Feature Poll For NS:Source
Flayra
Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
Like everyone else, I have plenty of ideas for new features for NS:Source. The question is, what do you guys want?
If you have other features not mentioned here, reply with your ideas and I'll add them to the poll if lots of people suggest it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
If you have other features not mentioned here, reply with your ideas and I'll add them to the poll if lots of people suggest it. <!--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
EDIT: Thread with all the fun\wild ideas that could be put in but
1) Marines\Aliens that are really lifelike as in hl2dm (looking at you, blinking, aliens with moving eyes that look at you), that would be really immersive.
2) Really nice training level for both sides, something IMO NS has sorely needed for some time.
i dont want to see outdoor maps and vehicles.
theres not really any new weapons i could wish for. flame thrower might be nice, but its not necessary.
training level would be awesome, but im not really looking forward to it now that i know how to play.
new marine tech might be interesting, but the way it is is already quite amazing.
i cant think of any other kind of chamber the aliens really need, except maybe the possibility to put ocs on the cieling and walls.
new aliens aren't really necessary since there are so many kinds already.
alternate fire really doesnt fit with the gritty feel of ns.
clan support would be great for clans, but im not a clanner so im not anticipating that.
the xp system would be neat, but like previously stated it would cause more people to play for the rank instead of the fun.
im anticipating seeing ns on the source engine, without all the changes. maybe a few small neat things, but nothing big. ns:source needs to be a port, not something entirely new.
EDIT: Side note, I would donate another 20 bucks when this games comes out, just because I know that a lot of work has to be put into it, and trust me, I get more out of it then 20 bucks.
But either way a training map is definitely needed.
I'd prefer to see what you come up with flay and team.
The game is great as it is, but more abilities/play styles/life forms/guns would mean more variety of play, more game complexity, and more on-your-feet play than following familliar strategies. The only problem with adding more stuff is it makes newbies take longer to learn it, so good training levels, and maybe limit some aspects of tech based on the map or on server configuration (certian vehicles/life forms/buildings wouldn't be available on every map, to give a little variety, and to fit in with any fluff which is included.
I'm really looking foward to NS:S, new computer and probably a server, i'll be sure to play no matter what it is. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
we all know thats combats job lol
Don't you want new people to know something about the game before they join the server and accomplish nothing but run around in circles? It's great if there are people on the server to help them, but it would be even better if they could know some of the basics before actually joining a server.
However, it was a very difficult choice, mostly because all of the ideas are good, but I would just like to see NS in Source with as little delay as possible! You don't need to add anything, at least right away. I'm anxious!
nstraining map
integrated clan support
things that i dont really care about or could be good depending entirely on how they are handled:
new marine tech
new alien
new alien chamber - though i dont see what this could be
new weapons
alt fire
bad ideas:
outdoor maps and vehicles
ranking skill
ideally id like to see a straight port to steam with updated maps and textures with both of those two top suggestions and then balancing that before adding new features.
I wouldnt say for all weapons/abilities, but for certain weapons, mainly marines, like lmg, pistol, knife.
Do not automatically give all the upgrade options once a building is complete, and require a research for some of the commander abilities. For example, medpacks should be innate and always available, while all other commander abilities should require research at a new building. Ammo, cat/stims, pinging, as well as anything else added for the commander (or upgrades to those abilities) should require research at this new structure. This makes the commander choose what is more important, augmenting his drops, developing his base, expanding for res, or upgrading. The more paths available, the more depth the game develops.
If you're going to add vehicles, I'd like to see it take a path opposite of things such as jets or HA. Distinct paths make the commander actually make a decision on what to use instead of doing a blanket "hey lets upgrade everything at once and see what works". As someone suggested, current proto tech should be moved to a new building, and new proto upgrades should be available (things such as speed augmentation or dual weapons carrying should not be left out of consideration for the protolab, it should not just be for actual gear worn). If the paths are stretched and widened, it will really enhance public and competitive play over time, as well as attracting people from the RTS genre (I doubt many people who play RTS games know of NS' RTS aspect, otherwise they'd crawl all over it).
I would like to see the games for ns:s made for longer times, a much bigger tech tree, for both sides. I would also like to see more classes of marines, right now we have the solder, and the grenader. that just about covers all the weapons, lmg+hmg+shotgun for the Aliens (Solders) and then the grenader (gl) for the building.
Maybe there could be a system where when you spawn you can get 1 of a list of changes, say you take 10% less damage, but can only use the lmg, and it does 15% less damage or so, you could chage on spawn, so that a clan could set up it players, there might be a class of builder, were the builders can build faster, but can't use heavy weapons, or a scout class that is very fast, but has only the pistol and knife, maybe a weak lmg. And a normal Solder class who can do everything, but is not good at anything(what we have right now)...
I wounder if someone has sugested this in IS fourms?
Just hurry up and make a direct port <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I agree with this. The best enhancement you could do direclty is update textures\models and get everything looking good and working as it did in half-life. Then once you get it running well, start adding new stuff.
I can sit all day and think of cool things that could be put in but i don't want to see this come out 1-2 years from now and at least the first version out by the end of the year (realistically).
Also vehicles don't really "fit" in NS, outside of maybe dropships and cinematic stuff like that. If you were to add a vehicle, make it something like a "pod" elevator that moves around the base through a tunnel (think logans run lol). That would be pretty cool. Normal vehicles people would probably just take and rambo off with.
EDIT: If you want "outdoor" areas, incorporate the dropship idea that flies over the landscape on the way to the compound and drops the marines off. At least then you could show off source's outdoor enviroments pretty nicely <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.
I also recommend avoiding the use of prop_physics_multiplayer. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
That was done specially for CS:S to retain very close gameplay with the original. Havn't you ever played hl2:dm, its like it is in half-life 2. I'm sure they'll find a good way to use the physics.
Although you could sort of work around it and have the level in two stage - the first is the basics of the game (that pretty have barely changed since 1.04/2.0 essentially), and then have a sort of announcement saying "this stuff is new to this version..."
and each time stuff is changed, just add a new section on the end / edit the existing one where appropriate.
I quite like the idea of the big open maps to be honest - source can easily support it, and it would introduce a large amount of variety into the playing style... immediate response is "aliens will get nailed due to no long range" ... but imagine seeing skulks leaping across some rock-covered beach / cave, with lerks speeding across the top... aah good times.
p.s. add lerk perch feature to be honest - and buff charge! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->