Top 5 Focuses for NS2

24

Comments

  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1620436:date=Apr 11 2007, 11:37 PM:name=Trojan)--><div class='quotetop'>QUOTE(Trojan @ Apr 11 2007, 11:37 PM) [snapback]1620436[/snapback]</div><div class='quotemain'><!--quotec-->
    I imagine the fact that Source uses BSP for its level rendering would pose more of a problem than system requirements. BSP is the anti-fun when it comes to dynamic.. anything
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    But the BSP is also a stable, fully compiled binary file. And it's not as if you can't add a hook in the engine.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    1. Depth. I want a game that I can spend a lot of time on and not get bored of, like NS. Making the game accessible is an admirable goal, but not if you're going to dumb things down.

    2. Action. Action is not mutually exclusive with strategy. Part of the reason I like NS is because it's interesting. You can't find any other games where you have to hit leaping skulks and pancaking lerks, or blink in, swipe a few times, and run out before you die.

    3. Hitreg. Unless special consideration is given to this issue, I honestly think it will limit the game's potential.

    4. Balance. This doesn't mean asymmetrical. It would be nice if the game could be balanced at all game sizes.

    5. Tutorial. A lot of people don't know how to play NS because frankly, they never learned how to. Unfortunately, not everybody is observant enough to learn by emulation - a tutorial that guides players would help immensely. It would at least introduce basic ideas such as "If you hear an RT is under attack, defend it."
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    1. Strategy - As has been said many times before, NS2 should have more options available as to how you win the game. More ways to kill hives, more ways to counter sieges, more ways to do almost everything. The more options, the more fun something is!

    2. Specialization - In my opinion, the alien side as it is lacks something. Specifically, certain aliens HAVE to do certain jobs. For instance, the gorge builds, the skulk scouts and attacks early game, the lerk supports combat, and the fade and onos are the heavy hitters. Why not make it so that as time progresses, a current form can get stronger? This would allow the weaker forms, but still the favorites to some, to not become "outdated" as marines get Heavy Armor and bigger guns. It would be cool to be able to be a skulk, but still be able to take down a turret or two, and if you're really good, perhaps even a Heavy.

    On the flip side of this, Marines should be able to get small bonuses to their weapons, equipment, etc due to veterancy...

    3. Learning curve - People should be able to play with pros, but still find the game playable and enjoyable if they're new to NS. Currently, people might join a server and then get camped or repeatedly faded by that one 'uber' player that trashes their team. There should be some way to make sure that those that are new can still hold their own, if barely.

    4. Dynamic hives - See the previous post with this. Placing hives anywhere would be awesome, since marines couldn't instantly lock down and siege the same three places. Placing a hive in a hallway might be a bit much, but if you could just place it wherever in a large room, that would add a lot more to the strategy and, in my opinion, fun aspects.

    5. Depth - NS already provides a sense of depth in itself. However, there needs to be plenty to do in the game so that you don't get tired of it after playing it for a while. This also ties into having options. If there's more ways to do stuff, there's more ways to experiment, have fun, and facing people with strategies you've never seen before would certainly add a lot of time to NS before you tired of it.

    These are assuming that the game will already be balanced. If not, then balance replaces #5.
  • RuByRuBy Join Date: 2002-12-12 Member: 10732Members
    There's one essential factor to me:

    <b>Atmosphere and Environment Interaction</b>: I want to see dark, detailed environments that allow for interactivity. NS1 did it well, NS2 can do it much better. I hope to see the flashlight come into play a lot more, sort of in the direction of Doom 3. Have truly black corners for skulks to ambush or gorges to hide, places that only a marine with a flashlight can see into. The flashlight should be of tactical help like the welder.

    Improve the auditory environment as well. This is essential in creating the mood of the game. Especially in conjunction with dynamic infestation I can see sounds become essential. Make the player more aware of his body. Breathing heavily in a spore cloud, heartbeat throbbing in the ear as you approach a hive or infested area, perhaps parasited marines can hear hallucinatory alien sounds echo... Gurgling sounds of dynamic infestation, gooey footsteps... These all contribute to stress and atmosphere.

