bullet penetration
monopolowa
Join Date: 2004-05-23 Member: 28839Members
I think marine bullets penetrating through thin walls or props (and possibly aliens) would be a nice little addition to the fps aspect of the game. It would give the marines more chances to deal damage if an alien were to take cover, and for the aliens it could give them a chance to time their attack for when the marines reload.
Just a small addition, probably wouldn't change the gameplay by a significant amount, but it would be a nice touch in a few situations.
Just a small addition, probably wouldn't change the gameplay by a significant amount, but it would be a nice touch in a few situations.
Comments
On a side note and I know this isn't that relevant but I can't wait for NS2 so I can actually shoot through railing gaps (most of you should know what I mean).
As for the rest, I've always liked how you can use even the slightest cover as alien to force the marines to waste bullets or reposition themselves. Do the advantages counterweight that little depth feature? Alien group rushing is already risky enough, so I'd rather have the lifeform piercing on NS1 logic either.
More trouble than it's worth imo.
Also, metal and bulletproof glass everywhere. So, no real need unless we're setting up thin aluminum side panels in places...
Start with Full Metal Jacket by default
Full metal jacket does (as an example) 20 damage in LMG, 50 damage in HMG
Full metal jacket does 100% damage to Onos, Fade, Skulk, Gorge, Lerk - no armour
Full metal jacket does 95% damage to Onos, Fade, Skulk, Gorge, Lerk - Armour lvl 1
Full metal jacket does 90% damage to Onos, Fade, Skulk, Gorge, Lerk - Armour lvl 2
Full metal jacket does 85% damage to Onos, Fade, Skulk, Gorge, Lerk - Armour lvl 3
Full metal jacket passes through alien to do 25% damage to creatue behind it - no armour
Full metal jacket passes through alien to do 20% damage to creatue behind it - Armour lvl 1
Full metal jacket passes through alien to do 15% damage to creatue behind it - Armour lvl 2
Full metal jacket passes through alien to do 10% damage to creatue behind it - Armour lvl 3
Upgrade Path to Hollow Point Bullets
Hollow Point does (as an example) 20 damage in LMG, 50 damage in HMG
Hollow Point does 130% damage to Skulk, Gorge, Lerk - No armour
Hollow Point does 120% damage to Skulk, Gorge, Lerk - Armour lvl 1
Hollow Point does 110% damage to Skulk, Gorge, Lerk - Armour lvl 2
Hollow Point does 100% damage to Skulk, Gorge, Lerk - Armour lvl 3
Hollow Point does 80% damage to Onos, Fade - No armour
Hollow Point does 60% damage to Onos, Fade - Armour lvl 1
Hollow Point does 40% damage to Onos, Fade - Armour lvl 2
Hollow Point does 20% damage to Onos, Fade - Armour lvl 3
Hollow Point does not pass through aliens
Idea is that highly armoured targets are hurt by full metal jacket more effectively, Fleshy targets are hurt by hollow point more effectively (nearly useless against fully armoured "tank" onos)
I mean it would make sense to me at least.
Just a small addition, probably wouldn't change the gameplay by a significant amount, but it would be a nice touch in a few situations.<!--QuoteEnd--></div><!--QuoteEEnd-->
Here is another idea, that has a very similar end effect: you shoot at something you don't see, guessing that an opponent is there. The idea is use of particle effects to create steam that blocks vision. The use would be less limited compared to wall shooting, but would add to atmosphere and would be easier to balance in maps. I had a longer write up on it, but the discussion unfortunately went nowhere...
You can compare the edited pictures with the original <a href="http://www.unknownworlds.com/ns/screenshots/" target="_blank">NS screen shots</a>.
<img src="http://s5.tinypic.com/2alvkj.jpg" border="0" class="linked-image" />