<!--QuoteBegin--Kobayashi+Sep 23 2003, 09:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kobayashi @ Sep 23 2003, 09:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So let the updating begin! So we're just going to have people go through all the pages prsearle posted and changing them to fit the current update. Does that sound like a good plan? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No, each person should be assigned to specific parts, like the resource section of the kharra section.
Also, we should get an offical "Okay" from the people who actually own the manual... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
okay! sent an e-mail to flayra (it's his copyright).
Assigning sections... I would, but I'd rather people choose what section they'd like to work on. If they're interested in a section they'll most likely put more effort into it.
For now, If someone would like to write an alien version of the quickstart guide, that would be nice =)
If anyone wants to make the data tables, that'd be nice too, so we can check stats before updating the main pages.
For aliens, changes that need to be made(our checklist, i'll add more if I forget):
- The gorge(spit{faster ROF}, bilebomb{copy and paste most of what was for fade}, remove babblers, webs{list it as a 3rd hive ability} - Skulk, xenocide{no more blast dmg} - Fade, new blink, new meta, acid rocket{now weaker, less energy, 3rd hive, fast ROF} - Lerk, remove bite, spikes{no hive ability}, spores{hive 2}, umbra{2/3}, add primal scream{change text a little in it to match in game} - Onos, gore{blast dmg}, remove parasite, remove primal scream, add devour, charge{3rd hive} - Movement chambers, scilence - Sensory chambers, improved cloak, improved scent of fear{sees all}, pheremones{put in Ryo's text for this worthless ability, it's really a placeholder ability, I've even talked to flay about this person to person}
For marines:
- New tech tree - New costs - Electrified nodes and turret factories - Line of sight seiges - Shottys{improved a lot} - Changed HMG's{Slower ROF, piercing dmg, deals more dmg: 20 a shot, costs 15) - Commander interface
<!--QuoteBegin--Ryo-Ohki+Sep 22 2003, 07:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Sep 22 2003, 07:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'll do the entry for Pheremones:
"This evolutionary trait has never actually been witnessed by any TSA commander or soldier. Laboratory efforts on captured Kharra specimans have found no trace of this almost mythical trait. TSA scientists have tried to force Kharra specimans to evolve this trait, but with no success. It is almost as if the Kharra avoid this evolutionary trait at all costs. As such, we can provide no tips to Commanders or soldiers in combatting this particular trait. In fact, if you ever see this trait in the feild, try and take a photograph." <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> ahahahahahahah
If you ever see this trait in the field, try and take a photograph ahahahahahahah
yay! Flayra okay'd it (actually he said we don't really need to ask his permission).
Now we go through the manual page-by-pagefixing things. If your done a page, send it to me at deus_kobayashi@hotmail.com and post that you've done it.
I'll set up a site in geocities or some other free web-hosting thing later today and upload whatever I get.
If no-one makes a data-table soon, I'll make one. This should basically include all the things that are in the latest release (numerical values are the best). Forlorn's got a good start on this, we should add more.
I think this is a great idea Kobayashi! I'd find it incredibly stupid if Flay didn't allow this since it was something <b><i>they should have revised</b></i> for the release of v2.0 and v2.01.
I would concentrate on making the manual as short and concise as possible. Manuals that reveal background information while trying to explain the game are entertaining but better suited for RPGs where the gamers are <i>interested</i> in reading.
For the NS manual I would just tailor to the lowest common denominator, somebody who just wants the basic information required to get into the game. Include the backgroud story in a seperate section.
I think most FPSers fark at reading manuals, most FPSs can be understood within 5-10 minutes anyways so why bother is the attitude. Well we all know NS is different and there is basic information you need to get out of the manual that you might not get by just playing the game. Make the manual short, simple, and friendly without too many lengthy descriptions and it will seem more "hassle-free" for those impatient types.
Just a few suggestions, great to see more people concerned with making NS newbie friendly, making real strides to help NS grow <b>properly</b>. Good job guys, way to lend a hand to the newbie community.