    I want NS to be scary. Not necessarily "BOO!"-scary but intense and distressing, like a Hitchcock movie.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    RuBy, you said you have just <b>one</b> focus, then listed <b>two</b>, and I asked for your top <b>five</b>.

    Please edit your post, ok? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    PS: I like those two points a lot, now just add your last three -- or split and expand on the ones you have made.
  • RuByRuBy Join Date: 2002-12-12 Member: 10732Members
    edited April 2007
    Psshhh... Alright, alright.

    If I were to add three more, they would be the following:

    <b>Depth</b>. It's been mentioned before, but this is definitely important. This is a goal that should be emphasized at all levels of the game, whether it is mapping, balance, etc. There's a certain level of replayability and variation that I think was important to NS1 and should be expanded upon or at least modified to create a new game but one that is just as entertaining on the long term.

    <b>Accessibility</b>. I want a complex but logical structure to the game. This is a factor that first forged the NS communities. The game was complicated from the start, and people helping each other out was an essential part of creating a link between new and veteran players. However, if the game could be polished to a state that is more readily understandable at release (training mission, tooltips...), that would also help. As it was pointed out, a single "1337" player shouldn't be able to decimate the other team, allow newbies to immerse themselves through teamwork and cohesive communities.

    <b>INNOVATE!</b> NS1 was in my mind one of the most innovative games of its time. Widely different sides, RTS/FPS combo, new abilities, greater teamplay, etc. NS2 should continue along these lines by bringing new ideas to the FPS genre. We're already seeing some evidence of this through dynamic infestation - take it to the next level! Use it to create more interactivity, complexity and "cool" factor. To me the coolest part of a game is to start playing and react with a "Wow!" to purely logical concepts; things like physics that give rise to far more complex situations than expected. Please, please, please make the best flamethrower we've seen in an FPS - I'm glad to see the developers wait for an engine that can properly demonstrate its awesomeness. Source can make the flames look great, I'm sure. The last thing I want to see is a cloud of glowing orange.
  • Cyborg16Cyborg16 Join Date: 2006-11-18 Member: 58656Members
    <b> 1: Communication</b>
    For the marines, add screen-markers like for the aliens to show where other marines are. Allow the commander to put route-arrows on the map (arrows along corridors or wherever, to show marines where to go). Make map markers obvious (sometimes the NS1 waypoints take me a couple of seconds to find).
    For the aliens, allow all players to add tactical symbols to the map, like route arrows, congregation/attack staging points, attack points, defend points. I guess they should fade after a while and be removable/movable by whoever put them there.

    <b>2: Tech tree</b>
    Expanded. Perhaps marines should get some kind of fence which wouldn't stop, but would slow down aliens. So on a siege map marines would have a better chance of defending a point, rather than the current situation with the best tactic by far being high aggression.

    <b>3: Alien lifeforms</b>
    Some more. One idea I have is a flying support alien, sort of crossed between a gorge and lerk, which can heal, grab and lift items (like explosive crates on the map) and non-heavy marines (but not be able to fly well with them), and bile bomb (generally not a direct-attack lifeform), with a well-armoured underside.

    <b>4: Alien hiding and vision</b>
    Use HDR with separate limits on how far it will adjust for marines and different alien lifeforms. Have some areas dark enough that marines can't see anything without lights, due to the HDR limit for marines (so gamma tweaking won't help much). Allow HDR to have a much lower-light level adjustment for aliens, based on lifeform, so aliens can see well in dark places. Perhaps as part of infestation lights would go out making many hive-areas very dark, and giving aliens an advantage in defending the hive (at least against lone marines; groups would have enough lights to spot most enemies).

