<!--quoteo(post=1715946:date=Jul 6 2009, 05:11 PM:name=Avata)--><div class='quotetop'>QUOTE (Avata @ Jul 6 2009, 05:11 PM) <a href="index.php?act=findpost&pid=1715946"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone dying in powered zones is +res to marines. Make for crazy end games.<!--QuoteEnd--></div><!--QuoteEEnd-->
And I would love to see all marines suicide and then beaconed back :D
<!--quoteo(post=1715962:date=Jul 6 2009, 11:44 AM:name=Tom Hoen)--><div class='quotetop'>QUOTE (Tom Hoen @ Jul 6 2009, 11:44 AM) <a href="index.php?act=findpost&pid=1715962"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And I would love to see all marines suicide and then beaconed back :D<!--QuoteEnd--></div><!--QuoteEEnd--> LOL! Obviously suicides and "omg i naded myself" wouldn't count ;)
Also, this would limit the appeal of SG rush/zerg rush because if you fail, the enemy just got a big res boost. Also, early kills are usually in "neutral" areas, so even if one side is getting more frags than the other, that wouldn't count towards a res advantage because it's outside the home zone.
So it stops the fast-res from killing in most scenarios early game, but gives a "home ground" advantage in any and all situations.
Which when you think about it.... gives aliens more reason to power down zones before attacking, and marines more reasons to cull back infestation before attacking.
This would all be controlled with map design though.... If the map designer doesn't want some rooms to have home ground advantage... then come up with some exscuse why it doesn't work in that room... (like the infestation is disconnected from the hive, or the power grid is one way or some crap)
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1715354:date=Jul 2 2009, 06:44 PM:name=Tekoppen)--><div class='quotetop'>QUOTE (Tekoppen @ Jul 2 2009, 06:44 PM) <a href="index.php?act=findpost&pid=1715354"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thing number one: I have long wondered if ns2 will have ragdol in the game, what do you think? It would be awesome to see onos rolling over a couple of marines.<!--QuoteEnd--></div><!--QuoteEEnd--> Since the onos will "flight" marines around and <b>Max</b> has mentioned several times that he can plug multiple physics libraries into the Unknown Engine I think "All signs point to yes". <!--quoteo(post=1715354:date=Jul 2 2009, 06:44 PM:name=Tekoppen)--><div class='quotetop'>QUOTE (Tekoppen @ Jul 2 2009, 06:44 PM) <a href="index.php?act=findpost&pid=1715354"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thing number two: It looks like ns2 will use the "Sprint", or am I wrong? <a href="http://www.unknownworlds.com/ns2//2008/10/unknown_worlds_videocast_5" target="_blank">http://www.unknownworlds.com/ns2//2008/10/...lds_videocast_5</a> (1:41 - 1:43)<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, this was actually mentioned earlier in the twitter feed and in a podcast that marines would be able to sprint. It's called "booking it" by the community because a slip of the tongue in the podcast.
I don't know what ragdoll is, but if it is this kind of feature you see in some games that random corpeses stick to your feet and follow you through half of the map then I have to ask where is the realism in that and in addition to that its just annoying and not good for anything as far as I understand or know this "feature". I guess it's also this kind of thing that if a dead body is stuck on stairs or got "shot" into a very small edge it makes random movements on its own and makes a lot of noise ... these physics engine are quite cool, but they nearly always come with these "bugs" or things you can't really get rid of and beside looking nice they sometimes just get annoying like hell (feels like a stucked door in HL 1 (soundwise) or a object stucked somewhere in HL 2 (movementwise))
So I'm not for the dead body ragdoll at all, as long as I understood what this feature is about, I might be totally wrong here in that case I apologize.
Well the simplest form of a ragdoll is when the player is killed they become limp and collapse in a realistic way. Imagine if someone was knocked out on the spot and fell to the ground. We have had a recent discussion about whether the ragdoll should have collision or not, whether players bullets or bodies collide with it (which is what I think your referring to). In a nutshell 1mann it probably wont affect movement,
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->So I'm not for the dead body ragdoll at all, as long as I understood what this feature is about, I might be totally wrong here in that case I apologize.<!--QuoteEnd--></div><!--QuoteEEnd--> That where the earlier days of rags. That doesn't happen now anymore. at least not that often to be a nusiance.
<!--quoteo(post=1716584:date=Jul 10 2009, 03:52 AM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Jul 10 2009, 03:52 AM) <a href="index.php?act=findpost&pid=1716584"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->--- I want more more more blood and gore gore gore :)<!--QuoteEnd--></div><!--QuoteEEnd--> Me too. Hence the following suggestion: Let corpses crumble upon collision.
