Ingame ragdol and sprinting?

24

Comments

  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    it could be part of the gameplay itself. only ragdoll worth bothering about with collision is of course the onos, all the others are meh.
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    It seems like there won't be collision if ragdoll is implemented.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    The corpses should just disappear a few seconds after they die like in ns1.

    If anyone has played dead space you know how distracting ragdoll corpses can be.
  • PeperorosPeperoros Join Date: 2008-06-16 Member: 64458Members
    <!--quoteo(post=1715675:date=Jul 4 2009, 04:53 PM:name=Frogg2)--><div class='quotetop'>QUOTE (Frogg2 @ Jul 4 2009, 04:53 PM) <a href="index.php?act=findpost&pid=1715675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The corpses should just disappear a few seconds after they die like in ns1.

    If anyone has played dead space you know how distracting ragdoll corpses can be.<!--QuoteEnd--></div><!--QuoteEEnd-->

    But NS2 isnt TPS:P And you wouldn't notice if a corpse was stuck on you, or well... Skulk and Onos would have problem with sight, unless you see through the corpses they they are on your face.. A marine stuck by the horns on a onos is something that is a must :D
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    It would be great to see a marine bi stuck on the wall if Onos crush him/her at the wall =)
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    To have ragdoll with collision at all time might be too annoying, but I would like to have that players get hurt or even killed if objects is colliding with players while moving fast, example: ragdoll
  • BriligBrilig Join Date: 2009-01-01 Member: 65938Members
    edited July 2009
    Really dig THA's idea on having corpses turn into creep, or in the marines case haveing a recovery system.
    I think it would be more of an interesting game element rather than a frustrating game breaker to have ragdoll that pushed back. It could be a cool mechanic that you could take advantage of.
    There are a lot of things you could do in game with it. Use a body as temorary cover, being able to block several charging onos with the body of 1, if your an onos holding up a marine rush by dying in a hallway, or onos tossing bodies around and them hitting other players. If the bodies turn into creep or automatically removed in a timely manner it shouldn't be a game breaking issue, just a new element.
    I can see where other people could find it an anoying addition, but personally I think it would be cool.
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    edited July 2009
    I have to agree with your thoughts, I like the idé of having collison on ragdolls.

    I have to say that I prefer if it would be many different options for the server admin to pick.

    Example:

    **COLLISON**
    Ragdolls with collison (*)
    Ragdolls with only push back collison ( )
    Ragdolls without collison ( )

    **DESPAWN**
    Despawn after (30) without effect ( )
    Despawn after (15) with effects (*)

    **DESPAWN EFFECT**
    Turn into infestation ( )
    Mold into the ground ( )
    Aliens turn into infestation and marines molds and becomes ashes (*)
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    edited July 2009
    yea i took a lot of thought and i do strongly suggest keeping in the bodies with collision, to add to gameplay. {this is a sequence}Just imagine seeing your ally marine dying on alien territory, you rush over to recover him to retrieve his body and allow his commander to extract via advanced tech, but his body sinks into the ground turning into infestation.

    yea just basically if there is anything someone would like to add to my suggestion then go nuts, i think some guy said something about marines reclaiming a dead corpse(kharaa for reasearch or marine for res, ill go into the research thing later) as a marine being elecrical, it could be the same stuff of the phase tech, a sound then it goes out in a few seconds.

    Now with the research, say you tag an alien corpse as a marine, it could go back to the commander, and he has a tab saying, 5 skulks in autopsy lab, 15 res to upgrade-skulk weakness I going up to III, providing a boost like 5% damage on skulks specifically, 10% damage reduction against skulk bites, lmg melee bash more effective against skulks.

    onos could be completly different, building shockwave resistance-25% more, frontal damage increased by weapons requiring bullets, 30% or so forth.

    sorry this went offtopic, didnt wanna make a new thread
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    Your Idé sounds awesome!

    Very nice to be able upgrade structures by killing and extracting a couple of aliens =)
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    edited July 2009
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Now with the research, say you tag an alien corpse as a marine, it could go back to the commander, and he has a tab saying, 5 skulks in autopsy lab, 15 res to upgrade-skulk weakness I going up to III, providing a boost like 5% damage on skulks specifically, 10% damage reduction against skulk bites, lmg melee bash more effective against skulks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Bad idea. If you gonne weaken classes by their death amount (hurts especialy skulks (suicidal cannonfodder), lategame they're close to useless 'xcept for baits), you either have to nerf or drop upgrades to the weapons in total.