A note to Flay and the Dev Team; a revised manual is still <b>no substitute</b> for a simple to follow <b>Training Map</b>. You know it literally hurts the pub community when totally clueless newbies join servers and it really hurts the growth of the mod if these newbies are greeted with "RTFM" and frustration as they try to learn everything in-game. A training map is still a necessity.
@kob: Don't bother with the free web-hosting crap like geosh.... you get the idea. Send what you've got to me, and I'll post them on a section of my web site. I co-own the box itself, so space and pop-ups and ads and that crap aren't a problem. PM me for my current e-mail if you want to take me up on this.
<edit>clarification: Please, everyone who's working on the manual send your stuff to Kobayashi. He can set it all up to go how he wants, as this is his project. Mostly this post is for Kobayashi, so he knows he can send the finished stuff to me as yall get it compiled, and I'll host it. I'll host the works in progress as well, I'll just put up whatever I'm sent from kobayashi, should he decide to take me up on my offer.
Fantasmo: yeah, that's what I'm trying to do, but we're still keeping the old one cause that's just done so very well. But there will be the quickstart guide, so new players can get to know the general idea of the game before going in.
<!--QuoteBegin--Kobayashi+Sep 24 2003, 09:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kobayashi @ Sep 24 2003, 09:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Fantasmo: yeah, that's what I'm trying to do, but we're still keeping the old one cause that's just done so very well. But there will be the quickstart guide, so new players can get to know the general idea of the game before going in. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The original manual was very sleek and seksee, I'm glad that will be retained. A quickstart guide would definately be a useful addition!
Keep up the good work! You guys should get a little "star icon" for putting in the time to do this work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Fantasmo: yeah, that's what I'm trying to do, but we're still keeping the old one cause that's just done so very well. But there will be the quickstart guide, so new players can get to know the general idea of the game before going in. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No, we don't need a quickstart, what we need is a tree, similar to how you browse through your folders on your hardrive, that shows exactly where you are. It would be in a seperate part of the page, on the left, it would look like this:
[CODE]
+General Data --What is the TSA? --What are the Frontiersmen? --What are the Kharaa? +Frontiersmen Data --+Nanotech --+Commander --+Marines --Victory +Kharaa Data +Manual Notes
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No, we don't need a quickstart, what we need is a tree, similar to how you browse through your folders on your hardrive, that shows exactly where you are. It would be in a seperate part of the page, on the left, it would look like this:<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Would you believe this is the first thing i made? =D (well copied the javascript =P)
I agree, a flash / slideshow manual like the original would be sweet, and noobs might actually be bothered to watch it, but dont make it too complicated, try and limit the amount of 'RTFM's said each day <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
sup all. great idea, just finished talking to Kobayashi, just to let you know i will be trying my hand at the comm basics, but will also make attempts at the other aspects. ETC for comm: sometime soon for a prototype.
Commanding Basics 101 (compiled by Hieyeck) First things first. I AM ASSUMING YOU HAVE ALREADY READ THE QUICKSTART GUIDE AND KNOW HOW TO PLAY. Anything I don't describe, I assume you know what it should do or that you will have enough time to figure it out. Onto the good stuff now.... The commander's view
[image of command view]
1. This box shows the amount of resources you have. 2. This button will select all alive marines on the map. KNOW THIS BUTTON. IT IS YOUR FRIEND. 3. This box shows your hot-groups. It shows it with a small image of what the group contains. There is a maximum of 5 hot-groups. 4. This button will remove you from the command chair (hereafter referred to as 'comm chair'). 5. This box is the mini-map. The circle shows where your main-viewer is looking at. 6. This box contains the command buttons. Use these to:
[some tables with location of commonly used buttons]
7. This is the Main-viewer. It shows a detailed view of the map from a birds-eye view. Left-click/right-click interface. 8. This is the Name of the area. It displays the name of the area you are viewing. 9. This box shows quick info about what you have selected, including the interface buttons.
