New Marines movements system

MikplayeurMikplayeur Join Date: 2009-05-09 Member: 67373Members
<div class="IPBDescription">Bunny hopping Obstacles + Knocking Skulk leap etc...</div><i><!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->1/ Marine Jump : (avoiding bunny hopping)<!--colorc--></span><!--/colorc--></i>

- A Marine should be incapable of firing in a jump. The marines should see their weapons close to their chest in this movement (Like in BF2 for jump and run).

- If it's too many restricting just able Marines to fire with a very low accurate.
With the movement of their weapons closing to their chest, they should fire in the new sight of weapon).

- Rail or barrier : A marines should be incapable to stay on a barrier he should fall.

- Jumping back : A Marine should fall if he touch an object like a barrier or a guardrail.


<!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->
<b>2/ Skulk leap on Marines</b><!--colorc--></span><!--/colorc-->

<!--coloro:#ADD8E6--><span style="color:#ADD8E6"><!--/coloro-->A Skulk in a full leap movement should knocked out a Marine at ground. Marines can fire at ground but can’t move, they are able to turn on the ground. To stand upright a Marine press Up but can’t fire and return at ground if he is hit by an alien when he try to stand upright.<!--colorc--></span><!--/colorc-->

<img src="http://mikplayer.free.fr/Marine%20Falling.jpg" border="0" class="linked-image" />

Comments

  • msleepermsleeper Join Date: 2009-10-13 Member: 69034Members
    This isn't Counter-Strike, I don't think the developers are aiming for realism.
  • MikplayeurMikplayeur Join Date: 2009-05-09 Member: 67373Members
    edited July 2010
    Hum.. Don't talk me of this ###### of CS please.

    On the realistic view of NS2. Is nothing. I am just a player of NS1 and I see its weaknesses and its drift in terms of gameplay like bunny hopping. Moreover you should know that developers are already being to avoid bunny hopping for NS2.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Where did bhop ever come into this???


    Anyways, I don't particularly see the reasons. You seem to be requiring realism in a game that is not designed for realism and in which the cry has almost always been gameplay>realism.

    Adding in these limitations on movement require extra coding and potentially animation time. I really do not see the point.


    As far as a Skulk incapacitation.... no. As I have said time and time again, we do NOT want 1v1 incapacitation. This is not L4D where teamwork must be strictly enforced. A solo Marine and Skulk should have a fighting chance.
  • MikplayeurMikplayeur Join Date: 2009-05-09 Member: 67373Members
    edited July 2010
    I see I am not understood same after previous explanation. The object is not the realism. It's the gameplay improvement. Note with previous criticism ->
    <!--quoteo(post=1788169:date=Jul 29 2010, 02:03 AM:name=Mikplayeur)--><div class='quotetop'>QUOTE (Mikplayeur @ Jul 29 2010, 02:03 AM) <a href="index.php?act=findpost&pid=1788169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marines can fire at ground but can’t move, they are able to turn on the ground.<!--QuoteEnd--></div><!--QuoteEEnd-->
    So please don't speak me of this ###### of L4D...
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Please explain how these are "gameplay improvement".

    You are jumping to conclusions. My criticism is because you seem to want "realistic" actions to occur in the game for... I have no idea. Explain to me how these add to the gameplay mechanics. Most seem aesthetic.

    And the Skulk knockdown is effectively a L4D incapacitation, except that the Skulk isn't bound to stay on them and become an easy target for his buddies. If anything, it's even worse since it can just run around knocking them down with only the adrenaline cost. OK, they can "turn on the ground" and "fire at ground" but that doesn't make a very effective Marine fighter. The loss of mobility is a huge weakness, even if only temporarily.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--quoteo(post=1788169:date=Jul 28 2010, 08:03 PM:name=Mikplayeur)--><div class='quotetop'>QUOTE (Mikplayeur @ Jul 28 2010, 08:03 PM) <a href="index.php?act=findpost&pid=1788169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i><!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->1/ Marine Jump : (avoiding bunny hopping)<!--colorc--></span><!--/colorc--></i>

    - A Marine should be incapable of firing in a jump. The marines should see their weapons close to their chest in this movement (Like in BF2 for jump and run).<!--QuoteEnd--></div><!--QuoteEEnd-->

    No.

    <!--quoteo(post=1788169:date=Jul 28 2010, 08:03 PM:name=Mikplayeur)--><div class='quotetop'>QUOTE (Mikplayeur @ Jul 28 2010, 08:03 PM) <a href="index.php?act=findpost&pid=1788169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- If it's too many restricting just able Marines to fire with a very low accurate.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Still no.

    <!--quoteo(post=1788169:date=Jul 28 2010, 08:03 PM:name=Mikplayeur)--><div class='quotetop'>QUOTE (Mikplayeur @ Jul 28 2010, 08:03 PM) <a href="index.php?act=findpost&pid=1788169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rail or barrier : A marines should be incapable to stay on a barrier he should fall.

