Top 5 Focuses for NS2

13

Comments

  • SparkTRSparkTR Join Date: 2007-02-09 Member: 59913Members, Constellation, Reinforced - Silver
    <b>1.Bigger Tech Tree- </b>The techs in NS1 were pretty basic, giving more branches and more robust options, making it hard to get all of the techs in one game would be a nice change.

    <b>2.Lighting-</b> Arguably, one NS1's best experiences is not know whats lurking around that corner when your running down a dark hallway. Now people put their gamma up to max, completely killing the moment. This is debatable because people should have option if the game is too dark, but lighting is more of a gameplay element than a visual distraction. At least lessen how bright you can make the game. Dynamic lighting would be great as well.

    <b>3.Teamplay</b> NS is a team based game, adding more options like "rush that position" or "defend this area" amongst other things would be great.

    <b>4.Eye Candy</b> This might seems a bit out of place, but making the game visually pleasing will increase profits and make the game overall funner, but still keeping people with low end PC's in mind, but luckily, it seems the Devs has already considered this.

    <b>5.Physics</b> Having real rag-doll physice for player models and objects in the game could add a life-time of replayability, making different objects weigh more than other ones would add a nice realistic element to it.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    lose combat, lose the static defense noobfests, dont lose the speed

    also: tech trees are fine, and maps should be ported by competent people (see what happened with cs:source?)
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    <!--quoteo(post=1635176:date=Jun 22 2007, 10:38 AM:name=WaterBoy)--><div class='quotetop'>QUOTE(WaterBoy @ Jun 22 2007, 10:38 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-->

    Well, a dynamic <i>game</i> will allow for more longevity as players take longer time to get bored. Not necessarily saying that dynamic hives is the way to go, but anything that can make the game open for a host of different available tactics is the way to go.
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    Alright, from the top of my head, here is my list:

    <b>-Alien "bases"-</b>
    I remember reading some suggestion of alien bases and I'd like it to be in NS2. They would serve the same fuction as a hive except cannot spawn players. If needed to be placed at predetermined spots or if there were some restriction to placing them they could allow for more abilites or evolutions and perhaps serve as a alien unmovable "Phase Gate".

    <b>-More Diversity-</b>
    Things like more strategies, weapons, counters and other things already stated before (I'm lazy right now).
    <b>
    -Map Advantages for Team Occupying Area-</b>
    Expanding on the dynamic infestation idea, the dynamic infestation could have effects on things like lighting (pitch black would be great) or could strip marine armor to benefit the alien team. For the marine side it could be bright lighting or something like map specific points to get free ammo/health. Neutral points would be balanced for both sides.

    <b>-New Idea's-</b>
    I would really want some great ideas and creativity to be put into this game. I don't want it to be nearly identical to NS1; I want some cool new weapons (that are unique) and other things along those lines. As long as it doesn't make one team WAY over powered, I don't really care if it would be balanced or not because we can change that later on.

    <b>-Great Atmosphere-</b>
    I want NS2 to have cool environments that add to its wow factor. I would like them to be team specific as well as universal. I would like to see people be discouraged to ramp up their gamma because of the environment. I'd love to see marines afraid to go into the alien territory alone and kharaa afraid to go into the marine area's alone (if that's at all possible <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />).

    That's just my 2 res, and if I were to prioritize this list I would say the latter ones are more important that the first ones (it just turned out that way <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />).
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    edited June 2007
    Kill Stacking

    A system to keep both teams at similar skill levels. Either use some Warcraft 3/Halo 2 system, or keep players randomized, or at worst case, handicaps

    Random Maps

    Certain areas of maps will open in certain games. Game 1 could have section A3 of the map unaccessable, while section D4 is open. Game 2 could be reverse. Add some more variety than simply 3 random hive locations.

    Variety

    New abilities and counters. Tech trees that force the team to stay on the tree. New trees, instead of the same one.

    Function over Atmosphere

    Yes, dark hallways were cool in Alien. But getting chomped 4 times just because your flashlight barely illuminates at all (and gives you a kill-me sign) is annoying. So are little ridges on otherwise smoothwalls as a fade. Or music when you are trying to listen for footsteps.

    Standards

    Some people don't know about all the rates/gamma/fps whatever settings are. What console games do best is keep the table fair, at least on the same screen.
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    <!--quoteo(post=1636451:date=Jun 29 2007, 12:14 PM:name=SmoodCroozn)--><div class='quotetop'>QUOTE(SmoodCroozn @ Jun 29 2007, 12:14 PM) [snapback]1636451[/snapback]</div><div class='quotemain'><!--quotec-->

    Random Maps

    Certain areas of maps will open in certain games. Game 1 could have section A3 of the map unaccessable, while section D4 is open. Game 2 could be reverse. Add some more variety than simply 3 random hive locations.

