The Skulks View On The World...
[Deleted User]
Join Date: 2003-11-28 Member: 23688
First off im posting this here and not I&S because im just trying to strike a conversation, im not actually suggesting this for the current version of NS.
In almost every FPS, the view you get is what is directly in front of you, because well, it’s sorta hard to see what’s at your side when looking at a flat screen <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Now for the vast majority of fps games this is fine, because most involve at lest a small distance between the two fighting forces. In ns it’s a bit different though, because other than a few attacks, the aliens have to get in the marines face to deal the damage. The problem with this is, because you are so close and only get to see what is DIRECTLY in front of you, all a marine has to do is quickly strafe in a certain direction, or even better strafe jump in a random direction and he/she is instantly out of the aliens screen, leaving the alien confused and disorientated.
The above example mainly applies to the skulk, as it literally only has a couple of seconds to deal the damage or its dead, and a single strafe jump is often enough to give a rine the time needed to kill the skulk while it franticly looks for the marine. (Not whining about evasion skills, they have to be learned and are perfectly acceptable)
Now look at the skulk in hl model viewer. Its eyes are placed on the side of its head, meaning if it was real, it could most likely see perfectly straight ahead, to the side, and even slightly behind itself. But in game we are still restricted to what’s directly ahead, because of our flat screens and probably technical issues I don’t understand <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
My main point – do you think it would help or hinder if we were able to see to the side while playing as a skulk. Obviously this would be hard to create on a flat screen, but engines are getting advanced so im sure it could be pulled off on newer engines, source, unreal 3 engine etc.
Hard to imagine what it would look like (I havnt seen it in a game before) but im pretty sure it would look strange, if not distorted, and would take a while to get used to, but isn’t NS about adaption? If it was pulled off well and players got used to it, it could give them a much better fighting ability, as they could now find it much easier to track the rines at close range.
discuss <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
In almost every FPS, the view you get is what is directly in front of you, because well, it’s sorta hard to see what’s at your side when looking at a flat screen <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Now for the vast majority of fps games this is fine, because most involve at lest a small distance between the two fighting forces. In ns it’s a bit different though, because other than a few attacks, the aliens have to get in the marines face to deal the damage. The problem with this is, because you are so close and only get to see what is DIRECTLY in front of you, all a marine has to do is quickly strafe in a certain direction, or even better strafe jump in a random direction and he/she is instantly out of the aliens screen, leaving the alien confused and disorientated.
The above example mainly applies to the skulk, as it literally only has a couple of seconds to deal the damage or its dead, and a single strafe jump is often enough to give a rine the time needed to kill the skulk while it franticly looks for the marine. (Not whining about evasion skills, they have to be learned and are perfectly acceptable)
Now look at the skulk in hl model viewer. Its eyes are placed on the side of its head, meaning if it was real, it could most likely see perfectly straight ahead, to the side, and even slightly behind itself. But in game we are still restricted to what’s directly ahead, because of our flat screens and probably technical issues I don’t understand <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
My main point – do you think it would help or hinder if we were able to see to the side while playing as a skulk. Obviously this would be hard to create on a flat screen, but engines are getting advanced so im sure it could be pulled off on newer engines, source, unreal 3 engine etc.
Hard to imagine what it would look like (I havnt seen it in a game before) but im pretty sure it would look strange, if not distorted, and would take a while to get used to, but isn’t NS about adaption? If it was pulled off well and players got used to it, it could give them a much better fighting ability, as they could now find it much easier to track the rines at close range.
discuss <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Comments
I've never seen a skulk complain about not being able to "see" a marine, especially when skulks find it easy to kill marines. Besides,all skulk have to do is learn to move the view quickly.
I do see your point though,as many times as a skulk I've had this problem, but as a marine I've had equal problems tracking the movement of the fast buggers. It's just a case of killing quickly and not always taking the head-on option perhaps.
Now about that marine cloaking..... <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> WHERE'D HE GO??
Well, that depends, I constantly play with fov 120 in Quake and I can aim perfectly fine. However it does help a lot to frag those sneaky dudes coming from the sides. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Would you be so kind as to tell us what the Skulks exact FOV is please? And compare it to all other classes with values? I'm curious.
if they're shooting you track them by ear. if not then you track by their feet landing
sorta off topic but do you guys have eax sound enabled? is there much a of a difference?
Tightening the marine FOV could help make the difference more noticable. An FOV of 75-80 perhaps?
sorta off topic but do you guys have eax sound enabled? is there much a of a difference? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
why would he land crouched if he's dancing around you
besides, he is most likely to be shooting.
i only included the 2nd case of feet because hypothetically that could happen. but realistically, he is going to be shooting, and whether or not his feet make noise doesn't matter very much
oh and when dancing around skulks alot of people do croutch jump, lets ya gain even more distance from the wee bitey beggers with the teeth
I agree, lowering the marine could be more useful. I believe that Half-Life 2 is currently set lower than 90, so maybe it will help not only with gameplay but with people making the transition between playing say HL2DM for an hour then playing NS for an hour, its possible motion sickness could occur between changing FOVs. I'd be all for the change as it would make the game more interesting.
PS: Might not make sense I'm tired and rambling.
Okay....you go play with a 360 fov....come back and tell us how long you were sick. Pictars are a plus (of the vomit all over your comp, I mean).
I was thinking about possiblities with newer engines, and if possible I wonder how it would be to play with an FOV like I attached, where what you see is within the green area, and perhaps health and other hud things could be placed in the black (or the hud could be left squarely aligned crossing over the fov border).
(and maybe not THAT curved, but you get the idea, wider angle without so much stretching)
[EDIT] sv_cheats must also be 1.
[EDIT2] This is what an FOV of 180 looks like. The two corridors you see are at a 90-degree angle to each other.
i dont understand why it actually makes us feel sick.. how does our brain know we are looking at something with a 120+ VOF...unless its simply because of the distortion that gives us the sickish feeling?
i dont understand why it actually makes us feel sick.. how does our brain know we are looking at something with a 120+ VOF...unless its simply because of the distortion that gives us the sickish feeling? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you increase your fov things need to get disorted in order to still fit the screen. Basicly everything gets more narrow and you get a feeling that you're moving faster. Aiming is also slightly different, but as a skulk it's not really that much about aiming anyway. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Note that you do not need cheats on, simply disable "Force 90 degree FOV" in the advanced multiplayer options. I just played a game in which I used a different lerk FOV and it threw me off a bit on landing bites, whereas I bhopped better with a wider skulk FOV (150 was the best but I could already feel the stress on my eyes).