Other notes on learning to command:
GET A MICROPHONE IF YOU DON'T HAVE ONE. You can command without one, but the mic helps alot. -If a marine is a noob, help him/her as much as you can. Don't just blast him. I can't stress this enough. -Right clicking on a location while marines are selected will give them a waypoint. Use these waypoints. A bright flashing beacon can be a lot more effective than text and voice commands. -To research technologies or upgrade buildings, select the correct building and new buttons will appear OVER the command buttons. For a list of pre-requisites for technologies, follow this link. -To form a hot group, hold down your "duck" key and a number from 1 to 5. To select the hot group, simply hit the corresponding number. -Use those hot keys and hot groups, they speed up your commands. -Hot groups can also be used on one building. For example, many commanders hot group an observatory to quickly use the 'scanner sweep' on demand. -Although it may be annoying, LEAVE TOOLTIPS ON. A full description of the item (on the command buttons) will appear. The description highlights any technologies or buildings required to enable it. -You CAN use the mouse to scroll, but remember there is a mini-map that you can click on. -Don't whine about marines who don't follow orders. Try and get their attention (in any way possible ;D), or review your actions. If you aren't providing details of a new/wierd strategy you are trying or your commands seem stupid, marines will ignore you and just have fun. Provide as many details as you can, but don't worry too much. Many marines are forgiving. -CHILL. Stressed commanders suck. Besides, it's only a game.
Lesson's over! Congratulations on graduating Commanding Basics 101! Extra help is available below.
Advanced tips: -A standard start is 2 infantry portals and an armory. That or a waypoint for a relocation. -Playing RTSs (i.e. Starcraft, Warcraft, Rise of Nations, etc.) does help. Since as the commander, you pretty much are playing one. -There are some natural leaders who might act as if they are the commander. If they are smart and listen to commands, use them wisely, since there is no human capable of keeping track of every single marine. If they're stupid, ignore them. All the other marines will. -Reward action. If a marine plays smart or kills a lot, give him what he wants. If a marine ignores you, ignore him until the game is sealed, that way you can't be dubbed by the idiots as a "noob commander". Remember, reward appropriately. Happy marines make deadly marines. -Try to keep your marines together. This helps in three ways. Your marines live longer, aliens die faster, and a single marine can sneak unnoticed to a siege location. This can be very effective, especially with phase gates. Follow this link to more tips and strategies.
<b>end of prototype</b>
yeah, if you look at the time, it is about 1:45 in the morning and this was done in 1.5 hours. leave me alone if i'm missing obvious stuff, but please tell me. also, the html on the attached page is perdy crap, since it was done in frontpage. i will be cleaning it up when the stuff is finalized. and i know the links dont work, they're just place holders right now.
oh right the contacts ICQ#: 39316838 MSN: hieyeck@hotmail.com Email: dont@i-never-check-it.com
nice! thanks Hieyeck,I'll look over that later, as I have no time now. You do know that that is really something that might be added on later right? as part of a 'guides' section, so it might not even go in. Sry if it doesn't
Fo Sheezy has uploaded the stuff! goto <a href='http://www.fasheezy.com/nsmanual' target='_blank'>The New NSmanual</a> and check it out!
FamDiaper-Wearing Dog On A BallJoin Date: 2002-02-17Member: 222Members, NS1 Playtester, Contributor
Just a bit of trivia for you: I actually designed the HTML and graphics of the original manual to allow a tree-based menu system as Kobayashi is using, but Jeff (the guy who wrote it all) asked that it be converted to something with a bit more of a 'PDA' style approach.
Kobayashi, Im not sure what the situation is regarding any manual additions or changes (I havnt heard anything from Flayra about it, and I wouldn't make any updates until I was asked, if this was required), but if you want a chat about it, find me on Gamesnet.
Of course, if anyone wanted to stick it all into XML, It wouldnt be too hard to write a Flash wrapper and display for it.
Yeah... I would do flash, but that'd be something like a summer project for me. =) during school I don't have enough time, as I need to re-learn my flash... bah.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Kobayashi, Im not sure what the situation is regarding any manual additions or changes (I havnt heard anything from Flayra about it, and I wouldn't make any updates until I was asked, if this was required), but if you want a chat about it, find me on Gamesnet.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I e-mailed Flayra, and he said that updating it was fine. Additions I'm not so sure about, but I don't really see any problems with the 'quickstart' guide. If he doesn't like it, I'm pretty sure someone else would host it.
okie, i'm not gonna bother with copyign the entire html, since i figure if you can read this, you can get my attachment and view from there. what i have here is the alien quickstart, or the alpha 1.0 version of it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--Kobayashi+Sep 27 2003, 09:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kobayashi @ Sep 27 2003, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah... I would do flash, but that'd be something like a summer project for me. =) during school I don't have enough time, as I need to re-learn my flash... bah. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> i'm sure there's someone here that can do flash...
