bullet penetration

monopolowamonopolowa 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.

Comments

  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    What kind of thin walls/props are there in the NS universe that require this though? It makes sense in CS where there is a lot of wood structures/doors/props but in NS everything is mostly metal and thick. I don't think it seems very important.

    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).
  • GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
    I always felt that HMG bullets should penetrate 1 alien and hit the other behind it for 1/2 damage, but not onoses and alien structures, but from a balance standpoint this does nothing but add more fuel to the marines firepower in a 8v8+ setting
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    Bullets piercing walls might not work in NS. Marines could drill shots to the ambush spots before they even had to commit to the ambush range.

    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.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited May 2009
    Too exploitable, there would be places where marines could shoot structures through walls, etc. There are basically no non-metal walls in NS anyway. And bulletproof glass isn't too big a stretch for the setting.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    I think the through Aliens would be kinda cool, but unfortunately really hard intuitively to understand what's going on. Also, can an HMG penetrate an onos from front to back as well as side to side?

    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...
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    I say minor Unit Penetration is atleast needed, a HMG bullet needs to ability to puncture through a skulk and hit what's behind, this technically does less damage in reality, but that's reality.
  • ghost in the shellghost in the shell Join Date: 2008-09-28 Member: 65094Members
    Only if bullets deal quarter damage after going through things, Just enough damage to make them move. If its too much there will be spray and pray noobs and people who memorize all the hiding spots.
  • AvataAvata Join Date: 2009-05-25 Member: 67477Members
    What about having bullet types?

    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)
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    isnt it the case that hollow point bullets are slower after going through for example flesh?
    I mean it would make sense to me at least.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    <!--quoteo(post=1706866:date=May 14 2009, 11:01 AM:name=monopolowa)--><div class='quotetop'>QUOTE (monopolowa @ May 14 2009, 11:01 AM) <a href="index.php?act=findpost&pid=1706866"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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" />
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