What do you want out of NS:S

MrMakaveliMrMakaveli Join Date: 2004-05-06 Member: 28509Members
<div class="IPBDescription">Discuss</div>What does everyone want out of NS:S in comparison to regular NS? Do you want a grander scale of NS (64 person servers, huge battles)? Do you want a lot more abilities/tech? Do you want more features? Do you want it to stay the same as NS (port to source engine, basically)?

I for one want NS:S to simply be a port of NS to the source engine. I love NS's gameplay, and don't want it to change (drastically, at least). NS:S would be perfect (imo) if: It was simply a port of regular NS. It was optimized extremely well so it played as well as the Half Life 1 version.

I fear that NS:S will be so unoptimized (in-part due to the sluggish Source engine) that even if it was a completely unchanged port, balance tweaks would have to be made to compensate for whatever the Source engine affects (air control, bunny hopping skulks, etc).


I wonder what Flayra wants out of NS:S? A game that appeals to the average casual gamer, or a very balanced, competitive game that is worth of the CPL (which NS definitely could have been).
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Comments

  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    I'd like to see classic ported over with some features desired in the original but we're simply not possible on the HL engine. I'd like to keep it built around 16 players. (more is not always a good thing, even when balanced for that many) I'd like to see mappers be able to put in the detail they've always wanted but couldn't due to the entity restrictions. I want to see Combat in it's current form dropped and the whole casual play mode made closer to something like the territories mod using classic mode maps. I want to see smoother animations and good performance over better graphics. I can deal with all the movement changes though I know most will complain. It's inevitable though and everyone should expect it.
  • MrMakaveliMrMakaveli Join Date: 2004-05-06 Member: 28509Members
    edited September 2006
    Good post. Yes, I do expect the movement/air control differences. I'm curious to see how the game will change along with the changes in movement and air control. I don't think the lerk will be affected too much, but it's really going to change skulks and fades (I REALLY hope fades aren't completely different in NS:S).

    In my opinion, there's only 2 things that really NEED to change. NS:S needs to be advertised so there will be more leagues and more players, and Flayra's idea of a seperate mode that is more casual (combat) needs to be revamped somehow.

    Edit: Hmm something seems to be wrong with the 'edit' function. I edited this post and the edit never came through. Oh well, I'll rewrite it.

    Something came to mind after re-reading my post. I beleive the MOST unique aspect of NS is the role air control and movement plays into combat and traveling around the map. I really hope there is still SOME sort of air control and movement skills required in NS:S. Fading is perhaps the most fun thing I've ever done in a game, and taking out the required skill of air control will, most likely, change it so drastically that it will no longer be fun for me. Fading just won't be fading without the air control involved.
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    Sounds to me like you want to continue playing NS on half-life.
  • AegyAegy Join Date: 2004-09-21 Member: 31844Members, Constellation
    Honestly, I'd be PERFECTLY happy with just a straight up port to HL2 with a graphic update, but that's just me. I expect more out of it, but I'd shell out 50 bucks for a NS:S that's a straight port.
  • viperviper Join Date: 2004-03-18 Member: 27402Members
    I'd just like to see improved graphics and fluidity of play. Extra detail, for instance; a growing gestation egg depending on lifeform etc, gestation animations when a lifeform finishes evolving, improved map features and textures, bump-mapping on hive infestation, atmospheric improvments, better looking guns, improved lighting and structure placement.... the list goes on.

    In short, better graphics. May also be nice to see game features added, that were perhaps wanted previously, but no way of running it on the HL1 engine. This would bring in a whole balance issue though. I would just like to see it ported first just for a well-needed fresh look.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    I'd like to see movement changes mostly.

    I can bhop well, but its not fair on the poor sods who cant do it, its not a natural form of movement to learn. I'd like to see movement implemented that can be used to your advantage, and still needs to be learned, but it needs to be obvious from the very beginning to players it's something you can do.