    <b>5: Interaction with environment</b>
    Movable crates to hide behind, explosives, perhaps some areas of maps which can only be accessed by clearing debris (such as an onos or marine with welder clearing fallen girders?)
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    There are a lot of good focus points here, very impressive. I do sincerely hope the NS2 team keeps an eye here for things the community feels is most essential. I know that good artist or programmer in a creative project appreciates such clear input. I know I would. So keep them comming! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    1. No scripting. (By far my #1 wish)

    2. Dynamic Hives. (You can build them just about anywhere they will fit on the map. Not in vents or anything that means you need a Jetpack to reach)

    3. Secondary Objectives. (Your team holds the X room objective for some kind of bonus)

    4. Alien Siege. (Alien equivalent to the Marine siege turret)

    5. More Buildings. (More stuff for both sides to build)
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    <b>Positional Hitboxes</b> (for marines only)
    I just think dropping off the ceiling and biting a marine in the head should do more damage than munching his toes!

    <b>Atmosphere</b>
    Original NS oozed coolness, NS2 should too! If the concept art is anything to go by we're fine here though! I think an effect for nano-bots removing corpses and weapons would be pretty nice (rather than them just disappearing).

    <b>Improved Scoring System</b>
    Currently the score board counts for nothing except to check your Kills:Deaths, which in NS isn't really relevant. A more complex scoring system, maybe split into sections; kills, structure kills, construction, buildings defended etc, would be nice so you can see what people are doing and see which players need tips / to be shouted at. Marines should get some points for building not just the commander (I mean there's got to be a reward for being the commanders little b**** other than being the first to be given equipment), and I don't know how it might be implimented but if you could somehow get points for defending RTs that would give those CS players on NS a reason to team play?

    <b>Group Alien Spawning</b>
    As has already been stated! Nothing worse than being spawn camped by a couple of la's 3 minutes in, I think aliens spawning in groups would go a long way to solving this problem, and would help aliens work together a little more. Nothing wrong with the marine spawning system though imo.

    <b>Bring back the Epic Battles!</b>
    I actually really enjoyed both the 3 hour+ games that were shifting in power, varying between 3 and 2 hives, marine base taking a knocking etc AND I actually really enjoyed the stalemates, there is little more fun than KNOWING that the best course of action is to go Onos and rush into a turrent farm or JP + Shottie past all the aliens and sit on the hive, or 'sneaky ninja phase gating', it was great, especially when you got it done. Stalemates made you try something new and /or made you work as a team and honestly I think they were some of the best parts of the game.
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    edited May 2007
    <b>1. Larger Techtree</b> More upgrades for aliens & marines, more weapons, more lifeforms...
    <b>2. Dynamic Hive</b> Aliens shouldn't be forced to capture this three places
    <b>3. RTS/Teamplay</b> Like in NS 1. don't change to much
    <b>4. Gameplay</b> A balanced game is the most important goal
    <b>5. Engine</b> The game should look awesome, everything from the source engine should be used. HDR, ragdol, physic, etc. but the game should run also on slower computers.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    I see some of the same points comming up multiple times which means those are really important to you all. Let, me see if I can create some form of tally... Carry on! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • MasterPTGMasterPTG Join Date: 2006-11-30 Member: 58780Members
    Listed in order of most important to least:

    1) Toggleable help system that 'helps and explains' gameplay, features, buildings, etc while you're playing a game.

    Fortress Forever (TFC for source made by the TFC pro's [not to be confused with TF2 which will be horrible probably]) will be implementing a help system, because just like NS, FF will be a complicated multi-class monster that has difficult things to do (conc-jump, rocket-jump, objectives not being DM, where is the flag?, pipe-jump, setting up a SG, spying, etc).

    2) Better squad-style gameplay/implementation.

    3) Easier bunny-hop (again, tryout FF when it comes out. They have a lot of great ideas. The FF crew realized that not everyone has the intelligence or time to figure out how to bunnyhop, so they made it kinda like quake-style [10x easier BH]).

    4) More intuitive interface for noobies for evolving/building/helping out.

