in the 50's and 60's, have to use the parts specified in the contracts. Or else they're not following the contract, at which point they have to renegotiate [read: pay more]. So the military uses equipment designed in the 40's and 50's and tested in the 50's and 60's on it's "state of the art" aircraft carriers.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I am/was military too, and often times forget that civilians don't know this already.. its strange what you inherently know. Anyway, FTNPhoenix is completely right about this, everything should look 'old' (albeit their 'old' is way into our future). Even the 'brand new' sci-fi stuff like the jet pack or heavy armor would be outdated from their point of view. You have to remember that even the most high-tech stuff we have now has been in development for the past 15 or 20 years. haha, When we left for Iraq my last deployment (all of 2 years ago) we just had installed color screens for our weapon systems. Before that we had black and white - in 2007 we finally got colored tvs : ).

    <!--quoteo(post=1698636:date=Jan 27 2009, 12:40 PM:name=GaidinTS)--><div class='quotetop'>QUOTE(GaidinTS @ Jan 27 2009, 12:40 PM) <a href="index.php?act=findpost&pid=1698636"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the new design. The only suggestion I would make for those complaining about the top heaviness, is to maybe just move the legs. Instead of having them connect at the base, move the joint to connect at the top or head of the resource tower. Almost like the large alien sac creature at the end of Half Life 1. The legs at top support the weight of the device below it. It might make it look a little more stable, although I really like the design just the way it is.

    Corey definitely has an eye for those little details that make all of us Sci Fi movie nerds gush over.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thats a great idea - base the legs at the top so while it's standing up the support is coming from higher up in the weight distribution. It wouldn't even change the way the legs worked all that much - just flip the joint upside down.
  • perfectheatperfectheat Join Date: 2007-06-28 Member: 61405Members
    Looking at the location of the screen it makes sense that it's tall. If you look at the video of Cory talking about the Hive art process, you can see something that looks like the Armory and then further to the left you can see something that probably is a Command Station concept. I say concepts as they probably are and as far as we know they might have been thrown away and rethought. But what I'm getting at is that they all look bigger and different from their NS1 counterparts. Change, yes we can. Or maybe I should say Evolve, yes we can!

    Quoting Max:
    We've also podcasted about how NS2 is 1/3 unchanged, 1/3 enhanced, and 1/3 new, so expect that anything we haven't explicitly discussed is going to be similar to NS1.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    <!--quoteo(post=1698762:date=Jan 29 2009, 03:38 AM:name=steppin'razor)--><div class='quotetop'>QUOTE(steppin'razor @ Jan 29 2009, 03:38 AM) <a href="index.php?act=findpost&pid=1698762"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->* snip * We can stop the personal attacks now. - KFDM<!--QuoteEnd--></div><!--QuoteEEnd-->
    you make it sound way worse then it was.

    anyway I can't wait to see some of these rendered in game on a map (not just rendered on the fully light stage render thing)
  • mattoXmattoX Join Date: 2007-08-01 Member: 61739Members
    You show the picture of the RT to anyone who hasn't played the game and i gaurantee they will think it looks pretty sweet. I tend to agree 100% with the universal statement, they arnt selling this sequel just to please the NS1 gamers, they want some $$$ too <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    I'd like to make a suggestion regarding the "<i>electrical hazard warning label</i>" debate. Why not replace it with the label from this piece of concept art, on the twitter website? It would seem to get the same message across, appear to fit within the futuristic timeline, and already exists within the world:

    <img src="http://blackmage.org/supernorn/dangerhighvoltage.jpg" border="0" class="linked-image" />

    There, is everybody happy now? What do you want from me!
  • PhiXXPhiXX Join Date: 2008-10-22 Member: 65274Members
    I like the new rt and its electrical hazard symbol. Everyone knows what it means and will quickly figure out that you need these towers for power/energy/resources.
    Really, why should something like a hazard label change in the future?
    Sometimes I feel like 30 years ago when they thought in the year 2000 we'd be flying around in our cars <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
  • c0kec0ke Join Date: 2004-07-02 Member: 29676Members
    what i dislike @the label is just that it looks like a sticker
    it probably should be brand into the metal or something
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    edited January 2009
    And those legs look like they could easily support that structure

    On a completely side note.........

    Can you still electrify a res node? I wonder what will change to the structure. Will it just glow or will there be a visual change in the structure.
  • marksmarks Join Date: 2008-07-28 Member: 64720Members
    I think part of the reason the RT is so tall, is to stop marines trick-jumping ontop of them like in NS1, cos that looked pretty weird.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1698872:date=Jan 29 2009, 12:04 PM:name=Supernorn)--><div class='quotetop'>QUOTE(Supernorn @ Jan 29 2009, 12:04 PM) <a href="index.php?act=findpost&pid=1698872"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like to make a suggestion regarding the "<i>electrical hazard warning label</i>" debate. Why not replace it with the label from this piece of concept art, on the twitter website? It would seem to get the same message across, appear to fit within the futuristic timeline, and already exists within the world:

    <img src="http://blackmage.org/supernorn/dangerhighvoltage.jpg" border="0" class="linked-image" />

    There, is everybody happy now? What do you want from me!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Why sir, you forget yourself! That makes entirely too much sense!

