Thoughts on NS2
ctoon6
Join Date: 2007-06-15 Member: 61256Members
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->THIS IS MY OPINION, NOT FACT.<!--colorc--></span><!--/colorc-->
Not much info has been released with key factors in how the game will be played. (ie fades)
List of things I like about NS:
<ul><li>No 1 hit kill/cheap weapons. (snipers)</li><li>Required use of good moment.</li><li>Fast paced.</li><li>Siege maps. (not sure how them new siege cannons work, but i hope they will be conducive to siege maps)</li><li>Fading.</li><li>Bad lighting, no shadows all consistent, easy to see.</li><li>Skill.</li></ul>
Things I see in NS2 that I am not sure about/I like:
<ul><li>Tech points?</li><li>Not enough rts (requires you to risk too much in 1 plan?)</li><li>Too small maps (or at least look small because of too much stuff in them)</li><li>The games don't look like they will have an "epic" feel, way too short.</li><li>Map design in ns2 shows way too much clutter, too much stuff to get caught on. (what happened to open rooms that requires skill and good use of movement)</li><li>Map makers put map looks over game play and usability.</li><li>Dark areas. (if they will exist then an ns1 alien flashlight is a must have)</li><li>Improved graphics.</li><li>Ambushing and hiding. (You like it or hate it, I hate it, another reason why I like siege so much better)</li><li>HA and the idea of "attachments". (Positive)</li><li>Capitalist idea for marines. (making aliens and marines yet more related)</li><li>Mobile siege cannons?</li></ul>
Few suggestions
<ul><li>Aim toward 30-45 min games, it would be optimal to have different target game times, make different game "modes" or make game time dependent on the map.</li><li>Separate teams, alien commander makes them too related. (perhaps the only job alien commander does is "approve" stuff?)</li></ul>
Final note, I am mostly a siege fan.
More may be added... (If this list is even remotely useful to the devs)
Not much info has been released with key factors in how the game will be played. (ie fades)
List of things I like about NS:
<ul><li>No 1 hit kill/cheap weapons. (snipers)</li><li>Required use of good moment.</li><li>Fast paced.</li><li>Siege maps. (not sure how them new siege cannons work, but i hope they will be conducive to siege maps)</li><li>Fading.</li><li>Bad lighting, no shadows all consistent, easy to see.</li><li>Skill.</li></ul>
Things I see in NS2 that I am not sure about/I like:
<ul><li>Tech points?</li><li>Not enough rts (requires you to risk too much in 1 plan?)</li><li>Too small maps (or at least look small because of too much stuff in them)</li><li>The games don't look like they will have an "epic" feel, way too short.</li><li>Map design in ns2 shows way too much clutter, too much stuff to get caught on. (what happened to open rooms that requires skill and good use of movement)</li><li>Map makers put map looks over game play and usability.</li><li>Dark areas. (if they will exist then an ns1 alien flashlight is a must have)</li><li>Improved graphics.</li><li>Ambushing and hiding. (You like it or hate it, I hate it, another reason why I like siege so much better)</li><li>HA and the idea of "attachments". (Positive)</li><li>Capitalist idea for marines. (making aliens and marines yet more related)</li><li>Mobile siege cannons?</li></ul>
Few suggestions
<ul><li>Aim toward 30-45 min games, it would be optimal to have different target game times, make different game "modes" or make game time dependent on the map.</li><li>Separate teams, alien commander makes them too related. (perhaps the only job alien commander does is "approve" stuff?)</li></ul>
Final note, I am mostly a siege fan.
More may be added... (If this list is even remotely useful to the devs)
Comments
Not much info has been released with key factors in how the game will be played. (ie fades)
List of things I like about NS:
<ul><li>No 1 hit kill/cheap weapons. (snipers)</li><li>Required use of good moment.</li><li>Fast paced.</li><li>Siege maps. (not sure how them new siege cannons work, but i hope they will be conducive to siege maps)</li><li>Fading.</li><li>Bad lighting, no shadows all consistent, easy to see.</li><li>Skill.</li></ul>
Things I see in NS2 that I am not sure about/I like:
<ul><li>Tech points?</li><li>Not enough rts (requires you to risk too much in 1 plan?)</li><li>Too small maps (or at least look small because of too much stuff in them)</li><li>The games don't look like they will have an "epic" feel, way too short.</li><li>Map design in ns2 shows way too much clutter, too much stuff to get caught on. (what happened to open rooms that requires skill and good use of movement)</li><li>Map makers put map looks over game play and usability.</li><li>Dark areas. (if they will exist then an ns1 alien flashlight is a must have)</li><li>Improved graphics.</li><li>Ambushing and hiding. (You like it or hate it, I hate it, another reason why I like siege so much better)</li><li>HA and the idea of "attachments". (Positive)</li><li>Capitalist idea for marines. (making aliens and marines yet more related)</li><li>Mobile siege cannons?</li></ul>
Few suggestions
<ul><li>Aim toward 30-45 min games, it would be optimal to have different target game times, make different game "modes" or make game time dependent on the map.</li><li>Separate teams, alien commander makes them too related. (perhaps the only job alien commander does is "approve" stuff?)</li></ul>
Final note, I am mostly a siege fan.