    5) Balanced gameplay (though...I'm sure with the community helping out, hopefully the balancing can come quickly and effectively b/f the official release (and b/f bad reviews pop up and kill it :x).
  • pinkfairiepinkfairie Join Date: 2007-05-19 Member: 60944Members
    1. toggle-third person (this would be cool kharra side especially)
    2. alien-side damage upgrades
    3. more marine guns
    4. removal of sent of fear/motion tracking/scanning/hive sight, or if it stays a different way to display it, honestly in a 20 man server with those on, i cant even see because of all the icons spamming up my screen, possibly with motion-sensing an outline of the alien model moving when it does, with alot more limited range, and with sent of fear.. possibly the same thing - and with both limit the view of them and range, so like if your crosshair is withing 45 degree radius of the player and in the const range itll show up, so you dont see someone at the top corner of your screen or anything, more or less so you have to look around alot more so its not so imbalanced
    5. more aliens, guns, and gore
  • NevirWolfNevirWolf Join Date: 2004-03-06 Member: 27182Members
    <b>1.) Gameplay balance based on teamwork/skill, not equipment/upgrades.</b>

    What kept the original game fun and interesting was that if you learned to play the game, you could actually accomplish something. Learning the ins and outs of the game rewarded you with doing more with less, and figuring how to turn the tides in your favor. The balance needs to keep any one piece of equipment or ability from becoming a be-all end-all source for winning.

    <b>2.) Robust user-interface with significant customization.
    </b>
    I say this with some reserve, because I do not fault the NS team for the amazing things they made the HL engine do. However, even in moderately sized battles, having a multitude of shapes and objects denoting different players or conditions becomes quite overwhelming, particularly when there is absolutely no player-based control for the size/opacity of these indicators. If the trend NS has taken to darker maps continues (which I most heartily agree with this choice), it will only hinder players if this multitude of colors and indicators are showing up in the midst of trying to discern shape or movement in dimly-lit/flashlight-lit areas.

    (I have innumerable suggestions as to the direction the atmosphere should go, but I regret that there are more pressing matters out of which to built my top-5 list from.)

    <b>3.) Significant graphics/physics scalability.</b>

    Some of us have crappy computers. Some of us have the best computers money can buy. A game of this magnitude on an engine of this capability should cater to both, leaving a plethora of controls to match visual aesthetics with playable frame rates for any type of configuration. The Source engine was designed to make beautiful and stunning real-to-life games; NS2 should not balk at this opportunity to become a milestone of visual imagery in its own right, even while skillfully keeping the mid- and low-ranged computing community up to par.

    <b>4.) Active squad/team based play promotion.</b>

    I have chosen the term “Active promotion” here because the “Passive promotion” of squad/team based play is so obvious that most players do not think of it: if you are in a group, your overall capability and survivability rise disproportionate to the additional number of players in your group. Most players are not thinking about this when they play, and some players are significantly more prone to “Rambo” off through maps and waste their team-contribution on their solo-ness. Even if the “rewards” for staying in a group are token at best, the positive notion of a reward will usually be enough to keep players playing together in the immediate (since the ultimate “reward” of winning may be too many milliseconds into the future for fast-paced players to think ahead to).

    What I’m talking about here are token bonuses, uniquely arranged, which promote players to stick together and help each other, and actively tell the players “Hey! You’re getting X, Y, & Z for sticking together with your group!” type rewards. For example, if a pair of skulks sticks together, they gain 10% movement speed. If a pair or trio of marines stays in a group, they gain 5% armor. Of course, the actual bonuses would be worked out long in advanced and would be tested and balanced, but this sort of “Active reward” mechanism would keep players together instead of off by themselves.