Here is an offering for the alien side Kobayashi, I know you'll improve it like you did the marine one if you find it useful.
The KHARAA QUICKSTART MANUAL.
If you choose to jump into the alien team portal, you will see a flash of colour then teeth showing at the top and bottom of your screen. The area beyond the teeth is the hive or 'SPAWN' area. The teeth represent you as a SKULK, they are your primary weapon, a secondary weapon that can be accessed by either scrolling the mouse wheel or pressing the number 2 is parasite. This does little damage but allows all team members to see the parasited marine, hence a good early detection method, just make sure to parasite and run, speed is the skulks best EARLY weapon. This then is the basic ALIEN that all players start as.
The starting area (hive/spawn) has a resource collector and a hive, and all players who choose the alien side appear here. All alien players start with a small amount of resources and the ability to evolve to other Kharaa. The alien side needs team work but is more tolerant of individual player styles. A word of warning, if you play without regard for your team you will make it hard for everyone on your team. Listen to what the other members are saying, if you don't understand a request say so.
It will help both you and your team if your know the Evolutions and Abilities of the Kharaa before you play. Starting tactics are as varied as the people who play, so read the strategies and tactics guides for further help. For your first game tell the team you are new, so they know that you are doing your best.
You start with the following abilities:-
1. You are able to run fast. You are agile, use your speed, jumping ability to your advantage. 2. You have those big teeth to chomp/chew marines and their structures. 3. You have parasite to shoot marines allowing your team to know where the enemy is in the early game. 4. You start with a small amount of resources. 5. You can run up and travel along walls and ceilings. 6. Vents are your friends early in the game.
<!--QuoteBegin--nooby+Sep 29 2003, 08:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (nooby @ Sep 29 2003, 08:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here is an offering for the alien side Kobayashi, I know you'll improve it like you did the marine one if you find it useful.
The KHARAA QUICKSTART MANUAL.
If you choose to jump into the alien team portal, you will see a flash of colour then teeth showing at the top and bottom of your screen. The area beyond the teeth is the hive or 'SPAWN' area. The teeth represent you as a SKULK, they are your primary weapon, a secondary weapon that can be accessed by either scrolling the mouse wheel or pressing the number 2 is parasite. This does little damage but allows all team members to see the parasited marine, hence a good early detection method, just make sure to parasite and run, speed is the skulks best EARLY weapon. This then is the basic ALIEN that all players start as.
The starting area (hive/spawn) has a resource collector and a hive, and all players who choose the alien side appear here. All alien players start with a small amount of resources and the ability to evolve to other Kharaa. The alien side needs team work but is more tolerant of individual player styles. A word of warning, if you play without regard for your team you will make it hard for everyone on your team. Listen to what the other members are saying, if you don't understand a request say so.
It will help both you and your team if your know the Evolutions and Abilities of the Kharaa before you play. Starting tactics are as varied as the people who play, so read the strategies and tactics guides for further help. For your first game tell the team you are new, so they know that you are doing your best.
You start with the following abilities:-
1. You are able to run fast. You are agile, use your speed, jumping ability to your advantage. 2. You have those big teeth to chomp/chew marines and their structures. 3. You have parasite to shoot marines allowing your team to know where the enemy is in the early game. 4. You start with a small amount of resources. 5. You can run up and travel along walls and ceilings. 6. Vents are your friends early in the game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Sorry if I'm harsh, but this is terrible. For starters, it all must be written from a TSA perspective.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1. You are able to run fast. You are agile, use your speed, jumping ability to your advantage. 2. You have those big teeth to chomp/chew marines and their structures. 3. You have parasite to shoot marines allowing your team to know where the enemy is in the early game. 4. You start with a small amount of resources. 5. You can run up and travel along walls and ceilings. 6. Vents are your friends early in the game.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This should look something like this:
1. We have noticed the Kharaa are extreamlly agile and fast. They can build up speed when on an approch, or pull off as many tricky meanevers as possible to avoid being harmed. Skulks in picticular are noticed for being hard to hit. Just keep your eye's on the ceilings. 2. Most Kharaa are melee. 3. The skulk specimene is the scounter of the alien team, his parasite will make you known to all other lifeforms. 4. Kharaa are always trying to get more resources. They allow them to morph into bigger evolutions, and build their own structures to suit their needs. 5. <Omitted, this reiterates way too much> 6. Kharaa have learned to utilized vent systems aboard our ships and colonies. Always be aware of this.
