Onos "pulverize wall" ability

Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
After seeing that doors could be taken down by the Onos, I am wondering if the same could be said for walls. The Onos could have the ability to pulverize an existing wall. The mapper would be able to define a certain face as breakable (by Onos only). This means that once an Onos had this ability (perhaps with 2 or 3 hives), it would be able to break the wall down.

Note: I'd really like to see the ability for the Onos to break down walls that are a certain thickness (or thinner). However, I'm guessing that this would be too hard for the game engine to support, and may make it hard to fully playtest all scenarios on a map.

Comments

  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    that would make mappers mad because they'd have to use the same special wall entity model and then maps would look too much alike.

    an easily recognizable "onos smashable" door is one thing, but walls? you go too far, sir.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    And why would this be linked to one certain wall model, the breakable wall could use a similar system as L4D does with climbable areas for the infested. Just a simple indicator. And since this is controlled by the mapper, it wouldn't be all that different when compared to a door...
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1800184:date=Sep 28 2010, 10:51 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Sep 28 2010, 10:51 PM) <a href="index.php?act=findpost&pid=1800184"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And why would this be linked to one certain wall model, the breakable wall could use a similar system as L4D does with climbable areas for the infested. Just a simple indicator. And since this is controlled by the mapper, it wouldn't be all that different when compared to a door...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because if you want the same level of consistent detail you find in the breakable doors and general map geometry, you need to make a special model for it. if you want many different looking walls to be breakable, you need many special models.

    It is not like source where you can simply make a brush or two and stick a particle effect on it and that passes for quality.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    I assumed the mapper would just make a hole (maybe with jagged walls to simulate being broken) in a wall. They would then cover that hole with a surface which has a "destroyable" flag (or something like that).
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2010
    <!--quoteo(post=1800198:date=Sep 28 2010, 11:50 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Sep 28 2010, 11:50 PM) <a href="index.php?act=findpost&pid=1800198"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because if you want the same level of consistent detail you find in the breakable doors and general map geometry, you need to make a special model for it. if you want many different looking walls to be breakable, you need many special models.

    It is not like source where you can simply make a brush or two and stick a particle effect on it and that passes for quality.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Perhaps if this were to be added, breakable wall props (flag enabled?) just need to be divided into separate sub models that could have physics applied to them when a wall is crushed. And after the crushed physics animation has finished, they turn into noclip models to relieve the stress on the PhysX system. Or they could just simply despawn using some kind of particle effect, from which you could say the bacteria or nanogrid absorbs/recycles the materials. And just maybe either team that has control of the sector (Powergrid vs Growth) gains a tiny amount of resources from it?

    More work for Cory I think, separating the models like this <img src="http://members.home.nl/m.borgman/ns-forum/smileys/tongue.gif" border="0" class="linked-image" />


    Or just forget the models entirely, making it simply brush based (Yeah I know, Spark plane based...). However this would look less awesome...
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Onos-breakable doors serve a well considered gameplay mechanic. They are initially freely passable to all, marines may then restrict map navigation by welding them shut, and Onos can ultimately restore full navigation. Early, mid, late game. Easy.

    Breakable walls do not build on this mechanic at all. If there is a part of a map that lends itself to the mechanic, a door can be used. Adding a wall as well is just increasing complexity. Between a broken door and wall, there will not be much left in a room to hold the gameplay in.

    Apart from the flagging/modelling/aesthetic nightmares that this idea raises (and which are mentioned above), breakable walls would also necessitate the re-design of maps due to the way in which Spark renders visible areas. The framerate in a room could be stable, and then plummet when a wall is broken yielding increased draw distances. Worse, the wall entity could be invisible to the render, and force the reduction in visual complexity of adjacent areas to maintain framerate, whether it is broken or not.
  • katzenkorbanfasserkatzenkorbanfasser Join Date: 2010-07-27 Member: 73224Members
    tbh it's a nice idea somehow. since you don't need to watch siege cannon range anymore it's not so difficult to lay rooms close to each other. but i think it goes in hand with complete destroyable surroundings -> something for ns3 / ns2.5
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2010
    @NS2HD a wall could be handled similar to a door, both are probably influencing "VIS" somehow. Both would also have the same issues if they weren't. But optimizing these areas is still a map design issue if they do not block VIS at all.

    I think this idea is pretty cool, but does leave a lot of things open for discussion. Mostly the fact that it is more work to create the breakable wall models and making the physics look good (modeling/engine workload) and not to mention the render issues it could have (even if doors would probably have the same issue)
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1800252:date=Sep 29 2010, 09:25 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Sep 29 2010, 09:25 AM) <a href="index.php?act=findpost&pid=1800252"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@NS2HD a wall could be handled similar to a door, both are probably influencing "VIS" somehow. Both would also have the same issues if they weren't. But optimizing these areas is still a map design issue if they do not block VIS at all.

    I think this idea is pretty cool, but does leave a lot of things open for discussion. Mostly the fact that it is more work to create the breakable wall models and making the physics look good (modeling/engine workload) and not to mention the render issues it could have (even if doors would probably have the same issue)<!--QuoteEnd--></div><!--QuoteEEnd-->

    you're a modeler, jump on it.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    The wall busting in L4D, at least my my mind, was mostly to provide new ways for the Tank to arrive into the map and harass the survivors.

    In the context of NS, it's actually an intriguing gameplay idea as well. Instead of the weld to close, then Onos to bust open, this could provide new ways for Aliens to alter the maps.

    The tough part in my mind is the modeling/VIS aspects coupled on to making it obvious where they are. In L4D these walls were highlighted for Infected only. In NS2, making them "hidden" is perhaps questionable. Aliens know on the minimap where Marines could weld stuff in NS1. Making it hidden merely forces players to learn every map, which makes the learning curve in general steeper. Sure there's a nice atmospheric element of "oh my gods I didn't know they could break that wall!" but I'm not 100% sure it matches the "OK, now I have to run around each mas as an Onos at least once to find all the breakable walls".

    So, I'm still on the fence. Just voicing some gut reactions.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    This is a really interesting idea, though unfortunately its probably gonna be a tricky one.

    The problems i see is :

    * Having to make specific wall models fitting to each breakspot, more or less forcing mappers to learn modelling as well.
    * making sure people know they're actually there, without resorting to silly reasons. (some sort of shader might work to mark thin, breakable spots. only visible for Onos ofc).

    The good sides are really nice tho :

    * new tactical elements, beeing able to create shortcuts to bypass a heap of turrets and go straight to munching soldiers sounds great :D
    * Gives the Khaara more character, its always boring to have to identical counterparts.
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