<!--quoteo(post=1723536:date=Aug 19 2009, 11:38 AM:name=TheNinthPlayer)--><div class='quotetop'>QUOTE (TheNinthPlayer @ Aug 19 2009, 11:38 AM) <a href="index.php?act=findpost&pid=1723536"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Can't wait to see a video of it in action!<!--QuoteEnd--></div><!--QuoteEEnd--> Scroll to the bottom of news article.
I'm more concerned about clip issues with the aliens than with marines...once a marine spawns, he steps off and that's that...but when a marine base is being overrun, the aliens will be right there chomping on IPs and other buildings...seems that it would be hard to do without getting hurt...like biting a blender set to 'puree'
I didn't notice the clipping issue until Daworm pointed it out, but that def. needs to be fixed
As for the marine buildings being bigger (possibly providing cover for aliens), I don't think that's an issue with this one; there are only 2 skinny arms reaching up, and the rest of it is a flat disk on the ground just like the NS1 portal
So even in theory, when matter transporters become a reality, the matter is not transported at all... it is destroyed in location A and simply re-created from scratch in location B. Therefore, when humans are transported, they are killed and a copy of that person is created at a different location. I'll stick with my car.
Looks awesome though! I hope there iscorrect clipping for the arms though... Maybe skulks, gorges and lerks get smacked away when they try and attack it (while the arms are spinning) and an onos/fade can just break the arms?
WOW just WOW its looking amazing as allways. just an off topic question can you guys share a little about what you are showing at the PAX 09 I mean is it gonna be more tech stuff or actual gameplay?
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1723540:date=Aug 19 2009, 11:52 AM:name=xposed-)--><div class='quotetop'>QUOTE (xposed- @ Aug 19 2009, 11:52 AM) <a href="index.php?act=findpost&pid=1723540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So even in theory, when matter transporters become a reality, the matter is not transported at all... it is destroyed in location A and simply re-created from scratch in location B. Therefore, when humans are transported, they are killed and a copy of that person is created at a different location. I'll stick with my car.<!--QuoteEnd--></div><!--QuoteEEnd-->
oh hey the cells in your body constantly dying and regenrating, so its not too different :) anyway i think if teleportation is ever real it will use the wormhole method
<!--quoteo(post=1723518:date=Aug 18 2009, 08:11 PM:name=Dalin Seivewright)--><div class='quotetop'>QUOTE (Dalin Seivewright @ Aug 18 2009, 08:11 PM) <a href="index.php?act=findpost&pid=1723518"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I love the model, but I'm wondering what you mean by [being able to respawn with your squad]...When a marine respawns, they can use the back of the infantry portal to "phase" to where their currently assigned squad is?
If the latter is the case, then the phase gate is being done away with? I 've only heard rumors.<!--QuoteEnd--></div><!--QuoteEEnd-->
It sounds like it will work the second way you described it. They spawn in, go behind the IP, press a button, and teleport to their squad's location. Seeing how that will only work for one squad, the phase gate may not be obsolete as that would work for other marines.
I'm much more curious about how they define a squad and make sure the system won't be exploited. For example, in early competitive battlefield 2 it was a common practice to "squad hop." You would have a certain amount of players positioned in hiding places around the map. These players would then make squads with themselves as the squadleader which allowed their teammates to spawn on them. Players would spawn in one of these squads, attack a point, and if the attack failed and they died they would all choose a squad on the other side of the map. This instantly transported a large amount of players who would then attack an undefended point. DICE stopped this by not allowing players to change squads while dead.
For NS2, I think I heard that squads form automatically when players are grouped near each other (from the one post with the photoshop mock-up of the commander's view). This sounds very confusing to me since there are plently of problems associated with this.
Example 1: Red Squad has 4 members in it, and 3 of them just died. Since it's a big server, they all spawn in around the same time. Are those 3 players now considered Red Squad or can they teleport to 4th player who didn't die. Technically the majority of Red Squad is in the base so where would they teleport to?
Example 2: Red squad lost 1 player and that player spawns in. The base just recovered from an attack and everyone is welding structures. If the player from Red Squad is welding a high-hitpoint target like the Com Chair along side 2 members of Blue Squad, is the Red Squad player going to be booted from their squad and autojoin the blue squad?
There's plently more examples out there, but I think I got the point across. Of course those problems hinge on the game auto-placing players in squads so if I'm not remembering correctly then my example problems are moot.
I really hope you guys got the "squad-mate teleport" well. Reinforcements for a RTS game... I dunno. I never liked in in Dawn of War. Two squads of Space Marines could kill each other all day and not get anywhere. It might make marine rushes too powerful...