Now, onto a bigger point... I think a quick start guide doesn't blong or fit into NS's manual, it's far too complex and carefully crafted of a story for that.
I don;t think the quickstart guide fits either, but that manual right now is hell for new players to learn from. seriously. I rather have something that doesn't fit that to totally turn off new-players.
on another note, I'm finnally back from a hellishly busy weekend, but then school crams in some projects =( so I don't know when I'll be able to start updating actual pagesin the manual.
EDIT:: finished ready nooby's post. I think that that looks more like a basic skulk guide than a Kharra guide. That's my beef with it.
Comments
No, each person should be assigned to specific parts, like the resource section of the kharra section.
Also, we should get an offical "Okay" from the people who actually own the manual... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Assigning sections... I would, but I'd rather people choose what section they'd like to work on. If they're interested in a section they'll most likely put more effort into it.
For now, If someone would like to write an alien version of the quickstart guide, that would be nice =)
If anyone wants to make the data tables, that'd be nice too, so we can check stats before updating the main pages.
- The gorge(spit{faster ROF}, bilebomb{copy and paste most of what was for fade}, remove babblers, webs{list it as a 3rd hive ability}
- Skulk, xenocide{no more blast dmg}
- Fade, new blink, new meta, acid rocket{now weaker, less energy, 3rd hive, fast ROF}
- Lerk, remove bite, spikes{no hive ability}, spores{hive 2}, umbra{2/3}, add primal scream{change text a little in it to match in game}
- Onos, gore{blast dmg}, remove parasite, remove primal scream, add devour, charge{3rd hive}
- Movement chambers, scilence
- Sensory chambers, improved cloak, improved scent of fear{sees all}, pheremones{put in Ryo's text for this worthless ability, it's really a placeholder ability, I've even talked to flay about this person to person}
For marines:
- New tech tree
- New costs
- Electrified nodes and turret factories
- Line of sight seiges
- Shottys{improved a lot}
- Changed HMG's{Slower ROF, piercing dmg, deals more dmg: 20 a shot, costs 15)
- Commander interface
I think this is everything, anything I missed?
"This evolutionary trait has never actually been witnessed by any TSA commander or soldier. Laboratory efforts on captured Kharra specimans have found no trace of this almost mythical trait. TSA scientists have tried to force Kharra specimans to evolve this trait, but with no success. It is almost as if the Kharra avoid this evolutionary trait at all costs. As such, we can provide no tips to Commanders or soldiers in combatting this particular trait. In fact, if you ever see this trait in the feild, try and take a photograph." <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
ahahahahahahah
If you ever see this trait in the field, try and take a photograph ahahahahahahah
"FFS comm you wont believe this"
"What? we're only 3 min in, not onii already"
"Its a skulk, an hes using PHEREMONES"
*mass camera spammage in spawn*
Now we go through the manual page-by-pagefixing things. If your done a page, send it to me at deus_kobayashi@hotmail.com and post that you've done it.
I'll set up a site in geocities or some other free web-hosting thing later today and upload whatever I get.
If no-one makes a data-table soon, I'll make one. This should basically include all the things that are in the latest release (numerical values are the best). Forlorn's got a good start on this, we should add more.
I would concentrate on making the manual as short and concise as possible. Manuals that reveal background information while trying to explain the game are entertaining but better suited for RPGs where the gamers are <i>interested</i> in reading.