    Honestly though, I don't have a problem with the current(no pun intended) electricity warning.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    edited January 2009
    The overall look is great! It's spot on from the concept. Can't wait to see it animated.

    Does the electricity symbol mean that the ele RTs returns? I would look silly if not.
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    edited January 2009
    The old one looked like a flying saucer with legs, odd in my opinion.

    The new one looks practical, looks expendable. Military's dont put expensive high tech structures on the front lines where you expect them to be destroyed from time to time.


    Most high tech military items have a very low tech look and feel. The military is typically all about form and ease of function.


    I think they got it just right.



    PS - I hope there are different appearences for different levels of damage.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    edited January 2009
    <!--quoteo(post=1698488:date=Jan 25 2009, 10:18 PM:name=EvilSmoo)--><div class='quotetop'>QUOTE(EvilSmoo @ Jan 25 2009, 10:18 PM) <a href="index.php?act=findpost&pid=1698488"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like the design either. Here's why: It looks nice, but doesn't make sense- tactically or movement-wise.

    Two reasons:
    Why does it have legs, if it doesn't walk and is built on the node?

    Do you REALLY want a tall resource tower that things can hide behind easily?
    Alternate suggestions: Have it teleported in, or built in main base. I think it needs a small turret too, but then again, I think EVERYTHING needs a turret, so... whatever.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Look again, the legs doesnt have forward locomotion. They are designed to be dropped preassembled and the legs to nudge the main solid nozzle-pipe into place. Perhaps the design doesnt make perfect sense, but it's good enough that it wont stick out like a sore thumb. Being a game developer with limited money, there's a need to focus on what's really important, and neither the sticker nor the legs is important. The overall TSA look is coming together with the MASC and now RT. And they fit together.

    With that being said, I really like the tear and wear on the RT, it gives it more personality <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1698906:date=Jan 29 2009, 10:16 PM:name=Epidemic)--><div class='quotetop'>QUOTE(Epidemic @ Jan 29 2009, 10:16 PM) <a href="index.php?act=findpost&pid=1698906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The overall TSA look is coming together with the MASC and now RT. And they fit together.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not to mention the new command station, armory, and infantry portal, which are also all concepted out <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • FooKerFooKer Join Date: 2003-07-31 Member: 18622Members, NS1 Playtester, Constellation
    <!--quoteo(post=1698909:date=Jan 29 2009, 05:56 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE(Squeal_Like_A_Pig @ Jan 29 2009, 05:56 PM) <a href="index.php?act=findpost&pid=1698909"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not to mention the new command station, armory, and infantry portal, which are also all concepted out <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    Good to hear! I would like to see a in-game picture of each "base" built <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> But I know we have a while to go before we'll get that. Maybe the next post could talk more about the programming front?
  • perfectheatperfectheat Join Date: 2007-06-28 Member: 61405Members
    As a graphic designer I like the discussions around the warning label. I have no problem with it but they have some great ones here in Australia that would fit perfect in the game.

    This one could be useful everywhere!
    <a href="http://flickr.com/photos/theblueboy/306359134/" target="_blank">http://flickr.com/photos/theblueboy/306359134/</a>

    You could even label the Skulk
    <a href="http://flickr.com/photos/70467959@N00/2496071014/" target="_blank">http://flickr.com/photos/70467959@N00/2496071014/</a>
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    <!--quoteo(post=1698909:date=Jan 29 2009, 10:56 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE(Squeal_Like_A_Pig @ Jan 29 2009, 10:56 PM) <a href="index.php?act=findpost&pid=1698909"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not to mention the new command station, armory, and infantry portal, which are also all concepted out <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    The last one is probably the most game relevant Cory, (obviously based on NS experiences, not NS2) but how attackable the IP is, it's size, whether the Marine can exit it from all angles etc, they're all pretty vital to the game today, and may be to the game in future.

    On a curious note raised by that thought: Is there any consideration in the engine / relevance in having structures rotatable? Or is the NS route of 'it doesn't actually matter' being followed?
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    edited January 2009
    <!--quoteo(post=1698899:date=Jan 30 2009, 03:09 AM:name=Epidemic)--><div class='quotetop'>QUOTE(Epidemic @ Jan 30 2009, 03:09 AM) <a href="index.php?act=findpost&pid=1698899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The overall look is great! It's spot on from the concept. Can't wait to see it animated.