I suppose that's an issue to be balanced in Alpha/ Beta.
No negative feedback otherwise! Love the new Infantry Portal, waiting for the Gorge reveal soon!
I actually like the squad teleport idea. It would probably result in individual aliens being stronger than individual marines, which is balanced out by the marine's ability to regroup quickly.
Im hoping that the comm will apoint a squad leader by dropping some sort of special equipment for him, kinda like a mobile phase beacon or something that he'd wear on his back and be easily recognized by everyone (even aliens). Thus turning the individual into a mobile phase gate that must be protected. Thats just how I would imagine the squad teleports working.
<!--quoteo(post=1723547:date=Aug 18 2009, 09:41 PM:name=Sirot)--><div class='quotetop'>QUOTE (Sirot @ Aug 18 2009, 09:41 PM) <a href="index.php?act=findpost&pid=1723547"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I actually like the squad teleport idea. It would probably result in individual aliens being stronger than individual marines, which is balanced out by the marine's ability to regroup quickly.<!--QuoteEnd--></div><!--QuoteEEnd-->
That was always the power of the alien team... they only needed 1 good fade and that'd be enough to prevent marines from establishing a foothold... eventually resulting in every marine being cornered in base.
So now the aliens can either be good as a team of fail as a team... no more 3 good aliens and a 14 player alien team wins automatically.
I even like that blender action on the ip... hope it chops up spawn-camping aliens real nice. I demand their guts splashed on the walls like someone just bagged a graboid :P
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1723553:date=Aug 19 2009, 01:34 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Aug 19 2009, 01:34 PM) <a href="index.php?act=findpost&pid=1723553"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I even like that blender action on the ip... hope it chops up spawn-camping aliens real nice. I demand their guts splashed on the walls like someone just bagged a graboid :P<!--QuoteEnd--></div><!--QuoteEEnd-->
i'm guessing it will just push aliens away rather than damage
the infantry portal looks perfect. for all those worried about spawn camping im guessing those spinning arms of watever wud push aliens out of the way or possibly damage them.
Yeah I've been curious about how squad teleporting would work out on the receiving end, and I also like the idea of marines having to carry a "phase pack". Whoever has it wants to stay in the back protected from aliens to let his buddies spawn, and the aliens want to take him out to cripple the squad(say it takes a while to warm up after someone else recovers it).
<!--quoteo(post=1723560:date=Aug 19 2009, 01:36 PM:name=Khaze)--><div class='quotetop'>QUOTE (Khaze @ Aug 19 2009, 01:36 PM) <a href="index.php?act=findpost&pid=1723560"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First thing I thought of was... "Skulk - Will it blend?"<!--QuoteEnd--></div><!--QuoteEEnd-->
agree.
great design, wondering about collisions on the arms?
BadMouthIt ceases to be exclusive when you can have a custom member titlJoin Date: 2004-05-21Member: 28815Members
I like the new design. Looks very robust. There are only two minor issues I take with it. One, is that the computer screen for teleporting to squad is facing outwards. I think it should be facing inwards so the marine wont have to get off the portal to access it. Second, is the spinning arms. I like that they are spinning. I just don't like that they are spinning so fast. It would be nicer if they slowed down.
<!--quoteo(post=1723566:date=Aug 18 2009, 11:13 PM:name=BadMouth)--><div class='quotetop'>QUOTE (BadMouth @ Aug 18 2009, 11:13 PM) <a href="index.php?act=findpost&pid=1723566"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the new design. Looks very robust. There are only two minor issues I take with it. One, is that the computer screen for teleporting to squad is facing outwards. I think it should be facing inwards so the marine wont have to get off the portal to access it. Second, is the spinning arms. I like that they are spinning. I just don't like that they are spinning so fast. It would be nicer if they slowed down.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nah, marines will probably want to go buy guns or w/e before they teleport, so it's fine that they access it from outside. And they have to spin fast b/c they have a lot of work to do...
WRT joining your squad, hopefully a commander will assign squads as in NS1, and give a beacon-type of device to the leader for reinforcements to port to. Would give marines a good reason to protect their squad leader, and aliens a way to really cripple a squad in a dangerous situation
Ooh, that's a sexy looking hunk-o'-metal. The unfolding animation looks very sleek. I was hoping to see some particle effects and maybe a marine pop into existence in the video, but it's good to leave some things for playtime. I'm curious about its extended functions as well. Apparently it will have to be upgraded before a marine can use the squad teleport, which is good, but I wonder: will live marines trying to teleport have to wait until there are fewer marines in the respawn queue than IPs? I figure marines won't be able to teleport while the IP has people to spawn. That would reward aliens for making multiple kills, it would encourage the Commander to drop more IPs and it wouldn't make unnecessary running to your waypoint.