They could also just make the ragdoll physics ignore other entities ( like other players) so that the bodies dont get tangled in the feet of players (like gears of war... funny but unrealistic). I personally would like to see something like this: - > Player dies and ragdoll physics animate the players body - > The ragdoll ignores "living" players while the body is being animated - > Bodies then disintegrate or something like that ( nanites ftw )
I haven't played any new games for a couple of years now so I don't know how those ragdolls improved... just had a glimpse at Resident Evil 5 at a friend of mine so this would be a nice way to have those ragdolls interact.
<!--quoteo(post=1716718:date=Jul 10 2009, 01:25 PM:name=Trubodasleikjarinn)--><div class='quotetop'>QUOTE (Trubodasleikjarinn @ Jul 10 2009, 01:25 PM) <a href="index.php?act=findpost&pid=1716718"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- > Player dies and ragdoll physics animate the players body - > The ragdoll ignores "living" players while the body is being animated - > Bodies then disintegrate or something like that ( nanites ftw )<!--QuoteEnd--></div><!--QuoteEEnd-->
It'd be silly if a...
...leaping skulk, blinking fade, flying lerk is shot mid-air and flys right trough some marines... ...charging onos is killed and slides through a bunch of marines...
That's why I'v been saying that there should be options for the ragdoll. Like:
**RAGDOLL COLLISION OPTIONS**
Collision with everything [ ] Collision ignore players [*] Collision ignore both players and props [ ] Collision with only map and srtuctures [ ] Collision with only map [ ]
**RAGDOLL DESPAWN OPTIONS**
After (15) with effects [*] After ( ) without effects [ ]
**RAGDOLL DESPAWN EFFECTS**
Ragdolls becomes both infestation and mold into the ground [ ] Ragdolls becomes infestaion and marines gets vaporize [ ] Ragdolls fade out [*]
Feel free to comment anything about my idea.
You can copy my idea and fill in the checkboxes which you would like.
I'll go through this again: For gameplay reasons, ragdolls can't hinder the player in any way. Stopping bullets would be retarded because it would be a major alien advantage. So, basically, ragdolls fall, remain for however long seems reasonable, and disappear. Or you might just skip ragdolls all together and have the NS1 style static-ish deathanimations (no reason for this).
However, what you can do is have the ragdolls react to players. That means that in someone's above example of a leaping skulk or lerk being shot mid air hitting a player, the ragdoll would hit the player and fall to the ground. The player, however, woudn't take damage nor would he be hindered from moving forward. I think this is the best option and I'm sure that with the right resistance (that is, how hard or exact the ragdolls react to players) it will be "realistic" and be, more or less, perfect.
??? I think it would be retarded to not have ragdolls. But it would be worse to have ragdolls with full collision than it would be to have no ragdolls at all. A lot worse.
Collision with everything [ ] Collision ignore players [*] Collision ignore both players and props [ ] Collision with only map and srtuctures [ ] Collision with only map [ ]
**RAGDOLL DESPAWN OPTIONS**
After (15) with effects [*] After ( ) without effects [ ]
**RAGDOLL DESPAWN EFFECTS**
Ragdolls becomes both infestation and mold into the ground [ ] Ragdolls becomes infestaion and marines gets vaporize [ ] Ragdolls fade out [*]
<!--QuoteBegin-Onos Frontpage Description+--><div class='quotetop'>QUOTE (Onos Frontpage Description)</div><div class='quotemain'><!--QuoteEBegin-->With an effective attack, he should be able to knock back a few marines at a time, disabling them for a few seconds while they get back on their feet.<!--QuoteEnd--></div><!--QuoteEEnd--> This is exactly what I was getting at. A shot ragdoll with inertia swiping marines from their feet.
y dont they make the ragdolls like tf2 u can play around with the bodies but u can also walk right through them, shoot through them etc...and then they just disappear after a bit.
Comments
And I would love to see all marines suicide and then beaconed back :D
LOL!
Obviously suicides and "omg i naded myself" wouldn't count ;)
Also, this would limit the appeal of SG rush/zerg rush because if you fail, the enemy just got a big res boost. Also, early kills are usually in "neutral" areas, so even if one side is getting more frags than the other, that wouldn't count towards a res advantage because it's outside the home zone.
So it stops the fast-res from killing in most scenarios early game, but gives a "home ground" advantage in any and all situations.
Which when you think about it.... gives aliens more reason to power down zones before attacking, and marines more reasons to cull back infestation before attacking.