    I would also like to see the loony crack jumping marine movement removed. Again i admit its something i do, but it looks ridiculas and so out of place.
  • BodyGuardBodyGuard Join Date: 2005-02-13 Member: 41012Members, Constellation
    <!--quoteo(post=1567202:date=Sep 21 2006, 03:20 PM:name=Reeke)--><div class='quotetop'>QUOTE(Reeke @ Sep 21 2006, 03:20 PM) [snapback]1567202[/snapback]</div><div class='quotemain'><!--quotec-->
    the loony crack jumping marine movement
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    What's that ?

    Silent-ducked jump and then normal jump ?


    Hum, tbh, NS:S would be totally different, with more than " graphic changes ". Gameplay and other things have to be changed ( of course, with better features ), but I don't know what, i'm not really good to develop ideas :/ But I want another NS style ; of course, Aliens vs Marines ( FrontiersMen vs Kharaa ), but I want new strategies, buidlings, weapons ?, races ?, environnement, etc etc. A lot of players are bored of NS, more than the others who still like the game " like this ". NS needs to be changed, so old players will probably come back, and of course, new players will buy the game <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • DooGieDooGie Join Date: 2005-01-10 Member: 34531Members, Constellation
    I'd pay every buck the game costs. I hope the air control and playability still is in NS:S, also, the skulks movements and fade's control. Just hitbox and netcode improvement (REGPLS!!!11one), and the game will rock. I want to see an HDR Bast with High-Poly Skulks and realistic physics.
  • TykjenTykjen Join Date: 2003-01-21 Member: 12552Members, Reinforced - Shadow
    edited September 2006
    Id like to see NS:S make a big leap like NS did for half life 1.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I want a balanced, deep, and highly fun playing experience. I'd also like to see expert immersion and an intuitive entrance for new players with no learning curve elements that don't fall into place relatively naturally with time and effort.
  • SnappyCrunchSnappyCrunch Join Date: 2004-08-03 Member: 30328Members, Constellation
    NS is easily the best thing on the HL engine. It pushes the engine to it's limits. The Source engine limits are so much more expanded that I don't think it's a good idea to push them for the sake of getting the most out of the engine. I'd like to see a straight port for now, with added things like the aforementioned growing or shrinking gestation egg, better physics interaction with objects and their environment, more detailed textures, maps, and models. Adding in some of the things that have been discussed but couldn't be implemented would also be okay, like another alien class, a new weapon for each alien, or marine things like the flamethrower.

    Basically, I like NS as-is. It's why I'm still here. I think an asymmetrial strategy game is very difficult to design, and has a fragile balance. I'm worried about changing it too much.
  • BodyGuardBodyGuard Join Date: 2005-02-13 Member: 41012Members, Constellation
    Blur effect should be cool ^^ When flying hardly with lerk, or leaping with skulk.
    ( When you're moving very very fast, or when you're moving in all the directions, or both ^^ ).

    <img src="style_emoticons/<#EMO_DIR#>/lerk.gif" style="vertical-align:middle" emoid="::lerk::" border="0" alt="lerk.gif" />
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    ^ from experience i can say the effect works really well <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    NS could make great use of shader effects.
  • MrMakaveliMrMakaveli Join Date: 2004-05-06 Member: 28509Members
    edited September 2006
    I actually do, puzl. NS is damn near perfect (imo). The only good thing that is going to come out of Source is popularity. I really wish NS on HL1 would just be as popular as the source version will be.

    To Reeke: Bunny hopping is an exploit of the half life engine, but it's grown to be a part of NS now. If it was taken out, it would change the game a lot (for the worse imo). Bunny hopping is a skill that needs to be learned to be a better player. I feel that when a game is being balanced, the devs should have the mind set that people CAN play the game perfectly. Skulks HP should be balanced around the fact that a marine will hit all 10 shots without missing 1. Obviously, this doesn't happen every time, but I feel the game should be balanced around the fact that it CAN. I really dislike the mindset some people have that "oh this is too difficult for new players to learn, it should be changed so it's easier to learn".