    <!--QuoteEnd--></div><!--QuoteEEnd-->

    This is what Valve plans to do in TF2 in some of their maps. I think this is a good idea, it would make the maps stay interesting longer.
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    edited July 2007
    Strong Clanbase
    High level competitive play - I want NS to go pro!

    Other than that, probably:
    More marine armour types/upgrades
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1635178:date=Jun 22 2007, 03:00 PM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Jun 22 2007, 03:00 PM) [snapback]1635178[/snapback]</div><div class='quotemain'><!--quotec-->
    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
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    wow thats awesome <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    its very interesting to compare the numbers.

    I think that a thread like this is even better than a limited number poll that the dev's did a while ago.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited July 2007
    <!--coloro:orange--><span style="color:orange"><!--/coloro-->You are not a moderator, please stop acting like one - Mouse<!--colorc--></span><!--/colorc-->
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    @x5

    Normally I would be tempted to flame you for trying to mod people...

    but I just read the first post again.

    Way to go <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited July 2007
    <!--quoteo(post=1636987:date=Jul 2 2007, 03:10 AM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ Jul 2 2007, 03:10 AM) [snapback]1636987[/snapback]</div><div class='quotemain'><!--quotec-->@x5

    Normally I would be tempted to flame you for trying to mod people...

    but I just read the first post again.

    Way to go <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    You shouldn't flame anybody for trying to keep their topic organized, but thank you much for the complement on the first post. <strike>I'm trying to create pie charts now.</strike>

    ~edit~

    The pie charts have been added.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    I'm curious as to where you placed these two points, especially seeing as the first proposes an exponential curve, simply displaced in regards to the current one, rather than a >, = or a <.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
    <i>* Well balanced learning curve</i>
    There should always be something more you can work on perfecting in your individual play, but the game must be easy to pick up and get proficient at.

    <i>* Accessible </i>
    It should be simple to just hop on a server and play a bit without feeling obliged to stay and play out the round.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    I only picked 4 based on other things I have seen in the devs posts.
    They are doing alot of the things and more that made NS great (environment, tools, ...)

    1. Accessibility
    Pick up and play, tutorials whatever...I don't know how many of my friends I tried to convince to play and they were overwhelmed with the complexity. Have the upgrade screen popup when you are waiting for a respawn. Have goals marked on the map, by mapmakers and commanders.
    Just so someone can join briefly and get a rush and some understanding.

    2. Teamplay
    Dystopia has several mechanisms that make teammates dependent on each other and travel together more.
    (healing, tac, and missile launcher slow-reload)
    TF2 has made the medic so he is everyone's friend rather than the self-healing offensive warrior.
    I am not saying steal from them.
    I am saying figure it out so it fits into the NS model, because just one or two of these improves pub play.

    3. Do NOT listen to the constant calls for balance.
    Test it out, make sure every attack has a counter attack, try to get close to balance...but trust your guts.
    NS will never be balanced because both teams are completely different.
    and do not give me that Starcraft is balanced...it is not...
    NS can be close enough that it is a competitive exciting game but do NOT tweak it to death.
    Part of learning a game is learning these numbers....whether it is a table you read or intutitively simply 3 shotgun shots get a skulk.

    4. Suggest a server size
    12 vs. 12, 24 vs. 24
    This comes down to what you have tested and refined it too. As well setting a standard for pro/clan play.
    All your mapmakers should aim for this playability number, so when the map swaps in on server everyone still has a good time. As a result fan made maps will end up aiming for it too.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    I will update the graphs soon and provide a composite with all of the votes that have more than one vote to them (exempting lone votes in otherwords) so we can easily see the top priorities.

    I would also recommend you invite the people you play with to come in here and give their top five post. Please.

    <img src="style_emoticons/<#EMO_DIR#>/tsa.gif" style="vertical-align:middle" emoid="::tsa::" border="0" alt="tsa.gif" />
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    I just want to see Natural Selection <b>2</b>, not Natural Selection ported to HL2.

    I'm sorry, but that's really all I can say. I see dozens of ideas in the forums, but sadly many people still aren't grasping the fact that it's going to be a whole new game, not a modified NS and because of this, many ideas people post are shallow and limited because they're placing the idea on THIS game.

    Last thing I want to see is Natural Selection with updated graphics, physics and stripped of features people didn't like or added with a couple of new features people begged to get in to NS.

    But I really shouldn't need to be saying this anyway. Propably not even the right place to say it, but meh. Sue me. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--quoteo(post=1639172:date=Jul 16 2007, 04:54 PM:name=Khaze)--><div class='quotetop'>QUOTE(Khaze @ Jul 16 2007, 04:54 PM) [snapback]1639172[/snapback]</div><div class='quotemain'><!--quotec-->
    I just want to see Natural Selection <b>2</b>, not Natural Selection ported to HL2.