For the NS manual I would just tailor to the lowest common denominator, somebody who just wants the basic information required to get into the game. Include the backgroud story in a seperate section.
I think most FPSers fark at reading manuals, most FPSs can be understood within 5-10 minutes anyways so why bother is the attitude. Well we all know NS is different and there is basic information you need to get out of the manual that you might not get by just playing the game. Make the manual short, simple, and friendly without too many lengthy descriptions and it will seem more "hassle-free" for those impatient types.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Just a few suggestions, great to see more people concerned with making NS newbie friendly, making real strides to help NS grow <b>properly</b>. Good job guys, way to lend a hand to the newbie community.
A note to Flay and the Dev Team; a revised manual is still <b>no substitute</b> for a simple to follow <b>Training Map</b>. You know it literally hurts the pub community when totally clueless newbies join servers and it really hurts the growth of the mod if these newbies are greeted with "RTFM" and frustration as they try to learn everything in-game. A training map is still a necessity.
<edit>clarification: Please, everyone who's working on the manual send your stuff to Kobayashi. He can set it all up to go how he wants, as this is his project. Mostly this post is for Kobayashi, so he knows he can send the finished stuff to me as yall get it compiled, and I'll host it. I'll host the works in progress as well, I'll just put up whatever I'm sent from kobayashi, should he decide to take me up on my offer.
Fantasmo: yeah, that's what I'm trying to do, but we're still keeping the old one cause that's just done so very well. But there will be the quickstart guide, so new players can get to know the general idea of the game before going in.
The original manual was very sleek and seksee, I'm glad that will be retained. A quickstart guide would definately be a useful addition!
Keep up the good work! You guys should get a little "star icon" for putting in the time to do this work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Fantasmo: yeah, that's what I'm trying to do, but we're still keeping the old one cause that's just done so very well. But there will be the quickstart guide, so new players can get to know the general idea of the game before going in. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No, we don't need a quickstart, what we need is a tree, similar to how you browse through your folders on your hardrive, that shows exactly where you are. It would be in a seperate part of the page, on the left, it would look like this:
[CODE]
+General Data
--What is the TSA?
--What are the Frontiersmen?
--What are the Kharaa?
+Frontiersmen Data
--+Nanotech
--+Commander
--+Marines
--Victory
+Kharaa Data
+Manual Notes
NOTE: Will finish this list soon, g2g right now!
Would you believe this is the first thing i made? =D (well copied the javascript =P)
MUAHAHAH! great minds think alike =P
<a href='http://www.angelfire.com/ns2/nsmanual/index.htm' target='_blank'>http://www.angelfire.com/ns2/nsmanual/index.htm</a>
and you'll see what I mean (i set this up before I read fo sheezy's post) But after that, I didn't bother to upload the pics.
Commanding Basics 101 (compiled by Hieyeck)
First things first. I AM ASSUMING YOU HAVE ALREADY READ THE QUICKSTART GUIDE AND KNOW HOW TO PLAY. Anything I don't describe, I assume you know what it should do or that you will have enough time to figure it out.
Onto the good stuff now....
The commander's view
[image of command view]
1. This box shows the amount of resources you have.
2. This button will select all alive marines on the map. KNOW THIS BUTTON. IT IS YOUR FRIEND.
3. This box shows your hot-groups. It shows it with a small image of what the group contains. There is a maximum of 5 hot-groups.
4. This button will remove you from the command chair (hereafter referred to as 'comm chair').
5. This box is the mini-map. The circle shows where your main-viewer is looking at.
6. This box contains the command buttons. Use these to:
[some tables with location of commonly used buttons]
7. This is the Main-viewer. It shows a detailed view of the map from a birds-eye view. Left-click/right-click interface.
8. This is the Name of the area. It displays the name of the area you are viewing.
9. This box shows quick info about what you have selected, including the interface buttons.
Other notes on learning to command:
GET A MICROPHONE IF YOU DON'T HAVE ONE. You can command without one, but the mic helps alot.
-If a marine is a noob, help him/her as much as you can. Don't just blast him. I can't stress this enough.
-Right clicking on a location while marines are selected will give them a waypoint. Use these waypoints. A bright flashing beacon can be a lot more effective than text and voice commands.