    <b>5.) Multi-Objective based progression and victories.
    </b>
    This is where the canvas really becomes an open road of possibilities. Given the great array of dynamic situations available in the source engine, who’s to say we couldn’t have maps where if the aliens chew through a ship’s vital systems, half the map floods. Or a map where if the marines clear out infestation from a control room and start an auxiliary engine, and entire hive site is rendered completely uninhabitable by the aliens. A stray grenade or charging Onos hits a critical bulkhead, sucking a third of the map into outer space, forcing the game to progress much faster then before on a radically changed map (possibly ending an all-hours stalemate). The original NS (once again, limited by the previous engine) had situations which hinted at this idea, but were unable to bring it to an epic scale.

    Once again, I regret the limitation on suggestions, but am full aware that very few (if any) are going to mow through this wall of text.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    <!--quoteo(post=1627860:date=May 19 2007, 10:43 PM:name=pinkfairie)--><div class='quotetop'>QUOTE(pinkfairie @ May 19 2007, 10:43 PM) [snapback]1627860[/snapback]</div><div class='quotemain'><!--quotec-->
    1. toggle-third person (this would be cool kharra side especially)
    2. alien-side damage upgrades
    3. more marine guns
    4. removal of sent of fear/motion tracking/scanning/hive sight, or if it stays a different way to display it, honestly in a 20 man server with those on, i cant even see because of all the icons spamming up my screen, possibly with motion-sensing an outline of the alien model moving when it does, with alot more limited range, and with sent of fear.. possibly the same thing - and with both limit the view of them and range, so like if your crosshair is withing 45 degree radius of the player and in the const range itll show up, so you dont see someone at the top corner of your screen or anything, more or less so you have to look around alot more so its not so imbalanced
    5. more aliens, guns, and gore
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I just wanted to comment...third person wouldn't be good because you could see what's coming for you from behind. Thus, silence is useless. Thus, you can see around corners without taking the chance of being bitten, etc...

    That, and I think scent of fear and hive sight should stay; after all, what fun is it if you can't stalk people using that information?
  • BonesXBonesX Join Date: 2007-02-04 Member: 59883Members, Constellation
    edited June 2007
    OMG! MT/SoF are the best ways to play! Especially Kaharaa! Most of the aliens cant handle much damage mid to late game due to the marines having purchased upgrades/guns. SoF helps to balance this so that they can see who is coming and try to suprise them. W/O it the aliens would have a MUCH harder time late in the game. I ALWAYS buy SoF unless I am planning to assault a major stronghold.

    1 SG hit = dead skulk unless he sees you coming... heh heh
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    Atmosphere was my biggest draw to NS, and with half-life2 engine and what dynamic infestation brings to the table, NS2 looks like it will be my favorite game of all time.

    Things i'd like most to see in NS2 -

    1. More Interaction with maps ( Doors, weldables, the kinda stuff that adds more objectives to gameplay than the usual Get RTs Get Upgrades Kill Aliens).

    2. Different Types of Technologies/Upgrades that add to gameplay and atmosphere. ( Other types of Tracking for marines or aliens that are researchable, and individual marine can decide bewteen which they can use, sound/heat/pheremones etc.).

    3. Change in how well each side plays in their "Style" of Gameplay. For example, Aliens are better suited with sneaking/ambushing/guerrilla warfare, and should have 90% of their abilities and tactics fit around it. Like-wise marines are more Search and Destroy/Team Play/Objective-orientaded, and marines should be given abilities that allow maximum effeciency in these conditions.

    4. Realism is also important, keeping the technologies 'some-what' believeable, and the interactions between aliens and marines as close to it would be in a 'real-life' situation ( given I've never seen a skulk try to bite my head off, its not hard to imagine). Being hit in specific hitboxes should have an effect upon the damage or disabilities given to marines. For example a weakened marine walks slower or has a limp ( Adds incentive for aliens to "Hit and run" and incentive for commanders to look after their marines and drop health packs).

