Skulks too big?

Milkman128Milkman128 Join Date: 2009-10-31 Member: 69204Members
<div class="IPBDescription">mini onos</div>looking at the screen shots I think it looks great and definitely creates a good atmosphere. But what I first noticed is a significant game mechanic change is the skulks size. A faster smaller weaker unit vs the larger stronger unit with ranged attack really helped with the feel of the aliens swarming like locusts. It also made skulks coordinate attacks.

In the screens the skulks look huge hence much easier to shoot so their HP needs to be boosted to be able to be as effective as in the original. I rather not have mini onos but rather a fast weak strong attack unit.


What does everyone else think
Are skulks too big?
Is this a critical change in the game mechanics?
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Comments

  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    The skulks are like a big dog now.

    I think it adds to the scare factor. I say keep it until we know how it plays in-game.
  • SlunkWranglerSlunkWrangler Join Date: 2009-06-09 Member: 67765Members, Reinforced - Gold
    To me, it looks like everything is getting bigger. From the screen shot you can tell even the lerk has gotten a little larger, which I totally dig. I don't think size changes are really going to change the mechanics of the game. You may not be able to swerve in and out of corridors as easily, but you still have the vents. I think there may be a huge push with the developers really wanting players, as skulks, to use the venting systems to deploy surprise attacks and that sort of thing. When your dropping out of vents chomping on your enemies, it doesn't really matter if your smaller and faster.
  • MormyMormy Join Date: 2009-10-28 Member: 69155Members
    <!--quoteo(post=1735202:date=Nov 1 2009, 03:28 AM:name=Milkman128)--><div class='quotetop'>QUOTE (Milkman128 @ Nov 1 2009, 03:28 AM) <a href="index.php?act=findpost&pid=1735202"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->looking at the screen shots I think it looks great and definitely creates a good atmosphere. But what I first noticed is a significant game mechanic change is the skulks size. A faster smaller weaker unit vs the larger stronger unit with ranged attack really helped with the feel of the aliens swarming like locusts. It also made skulks coordinate attacks.

    In the screens the skulks look huge hence much easier to shoot so their HP needs to be boosted to be able to be as effective as in the original. I rather not have mini onos but rather a fast weak strong attack unit.


    What does everyone else think
    Are skulks too big?
    Is this a critical change in the game mechanics?<!--QuoteEnd--></div><!--QuoteEEnd-->
    they were to small for ns1 so i think they look the right size now i can shoot them with out them going as a blur
  • meh`meh` Join Date: 2009-03-10 Member: 66691Members
    I agree. I think that with first hive leap ability, they shouldn't be NS1 small but they shouldn't be as big as they are now. Something in the middle would be great.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Skulks are getting more resilient and somewhat slower so it makes sense that they are bigger.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    Bigger skulks means fewer hiding spots.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    <!--quoteo(post=1735210:date=Nov 1 2009, 02:33 PM:name=Frogg2)--><div class='quotetop'>QUOTE (Frogg2 @ Nov 1 2009, 02:33 PM) <a href="index.php?act=findpost&pid=1735210"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bigger skulks means fewer hiding spots.<!--QuoteEnd--></div><!--QuoteEEnd-->
    A different approach to map design with the new skulks in mind would surely change that
  • -Diesel--Diesel- Join Date: 2009-09-13 Member: 68769Members
    Big skulks are good IMO.

    The game will seem more action packed.. won't feel like you are fighting a bunch of cats on steroids anymore.
  • Risky SalmonRisky Salmon Join Date: 2009-06-04 Member: 67680Members
    I'm wondering how they are going about making them crawl along walls, as most of it looks like static meshes now. That would be quite tricky to pull off.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited November 2009
    The lifefrom size is one of these things that scare me a bit and make me hope they've thought this through properly. That being said, I'll wait for alpha until I unleash my furious whine.
  • PyromaniacPyromaniac Join Date: 2009-02-20 Member: 66498Members
    I hope they lower the size so aiming at a skulk doesn't become boring and easy.
  • BlizzerdBlizzerd Join Date: 2009-10-23 Member: 69119Members
    I woudnt worry too much about it, from what i know of how models "work" in a game, changing the "total" size would be nothing substantially more then changing a certain value from 1 to 0.75 for example
  • blackpiranhablackpiranha Germany Join Date: 2003-03-11 Member: 14375Members, Constellation
    edited November 2009
    If the skulk model is really that big in the first version I'd be a bit worried. As you know it's a small, fast and vulnerable lifeform which got it's advantages in scouting, sneak attacks, movement and team attacks. This worked great in Ns1 - no need to change that.

    Also the LMG is kinda oversized in the screenshot.
  • savage^savage^ Join Date: 2009-08-26 Member: 68611Members
    <!--quoteo(post=1735231:date=Nov 1 2009, 10:14 AM:name=haymo)--><div class='quotetop'>QUOTE (haymo @ Nov 1 2009, 10:14 AM) <a href="index.php?act=findpost&pid=1735231"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey guys flayra was inspired by flying fish's image and resized the models, also fixed the guns aspect and size. I think it's looking good now.. what do you guys think?