More may be added... (If this list is even remotely useful to the devs)<!--QuoteEnd--></div><!--QuoteEEnd-->
Solution:
Play NS1, and go away?
Or try to get DirectX 7/8 to work so you gain a graphical advantage.
And some of your bullets are stupid for this day and age.
Some random ones:
- Graphics sell, you want UWE to actually be able to make a NS2 Expansion pack or NS3(or any game) down the road I hope.
- Siege maps are not CANNON, and having good looks means more props for Skulks to hide behind which is a good thing.
(Go play fy_iceworld then, if that is what you really want.)
- The main problem with NS1 was the Aliens not having a Commander, so it was only "balanced" for 6vs6 play. Think Starcraft, it does it right.
- You hate ambushing as a Skulk/Kharaa, WOW. Just don't even play NS1 anymore. Go play Quake.
- The HMG is now the EXO's main weapon, and can be dual wielded. Much better and more powerful this time around. Not just one big expensive Gas Mask.
*****
Sounds like you should really be playing another game, like Quake/UT/Doom with Low-Grav. Oh wait, HALO has that with the Aliens. There is your game. Now bye? We don't want to read your I Leave/QUIT This Game Thread a few months from now, might as well just do it in this thread in advance.
"I am mostly a siege fan"
So I'm afraid I have to agree with Jimyd
..not sure how you can put skill and siege map in one sentence anyway,,
Oh yeah, I did it..judge me
"I am mostly a siege fan"
So I'm afraid I have to agree with Jimyd
..not sure how you can put skill and siege map in one sentence anyway,,
Oh yeah, I did it..judge me<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know why I bother replying anymore to posts like ctoon6's, maybe its because I'm bored because there is no Alpha on my computer that I can play.
Or Fade reveal to ogle about.
I don't know what to make of this :o
nobody has played ns2, so i don't see the point of commenting on what you don't like until you see it all in action - each little change in ns2 is part of a larger improvement in balance and gameplay.
also why are you against improved graphics? (confused)
"I am mostly a siege fan"
So I'm afraid I have to agree with Jimyd
..not sure how you can put skill and siege map in one sentence anyway,,
Oh yeah, I did it..judge me<!--QuoteEnd--></div><!--QuoteEEnd-->
Pretty much, yeah. Listening to someone who likes siege maps tell us how NS should work is like listening to an American Idol fan tell you how an opera should go.
haha well i guess seige maps certainly took gameplay over looks and details (oh wait, they played crappy too)
I dont like the way ns1 took towards faster and faster gameplay...
Had some really epic 3-4 hour ns 1.04 games, I still remember those while I dont remember a single epic ns 3.x game.
With regards to ambushing, while I also dislike it, you can't really remove it from the game, considering the alien faction largely depends upon it in the opening stages, and even later it is a powerful tool. If you don't like ambushing you can play gorge or onos and likely fade to a lesser extent, or just play marines which is what I always did.
Open areas are somewhat silly because without map geometry the game plays out identically, if you just want lifeforms and marines to run at each other shooting then there isn't any point in having maps. Having the map geometry impact how you play is pivotal in any game, it's why you have maps and why more maps adds more variety.
You can have the occasional more open than normal area, but not complete open areas and not very often. You should focus on opportunities to make the map interesting by having vertical elements for aliens to hide in or marines to use as cover, having areas with chokepoints for marines to occupy as bases, and having areas which are hard/pointless to secure and which then make good contest points. In all these you need to add map geometry that the different classes require, aliens need places to hide and vents to aid movement, marines need some confined spaces to make them weaker and some more open spaces to make them stronger, you need mostly rooms because rooms are always better to fight in, but the occasional short corridor can help marines on occasion. You need cover for smaller aliens to use and force marines to close in if they want to kill them, and you obviously need an excellent visual theme to impress people when they first enter the area, and to make it easy to recognise so players can describe it to each other and have it be obvious where they are talking about.
NS1 is balanced and has great gameplay and many see the changes as damaging both, so your analysis is one-sided. From the many discussions we've seen on the subject, it should be understood that these changes aren't necessarily better, just different. Although I disagree with the OP on seige maps, I and many other NS players would come up with a similar bulleted list that would contain many of the same concerns. So in answer to the OP, I would say these concerns have been addressed, and that NS2 is intentionally going to be different on some levels from NS. It's going to feature some changes that attract new NS players (read: noobified), at the risk of alienating some old ones. Many of the changes on your list are in fact just such these changes (i.e. smaller maps, less epic battles, etc) designed to be noob-friendly and unfortunately are unlikely to be re-visited until after release and even then, likely only if they are determined not to be working.