    5. Gameplay is last on my list simply because it comes after the fact. Once all the ideas are made real, all the atmospheric things in the game, its up to the developers and testers to decide what stays what goes, and what can be changed to balance out the strengths and weaknesses of each side
  • ThyReaperThyReaper Join Date: 2006-11-15 Member: 58621Members
    First, I'd like to say #4 of Wyattx3's list is a great idea. It stresses grouping up on marines (rather than the lone rambo), and encourages hit and run - something aliens are obviously focused towards. The ability of medpacks to quickly remedy that situation, along with the other advantages makes that a perfect idea.

    Tiredness and lack of focus makes it hard to think up a list... I will return later and append a list.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited June 2007
    1. Pacing: Simply put, well paced game = good game. You can fail at everything else (like CS, lawl) and if the game is still well paced it will be incredibly fun.
    2. Skill: I want a game that is difficult to master
    3. Dynamics: I want a game that forces me to do alot of different things, as opposed to how in CS I'm forced to aim, and that's it.
    4. Smoothness: A smooth game plays in an incredibly fluid way... I'll relate this to the current lerk, it's incredibly fluid in it's movements, and it is really easy and natural to just do incredible things with it because of how smooth the interface with the class is. Smoothness is an issue of removing unnecessary control items, and generally making the interface with the in game playing unit as natural as possible to the practiced player. For instance, adding +movement improved the smoothness of NS significantly in the current version.
    5. Integration: Getting the sound, art, and everything else to compliment the gameplay rather then conflict with it, as well as integrating the gameplay priorities together as seamlessly as possible. Finding ways to not sacrifice gameplay for immersion, to not sacrifice smoothness for skill curve, to not sacrifice dynamics for pacing, exetera.



    In that order.

    [edit] ugg, so many people itemizing specific features here. Features suck, bunching features together and leaving it at that makes for a terrible title. Seriously... an alien siege? Judging from your other items I'm assuming you want the structure of the game to basically be the current NS with other stuff added, did you not consider the gameplay ramifications of an alien siege at all? It can't possibly work in NS unless it's marginalized to a massively expensive third hive only structure, and if that's the case there's really no point in having it as the first item on your list.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    A proper tutorial...
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    1) Movement

    2) Team based

    3) Community

    NS1 already has #1 and #2
    NS2 has a chance at #3
  • PrivatePrivate Join Date: 2007-06-10 Member: 61204Members, Constellation
    edited June 2007
    I fear that I might be getting old. This will be a long post, please excuse my ramblings. I push some of the points a bit far for the sake of the argument.

    1) <b>Teamplay</b>

    I just backspaced a long string about nothing in particular. The truth is, this is very simple. There is a reason, I believe, that HA trains haven't changed at all since NS 1.04. Everyone who has ever been in one that worked would know why. Rambo should die, over and over again. Horrible deaths. Horrible. While playing CO. I feel so happy when I see two Jetpackers welding each other. It's beautiful. I love umbra and SG'ers hunting fades. And so on. I love the way frags don't get stolen. And I wish someone would remove the kills and deaths from the scoreboard. Like in the good old days, if my memory serves me right.

    *Side note: I don't care much for Combat. Leave it in, fine, don't expect me to play it*

    2) <b>Unfriendly Learning Curve</b>

    Well, not entirely possible, but let's face it, Natural Selection is not a first choice when mr. teenager wants to give online gaming a go. Nor is it likely to be a second, and it should not attempt to be either. Each and every one of the players who ever started playing NS knew how to move around in a half-life world and kill stuff. Sure, playing skulk took a little more getting used to than pointing a light machine gun around, but in essence, everyone was, and will be, familliar with the world. Likewise, each and every one of us played starcraft. We know about recources, we get it. The really tricky part about NS is that you suddenly has to play both games at once. This is extremely challenging (feel free to read hard as hell, or fun as hell), and im my book, one of the most valuable assets of Natural Selection. As it is, complex games are complex, and complex games takes time to learn. Natural Selection happens to be (or should be) two complex genres mixed together in a rather complex way.

    Natural Selection appeals to people who can use bothe sides of thier brains at once, NS2 should do the same.

