Skulks Clinging To Walls
SoBe_Dragon
Join Date: 2002-12-04 Member: 10465Members
<div class="IPBDescription">just a thought</div> I was wondering why an animation wasnt added for when skulks cling to walls. You would think that a skulk clinging to a cieling would be upside down, and a skulk clinging to a wall would be sideways. Nope, they just seem to "attach" to it. I also thought that it might be cooler if the view changed when you are attached to walls. Similar to the Aliens in Alien vs. Predator. I think it would add a new level of creepyness to the game seeing skulks hanging from cielings and attached sideways to walls.
Here is another idea. Make it so lerks can only attach to cielings. When they do their view is upside down....that would be awsome. Great way to scout for incoming marine attacks, would be easier to attack marines in hives like Viaduct, Power Silo, Waste Handling, etc... I dunno, wut you think?
Here is another idea. Make it so lerks can only attach to cielings. When they do their view is upside down....that would be awsome. Great way to scout for incoming marine attacks, would be easier to attack marines in hives like Viaduct, Power Silo, Waste Handling, etc... I dunno, wut you think?
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Comments
/me waits for forum nazis to come and punish you for not posting in suggestion forum.
I am not too keen on the upside-down view from ceilings. It would be realistic, but dropping down from a ceiling and having your view flip over would be rather disorienting, especially when trying to hit marines, making ceiling attacks harder than they should be.
I remember when I first started playing NS I was dissapointed that fades couldn't crawl on walls/ceilings. I was imagining fades bouncing from wall to wall like the Xenomorphs in Aliens. Then I realized after reading up on Fades that they are meant for more for toe-to-toe combat and the wall climb doesn't fit their theme.
I think wall climb for lerks is a good idea. It would give the lerk some more possibilities at tier 1 ( a lerk on a ceiling sniping passing marines with spikes or bite.)
doing the same for the player model would make me sick too..if i had experienced it.
this wont be fixed soon, as this isnt really neccesary to fix...i propose a fix in V2.0, when all the really cool new stuff is released...
I think expecting it in 1.1 is wishful thinking, though.
Or say they have really powerful necks and can do 180? rotations or something and is always horizontal.
And now, why do we sometimes confuse left and right, but never up and down? cuz we're used to being right side up! Blah im rambling on so if you're still reading skulks are used to it and I don't know what Im saying but make the model change but not the view blah blah blah.
Coded right the game wouldnt do that to you... In AvP when you played as an alien you could climb the walls as has been described above but you had to hold the duck key to do it. So you could jump around like an alien in heat whilst slashing marines to pieces and then hold duck to make a dash up a wall or in a vent.
its now locked so even Voogru cant enable it or sent a message to clients changing the fov (its blocked). <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
i think having the alien's eyes do that so as not to disorientate the skulk (and the player of course) was a pretty good theory someone came up with...
This particular one has been beaten to death. The short version: orienting the skulk to the walls was neither vital nor conducive to a timely 1.0 release, and was omitted. The skulk model will orient to walls when and if Flayra can code it in.