    This also brings up another one of my peeves with NS. Carapace. Keeping the previously-mentioned mindset in mind, fades should have to execute every single maneuver flawlessly. They should blink in, hit as many swipes as they see fit, and retreat, without flaw. If they make a mistake, they SHOULD die. Now carapace is basically a clutch upgrade for bad players. They can blink in, do whatever, blink out, and hit a wall, and still manage to get away even though they would have died twice without carapace.




    In other games that I play, there are some difficult aspects. For example, in BF2. I see some people maneuver in the helicopter pretty amazingly. I don't cry "it's too hard to learn, it should be changed". I just admire their skills, and if I want to do the same as them, I practice.
  • MrMakaveliMrMakaveli Join Date: 2004-05-06 Member: 28509Members
    edited September 2006
    I would just edit my post and include this, but it's a completely different subject so I'm going to add a reply.

    I just want to say that there are people who play this game competitively, and balance is everything to them. I see from everyone else's point of view that nifty effects and cool graphics would be neat, but I hope anything unecessary won't be added, or there is an option to turn said effects off. Flayra had a CPL-level game, it just didn't have the popularity. I'm pretty sure NS:S is going to be really popular if it comes out before HL2 and Source starts dying out. If he plays his cards right, he could have a game at the CPL this time around, which is what I'm hoping for.

    I just hope NS:S is exactly that. NS on the Source engine. Nothing more, nothing less. NS2 should be the game where he starts adding flamethrowers and whatever else, not NS:S.
  • TheRealQuasarTheRealQuasar Join Date: 2005-01-30 Member: 39075Members
    First, I'd like to see a more or less straight port, with source-based immersion and gameplay enhancers like motion blur when hit by certain attacks, physics being more central to gameplay, realtime shadows from episode 2... All the new stuff.

    Then I'd like to see it taken to the next level - NS2, if you will. More guns, different scenarios, different tech and evolutions... Maybe even a single player campaign.

    *dreams*
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    I feel that despite walljumping, skulks still rely MUCH more on bunnyhopping than dodging fire by jumping off walls. I've always felt that they would jump from wall to wall across a corridor erratically in such a way it would be hard to track them down, rather than having them go at insane speeds by jumping periodically.
    For example, a skulk hangs off a small ledge, then jumps down on a marine, biting his head off, and instantly jumping off that marine to get to a wall. As another marine try to get aim, the skulk jumps onto the ceiling, onto the opposing wall, thus circling the marine and biting him out from behind.
    Currently, jumping off walls is quite limited, but even so, I notice that using walls to evade easy tracking is still sometimes useful, albeit not as much as I hoped. I suppose that one reason for this is that jumping off a wall usually means you do not have any speed.


    For marines, I would like to see jumping modified to avoid the infamous backwards glide. In fact, Marines rarely have a necessity to jump. Rather, they should be able to cross obstacles by simply climbing them (when I decide to go up some stairs, I climb rather than jump) and eventually, if not too game unbalancing, haul themselves up when they grab ledges, such as entering a vent like the ones near each hive in veil (doing so would incapacitate them for the duration of the action)

    Also, I feel like vents should be Alien territory. Currently, marines in vents have quite an advantage due to their range and the reduced mobility (vertical and lateral) of aliens within vents. But marines shouldn't be able to have near perfect aim in such a cramped space.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    Flamethrower - Flayra has said he was interested in adding this to NS but wanted it to be volumetric so was waiting until they changed to another engine. I mainly see this for flushing out aliens hiding in vents, and an mid-game alternative to the shotgun.

    Visible Upgrades - When the aliens get carapace i wanna see a change on their body.