    3) <b>Communication</b>

    Emphasize real communications. Waypoints, all right, restrict them to the map. We know how to get around the maps. In stead of additional waypointing options, I would like "say_squad", and "+squad_voicerecord". As for aliens, hell, I don't know. Maybe allow them to be structured in packs with the same options, or something way better - which I can't quite think of right now. In general, personal request seems to sink in a whole lot better than random HUD blibbage. Ultimately, this ties in with the teamplay thing.

    I would like players to communicate in stead of exchanging HUD spammage.

    4) <b>Do not, ever, leave the assymetrical unit structure</b>

    If anything, if possible, make the races even more different. I can live with minor balance issues. Actually, I can live with major balance issues as long as the dynamic gameplay derived from the differences is unweakened. It is rare to see two different races that differ on more than looks, it is quite refreshing.

    5) <b>Dynamic Hives</b>

    I add this mostly because I think it sounds really cool. Also because I am curious, and I would like to know exactly how such games would evolve. I expect it would add a lot to the strategic aspects of NS. And also because, having mapped a bit myself, I expect it to be an unimaginable horror to the mappers. Creating a map that is balanced regardless og marine and alien spawn locations, while still being varied and dense in atmophere sounds like a challenge to say the least. I might add that having dynamic hives with dynamic infestations would mean dynamic spawnpoints which would make it rather harder to spawncamp. To me the hardest part of this, I might also add, seems like the dynamic infestation.
    Dynamic battlefields, interactive environments, location driven gamplay, atmosphere and credability. First impressions and gereral feel. There seems to be a lot of expectations to the NS2 maps, I would like to see the NS2TR out some time tomorrow.
  • SHAFTTHEGIMPSHAFTTHEGIMP Join Date: 2006-11-14 Member: 58592Members
    edited June 2007
    The game and movement is really up to the devs in the end i think, but ne way.

    Ns just needs to flow.

    And balance changes i guesses will only really be fixed with game play trial. So yeh, it needs to get made with cool shiz <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    ------------------------------------------

    1. less mind numbing droning base noise, when you play 2 much ns it really starts to affect you. stuff atmosphere i want to be able to think clearly. less muzzle flash. and less blood in your face.

    2. spawn <u>more </u>skulks where they cant get camped (in vents on hive).

    3. Mwheel bhop scripts for all.

    4. i like the idea of an even wider tech tree (big sword!lol i donno). but no more lifeforms.

    5. <u>Maybe</u> sup com style res tech?

    love ns cheers guys
  • GoldenprizeGoldenprize Join Date: 2006-11-05 Member: 58379Members
    edited June 2007
    <!--quoteo(post=1618119:date=Apr 1 2007, 08:37 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Apr 1 2007, 08:37 AM) [snapback]1618119[/snapback]</div><div class='quotemain'><!--quotec-->
    Rule #1: ONLY FIVE! This is hard, but you've got to make it as compact as possible. You can always elaborate after listing what they mean.
    Rule #2: If you have same ones as others try to make a note that you agree with that person's focus.
    Rule #3: No order necessary. *shrug* Just list five in a clear concise maner.
    Rule #4: One or two word focuses ONLY, please

    top 5 focuses I'd like -- no, <i>LOVE</i> -- to see In NS2:<ul><li><b><!--coloro:#009900--><span style="color:#009900"><!--/coloro-->Gameplay<!--colorc--></span><!--/colorc--></b> (how the game "feels" in action)</li><li><b><!--coloro:#009900--><span style="color:#009900"><!--/coloro-->Teamplay<!--colorc--></span><!--/colorc--></b> (very important, opposite in a sense of solo rambo-ing)</li><li><b><!--coloro:#009900--><span style="color:#009900"><!--/coloro-->RTS aspects<!--colorc--></span><!--/colorc--></b> (with a large, streamlined, interleaved tech tree; hopefully with reach-goal of epic games)</li><li><b><!--coloro:#009900--><span style="color:#009900"><!--/coloro-->Audio<!--colorc--></span><!--/colorc--></b> (sound effect quality & variety, quality subtle ambience, awesome music)</li></ul>I also wanted to add having an easy system for mappers to work with. And entropy in the maps is very important too. There are some many things but that's as much as I can fit in! (I told you this would be hard)

    And above all: FUN!!! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    So go on! Tell us <i>your</i> top 5 things you would love for NS2 development to focus on.

