Make Lerk spores sink

LepockLepock Join Date: 2010-03-24 Member: 71067Members
The spores were described as crop dusting, so shouldn't they slowly sink to the ground and spread out in a random fashion. Or is this their intent and they just haven't implemented it yet. Most things a lerk wants to harm or hide are going to be on the ground. It would look cool if the spores slid down off of buildings and sunk into low spots as well. Adds another level of strategy to lerk flight patterns. What say ye?

Comments

  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    I've thought about this as well, I kind of wish they would descend, there's really two things to it.
    1: If spores sink, flying becomes easier. The number one killer of lerks is hitting some marine in the head while flying and stopping dead causing you to get shot to death. With sinking spores you can keep to the ceiling and not run into ground obstacles.
    2: If spores sink, marines can't duck under them anymore, which I find sort of silly right now.
  • NixxenNixxen Join Date: 2004-02-11 Member: 26401Members
    edited September 2011
    What I would really like to see is volumetric smoke/gas.
    I don't know much about how complex the technology behind VS is to code but you can read some basics in <a href="http://developer.download.nvidia.com/presentations/2007/gdc/RealTimeFluids.pdf" target="_blank">http://developer.download.nvidia.com/prese...lTimeFluids.pdf</a>

    This would work for lerk gas, flamethrower, umbra and environmental effects(pipes/extractor nodes/etc).
    If someone with some more knowledge than me when it comes to volumetric smoke can give an estimate of how hard it is to do compared to what we have today and the time it would take to "fix" it I would appreciate it(flamer hit detection/bouncing flames, lerk gas drop and flow in a room mostly).

    Edit:
    Forgot to mention.
    You can attach weight to it(VS). This would make it flow either up, down or both ways. Could also be a great way to create a mist filled floor.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    If the spore cloud slowly expanded and became more transparent over time, with also it's damage being reduced as it slowly expands, that would be neat imo.

    +1 to mist idea on ground. Especially near infestation
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1872701:date=Sep 2 2011, 03:03 PM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Sep 2 2011, 03:03 PM) <a href="index.php?act=findpost&pid=1872701"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the spore cloud slowly expanded and became more transparent over time, with also it's damage being reduced as it slowly expands, that would be neat imo.

    +1 to mist idea on ground. Especially near infestation<!--QuoteEnd--></div><!--QuoteEEnd-->

    Imho it would be neat if cysts generated a mist.
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
  • LepockLepock Join Date: 2010-03-24 Member: 71067Members
    Of course this would make them less useful against jetpacks if they sink too quickly. Not sure if thats a plus or minus, really.
  • NixxenNixxen Join Date: 2004-02-11 Member: 26401Members
    <!--quoteo(post=1872973:date=Sep 4 2011, 12:19 AM:name=Lepock)--><div class='quotetop'>QUOTE (Lepock @ Sep 4 2011, 12:19 AM) <a href="index.php?act=findpost&pid=1872973"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Of course this would make them less useful against jetpacks if they sink too quickly. Not sure if thats a plus or minus, really.<!--QuoteEnd--></div><!--QuoteEEnd-->
    If they switch over to volumetric smoke they could make it flow out in every direction, but with more damage done at the center.
    That way it could expand both up, down and sideways. Works vs jetpacks and people on the ground.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    A simple fix would be to allow spore trails to expand, just like the old spore cloud.
  • HackepeterHackepeter Join Date: 2003-06-08 Member: 17107Members, Constellation
    <!--quoteo(post=1872673:date=Sep 2 2011, 09:37 AM:name=Nixxen)--><div class='quotetop'>QUOTE (Nixxen @ Sep 2 2011, 09:37 AM) <a href="index.php?act=findpost&pid=1872673"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What I would really like to see is volumetric smoke/gas.
    I don't know much about how complex the technology behind VS is to code but you can read some basics in <a href="http://developer.download.nvidia.com/presentations/2007/gdc/RealTimeFluids.pdf" target="_blank">http://developer.download.nvidia.com/prese...lTimeFluids.pdf</a>

    This would work for lerk gas, flamethrower, umbra and environmental effects(pipes/extractor nodes/etc).
    If someone with some more knowledge than me when it comes to volumetric smoke can give an estimate of how hard it is to do compared to what we have today and the time it would take to "fix" it I would appreciate it(flamer hit detection/bouncing flames, lerk gas drop and flow in a room mostly).