    Better cloaking - Something more than just transparency, make the aliens completely invisilbe and use a shader for a slight "wobble" effect of the graphics behind them (maybe even with a fade near the edge of the object so it becomes a subtle line rather than a sharp edge)

    Better Animation - Ok I assume this is quite difficult so erm probably wont see it for a while <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> but i've seen it done in games like DOW, when an Onos devours a rine you should see the onos actually swallow him whole.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    edited September 2006
    <!--quoteo(post=1567232:date=Sep 21 2006, 10:24 AM:name=Jabba_The_Hunt)--><div class='quotetop'>QUOTE(Jabba_The_Hunt @ Sep 21 2006, 10:24 AM) [snapback]1567232[/snapback]</div><div class='quotemain'><!--quotec-->Better cloaking - Something more than just transparency, make the aliens completely invisilbe and use a shader for a slight "wobble" effect of the graphics behind them (maybe even with a fade near the edge of the object so it becomes a subtle line rather than a sharp edge)
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    I thought the problem with anything besides complete invisibility is that people with inferior graphics cards/properly adjusted brightness settings could mostly negate the cloaking effect. Using the Source engine wouldn't prevent that abuse, so isn't complete invisibility a requirement for the upgrade to be useful?
  • SnappyCrunchSnappyCrunch Join Date: 2004-08-03 Member: 30328Members, Constellation
    <!--quoteo(post=1567232:date=Sep 21 2006, 01:24 PM:name=Jabba_The_Hunt)--><div class='quotetop'>QUOTE(Jabba_The_Hunt @ Sep 21 2006, 01:24 PM) [snapback]1567232[/snapback]</div><div class='quotemain'><!--quotec-->Flamethrower - Flayra has said he was interested in adding this to NS but wanted it to be volumetric so was waiting until they changed to another engine. I mainly see this for flushing out aliens hiding in vents, and an mid-game alternative to the shotgun.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Actually, as I understand it, Flayra (or another dev) got the volumetric code working, but couldn't get it to look good on the HL engine without massive performance hits.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    I...
    ...dream of the same, the Onos should stick his Head out, and -guulp- the Marine is away in the fraction of a Second. Currently it's impossible because it interfers with all other Animations, HL1 doesn't support Animationblending.

    ...await better Models, Hitboxes, "Camerareferencepoints" (especialy for Onos) and all the Gizmos that are all but impossible with the new Engine.

    ...hope that there are multiple Models for each Class, at least for Marines, and Armorupgrades visible for all.
    A carapaced Onos should look like a rabid Armadillo on Speed, drawn by H. R. Giger on Crack.

    And, lastly, I'd wish that there are valid Functions like traveling on an Onos' back as Alien or something like that.


    That Stomp finaly throws you over in NS:S is pretty obvious, I think.
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    edited September 2006
    <!--quoteo(post=1567202:date=Sep 21 2006, 03:20 PM:name=Reeke)--><div class='quotetop'>QUOTE(Reeke @ Sep 21 2006, 03:20 PM) [snapback]1567202[/snapback]</div><div class='quotemain'><!--quotec-->
    *snip*I can bhop well, but its not fair on the poor sods who cant do it, its not a natural form of movement to learn.*snip
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    It's already "fixed" in HL2DM, sorta, when you just jump you get a speed boost without any mouse movement so it's easy for casual gamers.

    Here's my list;

    - Remove combat. Yeah i know i'm being harsh. Even if i'm making a... combat map for the HL1 version. In the long run, <!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->its destroying the playerbase.<!--colorc--></span><!--/colorc-->
    - WAY more entities for mappers. (think sven-coop)
    - Revamped graphics, of course.
    - Some vehicles. (but i know i'm dreaming, way too hard to balance)
    - Webcam/avatar support. When a marine talks over voice comm, you see his face as well. If no cam this would be replaced by an avatar.
    - More gore. I like blood. As an alien, being able to "eat" corpses to regain HP's. Remove innate regen.
    - Remove blockscripts. It's useless and only creating drama, <!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->dividing the community<!--colorc--></span><!--/colorc-->. Scripts are harmless as long as potential exploits are being fixed. "OMG n1 pistol script!!11oneone". Enough of that, we are already tired of the "omg no reg, crappy server, fix ur rates". <!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->Its destroying the playerbase.<!--colorc--></span><!--/colorc-->
    - Secksy new textures. Lots.
    - " " new sounds, 'nuff said.
    - " " new voice acting. There has to be some <strike>slave</strike> volunteer willing to do this.
    - Meh, i typed this two hours ago and now i'm kinda drunk so huhhh, yeah. I'm posting it anyway...