So if you guys follow the current trend every single structure in NS2 is going to be HUGE. Gonna be great for base attacks when every alien gets stuck on these hugely large structures. Also talking about this, Marine Start is going to be huge as well. A comm chair, armory and 2 IP's is going to take up the whole area. I understand artistically and functionally it is great but honestly it is too big. It's going to interfere with game play. It does look nice though I guess.
<!--quoteo(post=1723573:date=Aug 19 2009, 04:02 PM:name=Death_by_bullets)--><div class='quotetop'>QUOTE (Death_by_bullets @ Aug 19 2009, 04:02 PM) <a href="index.php?act=findpost&pid=1723573"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->snip<!--QuoteEnd--></div><!--QuoteEEnd--> On what grounds are you making these gameplay assumptions?
Comments
Scroll to the bottom of news article.
I didn't notice the clipping issue until Daworm pointed it out, but that def. needs to be fixed
As for the marine buildings being bigger (possibly providing cover for aliens), I don't think that's an issue with this one; there are only 2 skinny arms reaching up, and the rest of it is a flat disk on the ground just like the NS1 portal
Looks awesome though! I hope there iscorrect clipping for the arms though... Maybe skulks, gorges and lerks get smacked away when they try and attack it (while the arms are spinning) and an onos/fade can just break the arms?
just an off topic question can you guys share a little about what you are showing at the PAX 09 I mean is it gonna be more tech stuff or actual gameplay?
oh hey the cells in your body constantly dying and regenrating, so its not too different :) anyway i think if teleportation is ever real it will use the wormhole method
If the latter is the case, then the phase gate is being done away with? I 've only heard rumors.<!--QuoteEnd--></div><!--QuoteEEnd-->
It sounds like it will work the second way you described it. They spawn in, go behind the IP, press a button, and teleport to their squad's location. Seeing how that will only work for one squad, the phase gate may not be obsolete as that would work for other marines.
I'm much more curious about how they define a squad and make sure the system won't be exploited. For example, in early competitive battlefield 2 it was a common practice to "squad hop." You would have a certain amount of players positioned in hiding places around the map. These players would then make squads with themselves as the squadleader which allowed their teammates to spawn on them. Players would spawn in one of these squads, attack a point, and if the attack failed and they died they would all choose a squad on the other side of the map. This instantly transported a large amount of players who would then attack an undefended point. DICE stopped this by not allowing players to change squads while dead.
For NS2, I think I heard that squads form automatically when players are grouped near each other (from the one post with the photoshop mock-up of the commander's view). This sounds very confusing to me since there are plently of problems associated with this.
Example 1: Red Squad has 4 members in it, and 3 of them just died. Since it's a big server, they all spawn in around the same time. Are those 3 players now considered Red Squad or can they teleport to 4th player who didn't die. Technically the majority of Red Squad is in the base so where would they teleport to?
Example 2: Red squad lost 1 player and that player spawns in. The base just recovered from an attack and everyone is welding structures. If the player from Red Squad is welding a high-hitpoint target like the Com Chair along side 2 members of Blue Squad, is the Red Squad player going to be booted from their squad and autojoin the blue squad?
There's plently more examples out there, but I think I got the point across. Of course those problems hinge on the game auto-placing players in squads so if I'm not remembering correctly then my example problems are moot.
I suppose that's an issue to be balanced in Alpha/ Beta.
No negative feedback otherwise! Love the new Infantry Portal, waiting for the Gorge reveal soon!
That was always the power of the alien team... they only needed 1 good fade and that'd be enough to prevent marines from establishing a foothold... eventually resulting in every marine being cornered in base.
So now the aliens can either be good as a team of fail as a team... no more 3 good aliens and a 14 player alien team wins automatically.
I even like that blender action on the ip... hope it chops up spawn-camping aliens real nice. I demand their guts splashed on the walls like someone just bagged a graboid :P
i'm guessing it will just push aliens away rather than damage
agree.
great design, wondering about collisions on the arms?
Nah, marines will probably want to go buy guns or w/e before they teleport, so it's fine that they access it from outside. And they have to spin fast b/c they have a lot of work to do...
WRT joining your squad, hopefully a commander will assign squads as in NS1, and give a beacon-type of device to the leader for reinforcements to port to. Would give marines a good reason to protect their squad leader, and aliens a way to really cripple a squad in a dangerous situation
Gorge update pls? :p
On what grounds are you making these gameplay assumptions?