    Edit:
    Forgot to mention.
    You can attach weight to it(VS). This would make it flow either up, down or both ways. Could also be a great way to create a mist filled floor.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The effect is awesome, no doubt, but I guess Nvidia is using their CUDA technique to do that intense calculation and because that the smoke has to be the same for all players the server would need to do that calculation. That means a NS2 Server has to have a high end graphic card... of course possible but too expansive for most hosters.

    Nevertheless, simply sinking spores would be great and also physical correct because to me they look like some kind of an aerosol and it makes no sense that they are not effected by gravity.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    I like the ideas on this thread. They all seem pretty cool.

    +1 for expanding spores.
  • BroseidonBroseidon Join Date: 2011-07-18 Member: 110935Members
    but I like dodging under spores, just like firemen dodge under smoke :(
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1873007:date=Sep 4 2011, 04:53 AM:name=Hackepeter)--><div class='quotetop'>QUOTE (Hackepeter @ Sep 4 2011, 04:53 AM) <a href="index.php?act=findpost&pid=1873007"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The effect is awesome, no doubt, but I guess Nvidia is using their CUDA technique to do that intense calculation and because that the smoke has to be the same for all players the server would need to do that calculation. That means a NS2 Server has to have a high end graphic card... of course possible but too expansive for most hosters.

    Nevertheless, simply sinking spores would be great and also physical correct because to me they look like some kind of an aerosol and it makes no sense that they are not effected by gravity.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No the spores do not use CUDA, especially if you have an AMD card. Usually servers do not need to actually compute any of the graphics (no need), but in NS2 I think it does given the "just get it working" state of development.

    Sinking spores would only be physically correct if they were heavier than the air surrounding them. If not, they may rise, or just float.
  • HackepeterHackepeter Join Date: 2003-06-08 Member: 17107Members, Constellation
    <!--quoteo(post=1874642:date=Sep 14 2011, 05:04 AM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Sep 14 2011, 05:04 AM) <a href="index.php?act=findpost&pid=1874642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No the spores do not use CUDA, especially if you have an AMD card. Usually servers do not need to actually compute any of the graphics (no need), but in NS2 I think it does given the "just get it working" state of development.

    Sinking spores would only be physically correct if they were heavier than the air surrounding them. If not, they may rise, or just float.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No you got me wrong, I mean if the spores/smoke would be physically correct like Nixxen mentioned it would mean the smoke goes arround builindgs and at least the world structure. If it would be just a smoke effect it would not matter if each player has it a bit different but because spores doing damage to players it's important that each player has exactly the same spores particle positions. So how would you achieve <u>physical correct</u> spores that are affect by the world and the stuff in it which are for each player the same without doing all the heavy calculations on the server? Maybe the server could do a simple calculation and the clients calculate the details... but smoke is kinda chaotic I'am not sure if that would be accurate enough. I said that CUDA stuff because of the Nvidia link Nixxen provided and I assume that they achieved that with CUDA. I don't think spores need to be physically correct but that was not the point of the discussion.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    I think spores are fine, and pretty much represent a fairly realistic approach to how they would work in real life (if that even matters).

    I would prefer the clouds to expand and dissipate, becoming more transparent until gone (while damage done to marines also reduces down to 0).
  • BarerRudeROCBarerRudeROC Join Date: 2010-10-01 Member: 74264Members
    <!--quoteo(post=1874591:date=Sep 13 2011, 07:11 PM:name=Broseidon)--><div class='quotetop'>QUOTE (Broseidon @ Sep 13 2011, 07:11 PM) <a href="index.php?act=findpost&pid=1874591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but I like dodging under spores, just like firemen dodge under smoke :(<!--QuoteEnd--></div><!--QuoteEEnd-->

    Have to admit, that feeling is awesome.
  • IronsoulIronsoul Join Date: 2011-03-12 Member: 86048Members
    I'm against making them sink, because of oppinions already expressed: you can crouch under spores which are marine head high.

    This is cool because it allows the marines to avoid damage from spores... but cripples their movement speed.

    Also the feeling of being under the spore cloud... it's just cool.


    AND, I agree with the mist on the ground, would really up the atmosphere of the game... and add a sloshing sound when marines are sprinting through mist.
Sign In or Register to comment.