    <img src="http://img257.imageshack.us/img257/9021/ns2marinehallway3.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
  • GeezerGeezer Join Date: 2004-09-28 Member: 31976Members
    I'm happy with the screenies I've seen.
  • BadMouthBadMouth It ceases to be exclusive when you can have a custom member titl Join Date: 2004-05-21 Member: 28815Members
    the size is not too big an issue for me. I'm just not too used to seeing the skulk so big and badassed. However, the size does bring up one issue, and I have to admit I'm nitpicking here. It would just look strange for such a big sized animal to wall walk, if they don't press themselves to the wall. It worked for the movie aliens because the aliens pressed themselves to the wall. But for NS2, it doesnt seem that the skulks would have a different animation when wall walking.
  • Milkman128Milkman128 Join Date: 2009-10-31 Member: 69204Members
    edited November 2009
    I like the image savage posted.
    A unique part of NS 1 is the completely different play styles for each side.
    If aliens are still meant to be fast and sneaky The original images couldn't work. Sensory chamber cloaking would be pointless, a quick spray by a marine and TA DA found the skulk. Getting 2-3 skulks to do a simultaneous sneak attack from a vent wouldn't be possible either. In general it would be difficult to swarm the marines as the hallways would fit an equal # of marines & skulks, I much prefer to overwhelm marines with numbers it really gives you the feel of fighting an alien invasion.
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    You know thats a photoshop and not actual resized models, yes ?
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I think the skulks are bigger because UWE wants to decrease the level of skill required to be a useful marine.
  • KisleKisle Join Date: 2006-12-25 Member: 59229Members
    think the skulk looks pretty nice like he is.
    dont make him smaller.

    Why are you all scared so much, about such stupid things like:
    - hes easier to hit.
    - or fewer hiding spots.

    We dont even know if there is recoil or how fast the skulk is,how.
    much dmg the lmg does or how much hp the skulk has.

    pls guys. Just wait for the game.

    Kisle.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I too think Skulks are too big, now. I want them about the size of the photoshop. Skulks <i>should</i> be small and fast and not the head to head counter to a lmg marine. There are other lifeforms for that job.
  • CrispixCrispix Join Date: 2007-01-10 Member: 59543Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    I think the size is fine the way it is. After all, the Kharaa have evolved over time. And skulks will play differently than the NS1 skulk. Remember, they will have leap with one Hive up now, we still dont even know which other upgrades they get. There's still too many other questions to ask about in terms of the gameplay. I would seriously just wait it out until the Alpha comes out.
  • w0dk4w0dk4 Join Date: 2008-04-22 Member: 64129Members, Constellation, Reinforced - Shadow
    Skulks as tall as marines = bad IMHO
  • JAmazonJAmazon Join Date: 2009-02-21 Member: 66503Members
    This is absolutely a legitimate concern for everyone...except for the fact that its pre-alpha. Dont worry guys, if the mega skulks are too easy to hit (or too scurry D:) then I'm sure we'll get that sorted out.
  • xtcmenxtcmen Join Date: 2004-04-20 Member: 28040Members, Squad Five Blue
    I wouldn't worry about this at all. If you remember in NS1 the chambers, and turrets use to be HUGE, and they toned down the size a lot.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    The image with the tiny skulks is ridiculous. I know you guys want it to be exactly like NS1, but to be honest the small skulks in NS1 were pretty silly.
    Also, resizing a rigged/skinned/animated character model is a horribly annoying process in most 3d graphics software.
  • JAmazonJAmazon Join Date: 2009-02-21 Member: 66503Members
    <!--quoteo(post=1735349:date=Nov 1 2009, 08:23 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Nov 1 2009, 08:23 PM) <a href="index.php?act=findpost&pid=1735349"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The image with the tiny skulks is ridiculous. I know you guys want it to be exactly like NS1, but to be honest the small skulks in NS1 were pretty silly.
    Also, resizing a rigged/skinned/animated character model is a horribly annoying process in most 3d graphics software.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So they shouldn't even consider it because its hard and requires them to *god forbid* work on the game? :P
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    edited November 2009
    They shouldn't consider it because it looks silly and has no purpose other than to appease the overly nostalgic peanut gallery. ; )

    The part about rescaling models is just an interesting tidbit that those of us who aren't familiar with 3d graphics development might find interesting.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited November 2009
    Actually i dont think the Skulks are too BIG, but the Marines are too SMALL... ;P
    if i look at the room height and alien sizes it feels kinda small at least :B
  • TemphageTemphage Join Date: 2009-10-28 Member: 69158Members
    I actually like the scale of everything. And I have no problems with the 'big gun' - marines are carrying lots of equipment, and guns *DO* take up your view. Sounds like a balancing point to me - marines can reach out and touch someone, but they have limited vision up close.
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