    Despawn ideas:
    - on infestation, everything sinks into the floor
    on not infested ground,
    - marines either burn (crysis effect when you find the dead body of your comrade?) or vanish while having electrify effect (teleport)
    - kharaa dissolve into a disgusting puddle that evaporates over time and slows down <b>a bit</b> (about 2%~5%) when stepped into [marines dont want to slip on it and fall into that crap], <b>flamethrowers can be used to burn corpses away</b>

    Onos attack:
    Onos should be able to send marines flying on kill with gore or charge like in bad western fightouts, if it hits a group of marines they're damaged [amount up to playtest].
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    edited July 2009
    Well it only goes up to a certain ammount rob, and we have no idea how powerful skulks are in ns2, and the resource cost would be a decent amount too.
    It can be well done if balanced well. Oh and its not their death amount either.

    Having a similar thing that aliens can feast/drag their enemies ragdolls back to the hive to improve the sliders which they get, <a href="http://twitpic.com/56ybg" target="_blank">http://twitpic.com/56ybg</a> , but to keep this slider effect up to "feed" the hive you must every say few minutes bring back another marine.

    Not too hard for marines and adds a lot of depth to the game, say you got lvl 3 skulk research your lmg is far more effective at using its melee bash, adds depth to the commander role a lot too.(a feature ingame im pretty sure)
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    I'm thinking if the marines can extract dead aliens for research, then I suggests that aliens gets some sort of alarm showing that marines are about the extract bodies for research and then showing where this marine is and how to get to him the fastest.
  • Mr_CharismaMr_Charisma Join Date: 2003-01-26 Member: 12748Members, NS1 Playtester
    Seems silly considering there are plenty of raw materials (nanites) on hand around every human base or ship or what have you. Moreover, I'm sure the TSA have already done enough 'research' on their alien enemies (this is a sequel after all).
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    <!--quoteo(post=1715794:date=Jul 5 2009, 09:15 PM:name=Mr_Charisma)--><div class='quotetop'>QUOTE (Mr_Charisma @ Jul 5 2009, 09:15 PM) <a href="index.php?act=findpost&pid=1715794"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems silly considering there are plenty of raw materials (nanites) on hand around every human base or ship or what have you. Moreover, I'm sure the TSA have already done enough 'research' on their alien enemies (this is a sequel after all).<!--QuoteEnd--></div><!--QuoteEEnd-->


    they are always evolving though, always needing to research new ways of defeating them.

    look at how different the onos looks.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1715796:date=Jul 5 2009, 07:33 PM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Jul 5 2009, 07:33 PM) <a href="index.php?act=findpost&pid=1715796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->look at how different the onos looks.<!--QuoteEnd--></div><!--QuoteEEnd-->
    :(
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    It would be good if it could be options about that too.
  • Mr_CharismaMr_Charisma Join Date: 2003-01-26 Member: 12748Members, NS1 Playtester
    I see where you're coming from Tha, but these guys are marines, not scientists. Their job is to remove the alien threat with extreme prejudice. I'm sure after one or two encounters with an Onos and they're going to figure, shooting that big mumma gorilla at the face isn't going to do much. As for the aliens, humans are pretty simple to figure out, deal out enough trauma and they're gonna do down.

    I think you could find more depth in expanding the chamber system (if that remains in the game) or giving the commander concept a more on-the-fly ability, allowing you to go from highly offensive skulks to more defensive ones in reaction to the state of the game.
  • XainXain Join Date: 2007-09-13 Member: 62281Members
    <!--quoteo(post=1715764:date=Jul 5 2009, 01:08 AM:name=Tekoppen)--><div class='quotetop'>QUOTE (Tekoppen @ Jul 5 2009, 01:08 AM) <a href="index.php?act=findpost&pid=1715764"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have to agree with your thoughts, I like the idé of having collison on ragdolls.

    I have to say that I prefer if it would be many different options for the server admin to pick.