This would all be controlled with map design though.... If the map designer doesn't want some rooms to have home ground advantage... then come up with some exscuse why it doesn't work in that room... (like the infestation is disconnected from the hive, or the power grid is one way or some crap)
It would be awesome to see onos rolling over a couple of marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
Since the onos will "flight" marines around and <b>Max</b> has mentioned several times that he can plug multiple physics libraries into the Unknown Engine I think "All signs point to yes".
<!--quoteo(post=1715354:date=Jul 2 2009, 06:44 PM:name=Tekoppen)--><div class='quotetop'>QUOTE (Tekoppen @ Jul 2 2009, 06:44 PM) <a href="index.php?act=findpost&pid=1715354"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thing number two: It looks like ns2 will use the "Sprint", or am I wrong?
<a href="http://www.unknownworlds.com/ns2//2008/10/unknown_worlds_videocast_5" target="_blank">http://www.unknownworlds.com/ns2//2008/10/...lds_videocast_5</a>
(1:41 - 1:43)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, this was actually mentioned earlier in the twitter feed and in a podcast that marines would be able to sprint. It's called "booking it" by the community because a slip of the tongue in the podcast.
So I'm not for the dead body ragdoll at all, as long as I understood what this feature is about, I might be totally wrong here in that case I apologize.
Concerning the previous post we talked about different ways to get ragdoll to disappear if they would have collision.
My idea was to have options to have collision enable or disable for the server to set before starting the game.
About the effects of removing the ragdolls by pressing use, I would rather say that would fit better as a mod.
I want more more more blood and gore gore gore :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Me too. Hence the following suggestion: Let corpses crumble upon collision.
Naaah, that'd be to weird.
I don't want someone using my avatar's leg as a football or something.
I personally would like to see something like this:
- > Player dies and ragdoll physics animate the players body
- > The ragdoll ignores "living" players while the body is being animated
- > Bodies then disintegrate or something like that ( nanites ftw )
Just a thought :)
- > The ragdoll ignores "living" players while the body is being animated
- > Bodies then disintegrate or something like that ( nanites ftw )<!--QuoteEnd--></div><!--QuoteEEnd-->
It'd be silly if a...
...leaping skulk, blinking fade, flying lerk is shot mid-air and flys right trough some marines...
...charging onos is killed and slides through a bunch of marines...
...doing no damage at all.
**RAGDOLL COLLISION OPTIONS**
Collision with everything [ ]
Collision ignore players [*]
Collision ignore both players and props [ ]
Collision with only map and srtuctures [ ]
Collision with only map [ ]
**RAGDOLL DESPAWN OPTIONS**
After (15) with effects [*]
After ( ) without effects [ ]
**RAGDOLL DESPAWN EFFECTS**
Ragdolls becomes both infestation and mold into the ground [ ]
Ragdolls becomes infestaion and marines gets vaporize [ ]
Ragdolls fade out [*]
Feel free to comment anything about my idea.
You can copy my idea and fill in the checkboxes which you would like.
For gameplay reasons, ragdolls can't hinder the player in any way. Stopping bullets would be retarded because it would be a major alien advantage. So, basically, ragdolls fall, remain for however long seems reasonable, and disappear. Or you might just skip ragdolls all together and have the NS1 style static-ish deathanimations (no reason for this).
However, what you can do is have the ragdolls react to players. That means that in someone's above example of a leaping skulk or lerk being shot mid air hitting a player, the ragdoll would hit the player and fall to the ground. The player, however, woudn't take damage nor would he be hindered from moving forward. I think this is the best option and I'm sure that with the right resistance (that is, how hard or exact the ragdolls react to players) it will be "realistic" and be, more or less, perfect.
You made your point, But I belive that it can be compensated with something else. (If it is a problem at all)
In case you can't find it:
**RAGDOLL COLLISION OPTIONS**
Collision with everything [ ]
Collision ignore players [*]
Collision ignore both players and props [ ]
Collision with only map and srtuctures [ ]
Collision with only map [ ]
**RAGDOLL DESPAWN OPTIONS**
After (15) with effects [*]
After ( ) without effects [ ]
**RAGDOLL DESPAWN EFFECTS**
Ragdolls becomes both infestation and mold into the ground [ ]
Ragdolls becomes infestaion and marines gets vaporize [ ]
Ragdolls fade out [*]
This is exactly what I was getting at. A shot ragdoll with inertia swiping marines from their feet.
-Collision with only map and structures
-After (x) with effects
-Rag dolls become infestation and marines get vapourized
Good night!
I'v got enough of restricts, like my worst enemy "Invisible Wall". I hate when there is such walls at static props (You can't jump over them)
My point is that it would be heaven to see Natural Selection 2 with 1000 of options to customize your own server.