-To research technologies or upgrade buildings, select the correct building and new buttons will appear OVER the command buttons. For a list of pre-requisites for technologies, follow this link.
-To form a hot group, hold down your "duck" key and a number from 1 to 5. To select the hot group, simply hit the corresponding number.
-Use those hot keys and hot groups, they speed up your commands.
-Hot groups can also be used on one building. For example, many commanders hot group an observatory to quickly use the 'scanner sweep' on demand.
-Although it may be annoying, LEAVE TOOLTIPS ON. A full description of the item (on the command buttons) will appear. The description highlights any technologies or buildings required to enable it.
-You CAN use the mouse to scroll, but remember there is a mini-map that you can click on.
-Don't whine about marines who don't follow orders. Try and get their attention (in any way possible ;D), or review your actions. If you aren't providing details of a new/wierd strategy you are trying or your commands seem stupid, marines will ignore you and just have fun. Provide as many details as you can, but don't worry too much. Many marines are forgiving.
-CHILL. Stressed commanders suck. Besides, it's only a game.
Lesson's over! Congratulations on graduating Commanding Basics 101! Extra help is available below.
Advanced tips:
-A standard start is 2 infantry portals and an armory. That or a waypoint for a relocation.
-Playing RTSs (i.e. Starcraft, Warcraft, Rise of Nations, etc.) does help. Since as the commander, you pretty much are playing one.
-There are some natural leaders who might act as if they are the commander. If they are smart and listen to commands, use them wisely, since there is no human capable of keeping track of every single marine. If they're stupid, ignore them. All the other marines will.
-Reward action. If a marine plays smart or kills a lot, give him what he wants. If a marine ignores you, ignore him until the game is sealed, that way you can't be dubbed by the idiots as a "noob commander". Remember, reward appropriately. Happy marines make deadly marines.
-Try to keep your marines together. This helps in three ways. Your marines live longer, aliens die faster, and a single marine can sneak unnoticed to a siege location. This can be very effective, especially with phase gates.
Follow this link to more tips and strategies.
<b>end of prototype</b>
yeah, if you look at the time, it is about 1:45 in the morning and this was done in 1.5 hours. leave me alone if i'm missing obvious stuff, but please tell me. also, the html on the attached page is perdy crap, since it was done in frontpage. i will be cleaning it up when the stuff is finalized. and i know the links dont work, they're just place holders right now.
oh right the contacts
ICQ#: 39316838
MSN: hieyeck@hotmail.com
Email: dont@i-never-check-it.com
***NOTE: THE HTML HAS SOME SMALL UPDATES***
[edit] oops, forgot to adjust the gamma. see above. [/edit]
Fo Sheezy has uploaded the stuff!
goto <a href='http://www.fasheezy.com/nsmanual' target='_blank'>The New NSmanual</a> and check it out!
P.S. I know the sidebar needs some work =P
Kobayashi, Im not sure what the situation is regarding any manual additions or changes (I havnt heard anything from Flayra about it, and I wouldn't make any updates until I was asked, if this was required), but if you want a chat about it, find me on Gamesnet.
Of course, if anyone wanted to stick it all into XML, It wouldnt be too hard to write a Flash wrapper and display for it.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Kobayashi, Im not sure what the situation is regarding any manual additions or changes (I havnt heard anything from Flayra about it, and I wouldn't make any updates until I was asked, if this was required), but if you want a chat about it, find me on Gamesnet.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I e-mailed Flayra, and he said that updating it was fine. Additions I'm not so sure about, but I don't really see any problems with the 'quickstart' guide. If he doesn't like it, I'm pretty sure someone else would host it.
i'm sure there's someone here that can do flash...
The KHARAA QUICKSTART MANUAL.
If you choose to jump into the alien team portal, you will see a flash of colour then teeth showing at the top and bottom of your screen. The area beyond the teeth is the hive or 'SPAWN' area. The teeth represent you as a SKULK, they are your primary weapon, a secondary weapon that can be accessed by either scrolling the mouse wheel or pressing the number 2 is parasite. This does little damage but allows all team members to see the parasited marine, hence a good early detection method, just make sure to parasite and run, speed is the skulks best EARLY weapon. This then is the basic ALIEN that all players start as.