    PS: Feedback from Max or Charlie would seriously rock. <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Hey cmon, Stable(and cheats, Bunnyhopping!!) is the standard point of a game, if not, it will not buy because bugy games are ######.
    i have same points like, but this need to be add:
    [*]<b><!--coloro:#009900--><span style="color:#009900"><!--/coloro-->Mod. features<!--colorc--></span><!--/colorc--> </b> im sure NS2 will be awesome, but ns1 will be boring after a long time, so thanks to lua for new mod. (gamemodi and stuff.)

    P.S. ah no ###### music, not in NS <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> , menu okay, but NOT IN-GAME!
  • hazyginhazygin Join Date: 2007-04-27 Member: 60735Members
    edited June 2007
    Tacitics, - enabled by a expanded tech tree, but keep to the core structure of the old tech tree. tacticls should be varied - i,e nformation control, ground control, rushes. - more crazy tactics = fun

    Teamplay - good team play should be rewarded

    Audio - sets the mood, and is usualy the first thing that gives a enermy away.

    Communication - make it easier for the team to co -ordinate, no one realy plays ns these days with out a mic.

    Balance - every tactic should always have a counter.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    hey x5 are you going to go through this entire thread and sum up the top 5 that have been suggested most to give us an average ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited June 2007
    <!--quoteo(post=1635150:date=Jun 21 2007, 08:29 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Jun 21 2007, 08:29 PM) [snapback]1635150[/snapback]</div><div class='quotemain'><!--quotec-->hey x5 are you going to go through this entire thread and sum up the top 5 that have been suggested most to give us an average ? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, but there seems to be actually only a little overlap. This is very hard to group this stuff, you all are too damn creative! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> (this is very good for NS)

    The first post will be edit soon, please h/o

    -- <b><!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->x5<!--colorc--></span><!--/colorc--></b>

    ~edit~

    <a href="http://www.unknownworlds.com/forums/index.php?s=8928217941218794496&showtopic=101018&st=0" target="_blank"><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->SEE THE START OF FIRST POST FOR THE SUMMARY<!--sizec--></span><!--/sizec--></a>

    I also have a few questions for you crazy people, all votes are accounted for except two because I don't know what to classify them under:

    Underwhelmed -- please define <a href="http://www.unknownworlds.com/forums/index.php?s=8928217941218794496&showtopic=101018&st=33" target="_blank">"depth"</a> clearer, examine the catagories and help me out here

    Homicide -- please define <a href="http://www.unknownworlds.com/forums/index.php?s=8928217941218794496&showtopic=101018&st=53" target="_blank">"movement"</a> clearer as well. What the heck do you mean by that? Alien movement chambers? New animations? The game's pace as Swiftspear described?
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    No dynamic hives, please.

    It would just make the game more confusing for new players (Which every game needs to survive long-term), open up the door to tons of new exploits, and gameplay/balance problems.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited June 2007
    <!--quoteo(post=1635176:date=Jun 22 2007, 12:38 AM:name=WaterBoy)--><div class='quotetop'>QUOTE(WaterBoy @ Jun 22 2007, 12:38 AM) [snapback]1635176[/snapback]</div><div class='quotemain'><!--quotec-->No dynamic hives, please.

    It would just make the game more confusing for new players (Which every game needs to survive long-term), open up the door to tons of new exploits, and gameplay/balance problems.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Read the thread rules again please. I should note that you have not listed your top 5. Do so. Thank you.

    schkorpio, your request has been granted, as my post on the previous page shows, the first post has been edited
Sign In or Register to comment.