    Example:

    **COLLISON**
    Ragdolls with collison (*)
    Ragdolls with only push back collison ( )
    Ragdolls without collison ( )

    **DESPAWN**
    Despawn after (30) without effect ( )
    Despawn after (15) with effects (*)

    **DESPAWN EFFECT**
    Turn into infestation ( )
    Mold into the ground ( )
    Aliens turn into infestation and marines molds and becomes ashes (*)<!--QuoteEnd--></div><!--QuoteEEnd-->

    The molding into the ground for marines, why not just vaporize them via the suits (hint hint Crysis)
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    I'm sorry I didn't think of that, but I tried to show how I had thought it would be.
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    Well, I vote for "Yes" for ragdolls (with and without collison)
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=1715816:date=Jul 6 2009, 01:44 AM:name=Mr_Charisma)--><div class='quotetop'>QUOTE (Mr_Charisma @ Jul 6 2009, 01:44 AM) <a href="index.php?act=findpost&pid=1715816"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->allowing you to go from highly offensive skulks to more defensive ones in reaction to the state of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Which I think they are intending to do.
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    edited July 2009
    I guess we just talk about more possibilities to the game.
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
    edited July 2009
    Since the new Onos seems to be so front heavy it might be sliding on he's face when killed =)
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    LOL @ charging onos dying, sliding on his face.
  • TekoppenTekoppen Join Date: 2008-02-05 Member: 63584Members, NS2 Playtester, Reinforced - Shadow, Subnautica Playtester
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    edited July 2009
    <!--quoteo(post=1715865:date=Jul 6 2009, 12:06 AM:name=Daworm)--><div class='quotetop'>QUOTE (Daworm @ Jul 6 2009, 12:06 AM) <a href="index.php?act=findpost&pid=1715865"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Which I think they are intending to do.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I am not very optimistic about that. Taking away a skulk's speed would make it unplayable for me.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Since the new Onos seems to be so front heavy it might be sliding on he's face when killed =)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Extreme faceplanting?
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    edited July 2009
    <!--quoteo(post=1715916:date=Jul 6 2009, 09:01 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Jul 6 2009, 09:01 PM) <a href="index.php?act=findpost&pid=1715916"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am not very optimistic about that. Taking away a skulk's speed would make it unplayable for me.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Then evolve to a "race" that has more speed.

    <a href="http://twitpic.com/56ybg/full" target="_blank">http://twitpic.com/56ybg/full</a> <-- if that DOES work as intended, alien comm would make a speedy "race" or a defensive race of skulks.
  • RikardRikard Join Date: 2009-06-22 Member: 67899Members
    edited July 2009
    <!--quoteo(post=1715789:date=Jul 5 2009, 10:15 AM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Jul 5 2009, 10:15 AM) <a href="index.php?act=findpost&pid=1715789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Despawn ideas:
    - on infestation, everything sinks into the floor
    on not infested ground,
    - marines either burn (crysis effect when you find the dead body of your comrade?) or vanish while having electrify effect (teleport)
    - kharaa dissolve into a disgusting puddle that evaporates over time and slows down <b>a bit</b> (about 2%~5%) when stepped into [marines dont want to slip on it and fall into that crap], <b>flamethrowers can be used to burn corpses away</b><!--QuoteEnd--></div><!--QuoteEEnd-->


    I like the ideas of dead marines being teleported back to base and the khaara dissolving into small patches of infestation.


    NS doesn't really go for over-the-top gore, but when a marine dies while standing on infestation it should be a bit disturbing. IE the corpse being slowly covered with infestation and drawn into the floor, giving the impression of being "eaten" or absorbed. No funeral for that guy. It would add to the horror element, I hope the infested areas will be really nasty and disturbing, somewhere marines will dread going.
  • AvataAvata Join Date: 2009-05-25 Member: 67477Members
    Collision is a pain in the ass even with live players. Introduce latency into collidable corpses that move when a player hits it, and you'll have a pinball game where no one knows where the balls are until they hit you. It's a logistic nightmare that would just be frustrating. It might work in a LAN, but definately not online.

    Having corpses disapear according to the environment sounds good though. Players dying in infestation get absorbed. Players dying in powered up areas get "beamed up", players dying anywhere unclaimed just rot (burn or disolve). Then maybe add that bodies recovered in your zones are resources to you. Anyone dying in infestation is +res to aliens. Anyone dying in powered zones is +res to marines. Make for crazy end games.
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