    Jumping back : A Marine should fall if he touch an object like a barrier or a guardrail.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Not only no, but hell no.

    (note, my rationale is as well supported and solid as the OPs)
  • katzenkorbanfasserkatzenkorbanfasser Join Date: 2010-07-27 Member: 73224Members
    TSA marines are not like crappy BF2 whatever soldiers. only the toughest badasses are sent through space to defeat the alien threat. sure they can shoot while jumping. they can even shoot laughing about all this bad stuff about bringing bad stuff from bad games into ns2.
  • snooggumssnooggums Join Date: 2009-09-18 Member: 68821Members
    <!--quoteo(post=1789070:date=Jul 29 2010, 08:36 PM:name=katzenkorbanfasser)--><div class='quotetop'>QUOTE (katzenkorbanfasser @ Jul 29 2010, 08:36 PM) <a href="index.php?act=findpost&pid=1789070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->TSA marines are not like crappy BF2 whatever soldiers. only the toughest badasses are sent through space to defeat the alien threat. sure they can shoot while jumping. they can even shoot laughing about all this bad stuff about bringing bad stuff from bad games into ns2.<!--QuoteEnd--></div><!--QuoteEEnd-->


    As we all know movement in games clearly peaked in 1999, there is no room for improvement anywhere. L4D did a great job of replicating horror movie damage and effects, so while it isn't exactly 'more realistic' compared to NS2 some features could still work in NS2 like knockdown effects. for example a L4D Charger knocking the people he didn't grab aside would make a good charge effect for an Onos.

    Skulk knockdown would need to be a late game effect, not an early one, and devs had already mentioned an incapacitation move was being considered.
  • TurtleTurtle Join Date: 2002-10-18 Member: 1540Members
    From pure gameplay standpoint, players tend to be very unaccepting of anything that directly takes their control away, even for very short periods of time.

    As for weapon accuracy, don't worry about any concept of realism. Just know that in game terms, because NS2 is so fast paced, with aliens able to pull all sorts of maneuvers, the marine players need weapons that are still fully accurate on the move. Limiting bunny hopping somehow would be a good thing overall though. If you want a story reason as to why marines are that accurate, say they have built in motion compensators into the gun that's linked with the heads up display.
  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Members
    edited August 2010
    While it's not completely necessary, how about a screenshake on taking damage? Not the kind that causes your aim to change, one that simply rotates your camera about the centre of your screen.
  • GheistGheist Join Date: 2010-08-04 Member: 73471Members
    I have to agree with the hell no comment...
  • snooggumssnooggums Join Date: 2009-09-18 Member: 68821Members
    <!--quoteo(post=1790915:date=Aug 3 2010, 01:48 AM:name=Turtle)--><div class='quotetop'>QUOTE (Turtle @ Aug 3 2010, 01:48 AM) <a href="index.php?act=findpost&pid=1790915"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->From pure gameplay standpoint, players tend to be very unaccepting of anything that directly takes their control away, even for very short periods of time.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In NS it would add depth.

    When to jump over an obstacle instead of staying on stable ground? Aliens would have spots that are better for ambushes, where the marines are inconvenienced.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Am I the only one thinking this is troll thread?

    If it is not, here goes...


    Taking away control of a player is bad. TF2 did it and it sucks, L4D does it and it kinda fits that genre. but this is a fast paces shooter with RTS elements, you do not want player control taken away or hindered. Hence the reason for the removal of Devour where a player was just sitting there for 30 seconds looking at something unappealing...
  • snooggumssnooggums Join Date: 2009-09-18 Member: 68821Members
    <!--quoteo(post=1791694:date=Aug 4 2010, 12:37 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Aug 4 2010, 12:37 PM) <a href="index.php?act=findpost&pid=1791694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Taking away control of a player is bad. TF2 did it and it sucks, L4D does it and it kinda fits that genre. but this is a fast paces shooter with RTS elements, you do not want player control taken away or hindered. Hence the reason for the removal of Devour where a player was just sitting there for 30 seconds looking at something unappealing...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Devour sucked because it had a long duration and looked like you had been pranked with goatse. Plus the new Onos doesn't really look like it could eat a full sized marine in one bite :)

    Taking away control in logical situations doesn't suck in my opinion, jumping may happen often but a split second delay or requirement to jump again is not comparable to being devoured for 30 seconds and being unable to do anything. L4D's infected pins/grabs are closer to Devour. The split second of stun from some actions in L4D (being knocked down, sprayed, push back from the humans) or not being able to do something while not touching the ground is situational and a planned inconvenience that makes the players approach a choke point cautiously or plan their leap ahead of time, I would like that in NS2. I don't want the hunter's requirement to warm up a pounce for a skulk leap, just the feet to be touching the ground and I would support the ability to pre-jump by holding down the key in the air so the skulk leaps the moment it lands from its current jump.
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