The starting area (hive/spawn) has a resource collector and a hive, and all players who choose the alien side appear here. All alien players start with a small amount of resources and the ability to evolve to other Kharaa. The alien side needs team work but is more tolerant of individual player styles. A word of warning, if you play without regard for your team you will make it hard for everyone on your team. Listen to what the other members are saying, if you don't understand a request say so.
It will help both you and your team if your know the Evolutions and Abilities of the Kharaa before you play. Starting tactics are as varied as the people who play, so read the strategies and tactics guides for further help. For your first game tell the team you are new, so they know that you are doing your best.
You start with the following abilities:-
1. You are able to run fast. You are agile, use your speed, jumping ability to your advantage.
2. You have those big teeth to chomp/chew marines and their structures.
3. You have parasite to shoot marines allowing your team to know where the enemy is in the early game.
4. You start with a small amount of resources.
5. You can run up and travel along walls and ceilings.
6. Vents are your friends early in the game.
The KHARAA QUICKSTART MANUAL.
If you choose to jump into the alien team portal, you will see a flash of colour then teeth showing at the top and bottom of your screen. The area beyond the teeth is the hive or 'SPAWN' area. The teeth represent you as a SKULK, they are your primary weapon, a secondary weapon that can be accessed by either scrolling the mouse wheel or pressing the number 2 is parasite. This does little damage but allows all team members to see the parasited marine, hence a good early detection method, just make sure to parasite and run, speed is the skulks best EARLY weapon. This then is the basic ALIEN that all players start as.
The starting area (hive/spawn) has a resource collector and a hive, and all players who choose the alien side appear here. All alien players start with a small amount of resources and the ability to evolve to other Kharaa. The alien side needs team work but is more tolerant of individual player styles. A word of warning, if you play without regard for your team you will make it hard for everyone on your team. Listen to what the other members are saying, if you don't understand a request say so.
It will help both you and your team if your know the Evolutions and Abilities of the Kharaa before you play. Starting tactics are as varied as the people who play, so read the strategies and tactics guides for further help. For your first game tell the team you are new, so they know that you are doing your best.
You start with the following abilities:-
1. You are able to run fast. You are agile, use your speed, jumping ability to your advantage.
2. You have those big teeth to chomp/chew marines and their structures.
3. You have parasite to shoot marines allowing your team to know where the enemy is in the early game.
4. You start with a small amount of resources.
5. You can run up and travel along walls and ceilings.
6. Vents are your friends early in the game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Sorry if I'm harsh, but this is terrible. For starters, it all must be written from a TSA perspective.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1. You are able to run fast. You are agile, use your speed, jumping ability to your advantage.
2. You have those big teeth to chomp/chew marines and their structures.
3. You have parasite to shoot marines allowing your team to know where the enemy is in the early game.
4. You start with a small amount of resources.
5. You can run up and travel along walls and ceilings.
6. Vents are your friends early in the game.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This should look something like this:
1. We have noticed the Kharaa are extreamlly agile and fast. They can build up speed when on an approch, or pull off as many tricky meanevers as possible to avoid being harmed. Skulks in picticular are noticed for being hard to hit. Just keep your eye's on the ceilings.
2. Most Kharaa are melee.
3. The skulk specimene is the scounter of the alien team, his parasite will make you known to all other lifeforms.
4. Kharaa are always trying to get more resources. They allow them to morph into bigger evolutions, and build their own structures to suit their needs.
5. <Omitted, this reiterates way too much>
6. Kharaa have learned to utilized vent systems aboard our ships and colonies. Always be aware of this.
Now, onto a bigger point... I think a quick start guide doesn't blong or fit into NS's manual, it's far too complex and carefully crafted of a story for that.
on another note, I'm finnally back from a hellishly busy weekend, but then school crams in some projects =( so I don't know when I'll be able to start updating actual pagesin the manual.
EDIT:: finished ready nooby's post. I think that that looks more like a basic skulk guide than a Kharra guide. That's my beef with it.
Or is it just a heap of thrown together stuff?