    YARRR!
  • SkulkerHunterSkulkerHunter Join Date: 2003-08-27 Member: 20295Members
    I'll go against the masses here and say I would prefer if NS was not a direct port to Source. Both DoD Source and CS Source were advertised as DoD2 and CS2 which sadly was not true. Nothing special was added to either game when they went to Source, the improved physics and such was rarely used and IMO the Source versions of the game came off worse than the originals (well DoD was better before Valve got involved).

    I was personally hoping that NS2 would be a different game, maybe even a little farther into the future were the war has escalated in some ways. I think the gameplay should be kept nearly the same, the base alien types should remain with maybe a few minor evolutions to spice up the game. Marine weaponry might become slightly more advanced. I think an all new roster of maps should be created, with old maps not making an appearance unless a storyline can be made. In fact a storyline would really inhance the atmosphere of NS. I always loved to read the online NS manual to see what the marines thought about the aliens in their first encounters.

    Now, due to popular demand, a direct port would probably happen as well, but I think NS2 should be prioritized over NS:S. Also, I beg that Combat will not be implemented, though I know it will be :|
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    I just want more of the same NS goodness, with gameplay tweaks ofcourse.

    And revamp co, it obviously didnt turn out how it was supposed too.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    Ideally, NS and Combat wil be distributed as different games, because they are. A bit in the same way MarioKart isn't yet another Mario platformer.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--quoteo(post=1567258:date=Sep 21 2006, 03:25 PM:name=Cereal_KillR)--><div class='quotetop'>QUOTE(Cereal_KillR @ Sep 21 2006, 03:25 PM) [snapback]1567258[/snapback]</div><div class='quotemain'><!--quotec-->
    Ideally, NS and Combat wil be distributed as different games, because they are. A bit in the same way MarioKart isn't yet another Mario platformer.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Talk about splitting the playerbase...
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Hmm, more detail, more atmosphere and overall more steam/mist/smoke, sounds, usable objects/machines, dropship intro for the rines (skipable perhaps) and of course water areas (with some gameplay mods)

    BUT MOST OF ALL! THE RETURN OF ... BABBLERS, NS:S NEEDS THEM!
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    <!--quoteo(post=1567260:date=Sep 21 2006, 09:32 PM:name=WaterBoy)--><div class='quotetop'>QUOTE(WaterBoy @ Sep 21 2006, 09:32 PM) [snapback]1567260[/snapback]</div><div class='quotemain'><!--quotec-->
    Talk about splitting the playerbase...
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah well it's better than joining a server and finding out that the next map is going to suit only half of the players, making the other half leave.
    And nothing would prevent players to play both if they enjoy both. I play Combat extremely rarely, and never for prolonged amounts of time (a few rounds tops), and only because I happen to be on a server that switched from ns_ to co_. I for one would not miss combat, and I can assure you I have met more than enough that would not miss Classic.
  • cerberus414cerberus414 Join Date: 2005-05-07 Member: 51098Members, Constellation, Reinforced - Shadow
    Yes - It is my dream to see flamethrowers for NS:S. I guess i'll have to keep on dreaming.
  • NadagastNadagast Join Date: 2002-11-04 Member: 6884Members
    edited September 2006
    Remove walljumping and keep the movement the same are two of the things I'd like to see very much in NS:S.

    +moveup incorporated in your jump bind felt so natural running up walls, walljumping is a hugely annoying, artificial thing... Although I haven't played for more than an hour or two since it was put in it's really annoying when I do play.

    oh yeah and fix combat if it's still in. The fact that Onos's and Hive3 weapons (as a start) are still in combat is amazing to me.
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