    Does the electricity symbol mean that the ele RTs returns? I would look silly if not.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Have you seen your local power station? Or in the basement of some office buildings? They're not "electrified" in the NS RT sense, but they still could kill untrained people messing around inside. I makes sense on machinery using powerful electrical currents. Skulks of course are fully trained for this. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    <!--quoteo(post=1698909:date=Jan 30 2009, 04:56 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE(Squeal_Like_A_Pig @ Jan 30 2009, 04:56 AM) <a href="index.php?act=findpost&pid=1698909"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not to mention the new command station, armory, and infantry portal, which are also all concepted out<!--QuoteEnd--></div><!--QuoteEEnd-->

    I look forward to see all these, I guess the armory will reflect more that it's a "weapon's shop". Command station? Does this mean that it will look like something more than just an armored chair? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1698928:date=Jan 30 2009, 01:19 AM:name=Shockwave)--><div class='quotetop'>QUOTE(Shockwave @ Jan 30 2009, 01:19 AM) <a href="index.php?act=findpost&pid=1698928"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The last one is probably the most game relevant Cory, (obviously based on NS experiences, not NS2) but how attackable the IP is, it's size, whether the Marine can exit it from all angles etc, they're all pretty vital to the game today, and may be to the game in future.

    On a curious note raised by that thought: Is there any consideration in the engine / relevance in having structures rotatable? Or is the NS route of 'it doesn't actually matter' being followed?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Those are all factors we took into account when designing the new infantry portal. We also talked a lot about telefragging and how to prevent it.

    We don't want the structures to have to be rotated in NS2 (same as NS1) because it adds an extra level of complexity that doesn't add any value.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    <!--quoteo(post=1698955:date=Jan 30 2009, 04:44 PM:name=Max)--><div class='quotetop'>QUOTE(Max @ Jan 30 2009, 04:44 PM) <a href="index.php?act=findpost&pid=1698955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Those are all factors we took into account when designing the new infantry portal. We also talked a lot about telefragging and how to prevent it.

    We don't want the structures to have to be rotated in NS2 (same as NS1) because it adds an extra level of complexity that doesn't add any value.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Think of telefragging as very Darwin and fitting for Natural Selection, Max. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    As for rotation, I'm frankly glad to hear you guys are thinking that way. I suppose it adds a new level of challenges to the modelling, but at least you don't have to worry about 'If I put X by Y, look, the Marines can't get out!' silliness. Any tone that implied rotation was a good thing was coincidental.
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    I just wanted to say that I really like the look of the new model /design, especially after learning it's size. Also I think that perhaps some posters on topic of "round and round the RT we go mini-game" think game designers design all tiny subtleties of gameplay from the ground up are over estimating their power over the game world, I may be doing UWE a diservice here but game designers aren't God's over their game world, mostly it's a case of outline the major gameplay factors, play it a bit and then if small unforseen mini-games emerge they <b>maybe</b> tweak them but it's hardly given a lot of weight when there are far more important issues to tackle.

    Oh and I loved that NS had telefragging! Was nostalgic and yet still fit with the game, don't know if it'd be suitable for NS2 to still have it in quite the same proportions though, hehe.

    Keep up the great work guys, you continue to be an inspiration to many.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited January 2009
    A WIP shot of a six sided res tower, It's not skinned yet, so it doesn't have all the detail of the UWE models...

    <img src="http://www.chromeangel.co.uk/Models/TripodResTower.png" border="0" class="linked-image" />

    to explain why:
    1) I am slave to my creative impulses, I felt compelled to make a variant on the official UWE design.
    2) 3 "sided" res nozzle with a 4 sided collector looked odd,so I thought I see how a 3 legged collector looked.
    3) I also wanted to see chunkier more stable looking legs.
    4) Left out the vulnerable looking pipe

    Looking at the variantion so far i'm thinking:
    1) glad I resisted the impulse to put dalek style bumps on the legs.
    2) 3 sided doesn't look starcraft/terran style any more (4 "sided" res nodes instead maybe)
    3) Might have gone a bit overboard with the chunkification, does look much more shielded now though.
    4) Looks fine without the tube, a central foot for the res collection look fine.

    am I just mad or what ? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    PS this version looks wicked from above.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    It's very... solid.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1698955:date=Jan 30 2009, 04:44 PM:name=Max)--><div class='quotetop'>QUOTE(Max @ Jan 30 2009, 04:44 PM) <a href="index.php?act=findpost&pid=1698955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We don't want the structures to have to be rotated in NS2 (same as NS1) because it adds an extra level of complexity that doesn't add any value.<!--QuoteEnd--></div><!--QuoteEEnd-->
    At its best it creates some more options in creating interesting base layouts and such. However, most of the stuff can be done with symmetrical buildings too, so it's not a big deal after all.
  • Shadow_Stalker_Shadow_Stalker_ Join Date: 2009-01-31 Member: 66252Members
    <!--quoteo(post=1698270:date=Jan 23 2009, 03:50 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE(pSyk0mAn @ Jan 23 2009, 03:50 AM) <a href="index.php?act=findpost&pid=1698270"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks really great!

    I have one question though.
    How does this far more detailed design and a probably more detailed collision work with the skulk?
    Are you still able to circle around the rt very closely without getting stuck and more important are you still able to climb it a little to benefit from more cover and strafe around the structure by walking on it?
    Because that's the little minigame skulk and marine play, when attacking or defending the rt and I wouldn't like my skulk to feel like on a bumpy road, when I walk left and right, while biting, to dodge bullets.<!--QuoteEnd--></div><!--QuoteEEnd-->

    my thoughts exactly!
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