    I'm sorry, but that's really all I can say. I see dozens of ideas in the forums, but sadly many people still aren't grasping the fact that it's going to be a whole new game, not a modified NS and because of this, many ideas people post are shallow and limited because they're placing the idea on THIS game.

    Last thing I want to see is Natural Selection with updated graphics, physics and stripped of features people didn't like or added with a couple of new features people begged to get in to NS.

    But I really shouldn't need to be saying this anyway. Propably not even the right place to say it, but meh. Sue me. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    See, most people on this forum want NS:2, NOT TotallyDifferentGame 1!

    post scriptum: posting shallow ideas beats posting no ideas (at least in my book)
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    <!--quoteo(post=1639190:date=Jul 16 2007, 08:07 PM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ Jul 16 2007, 08:07 PM) [snapback]1639190[/snapback]</div><div class='quotemain'><!--quotec-->
    See, most people on this forum want NS:2, NOT TotallyDifferentGame 1!

    post scriptum: posting shallow ideas beats posting no ideas (at least in my book)
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Question is, where do you draw the line between an NS port to HL2 and NS2?

    Most people are lagging way behind with NS.

    I do agree with posting shallow ideas rather than posting no ideas at all, though. I just hope people would stop trying to modify the existing and creating something new instead. Can't say I've done that very well myself, but if this makes other people thinking a bit more deeply, then I'm happy.
  • tekproxytekproxy Join Date: 2005-03-11 Member: 44813Members, Constellation
    For those of you worried about hitboxes and such, from what I understand, the Source engine does not use hitboxes. Where your bullet lands, your bullet lands. This is why there are so many headshots in CS:S compared to 1.6.

    Lots of good ideas here. It would be nice to know what the devs are thinking.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    I'd only wish NS2 to be as engaging and immersively entertaining in terms of gameplay as the first game, whilst having an easier learning curve (which can mean more tutorials and manuals instead of dumbing down gameplay) to access a bigger playerbase.

    I don't want a game that's drastically different from the original, nor do I want too many silly gimmicks that take away from the relative simplicity and clean feel of NS. I'm already frowning at the idea of a flamethrower, for example.
  • wankalotwankalot Join Date: 2005-02-05 Member: 39872Members
    1)Well... i cant wait to see ragdoll physics applied, especially to the aliens. more realistic physics is what i want more than anything. The thought of an an onos collapsing in the manner of the oliphants in the 3rd LOTR movie really excites me. Or picture a lerk hit by a shotgun mid flight, its lifeless body hurling through the air before it slams into a wall and falls into a heap.

    Also i think one of the most contrived things in the current ns is the fact that onos can climb ladders, marines can bunny hop etc.

    2) very carefully designed weapons and equipment. When i first played dod:s the first thing that struck me was how unrealistic the weapons looked considering what the source engine is capable of. I dont want to see this happen in NS2. The weapons should look sleek, yet functional. Each weapon should have distinct pros and cons. Though i am not an advocate of bursting or crouching for accuracy in NS2, i do think each should require more than just pointing and shooting as trhis would encourage team gameplay. for example the HMG equivalent could overheat if carelessly used... this is not a specific request... just an example. I just want weapon use to encourage teamplay. i dont feel whole team with heavy weapons should NECCESSARILY = win.

    3)Highly specialised alien lifeforms. currently aliens are only really in 2 categories: healers (gorge) and killers (everything else). Yes i know skulks are meant to be scouts and lerks support, but i think they could be more. aliens in the current ns seem to kill like pack animals rushing in biting and scratching.... id like to see more creativity. For example, a "stealthy" alien could get the attention of a marine by bumping an object or creating a false image of itself or watever, while another paralises him somehow, perhaps allowing another alien to swoop in for the kill. Again this is simply an example to illustrate my point, im not suggesting anything new here, just for some more spice in alien teamplay.

    4)DYNAMIC INFESTATION, and it looks like its gonna happen!! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    5)A HUGE diversity in sounds. i dont want every alien (even if its the same species) to sound essentially same as one another, nor do i want every gunshot to sound identical. In the current NS i find sound to actually be a REAL strength, especially the sound of ship hulls creaking and watnot... very atmospheric... i WANT MORE <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    aw damn... have more ideas.... but hey cant break the post rules
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--quoteo(post=1641173:date=Jul 29 2007, 09:10 AM:name=Buggy)--><div class='quotetop'>QUOTE(Buggy @ Jul 29 2007, 09:10 AM) [snapback]1641173[/snapback]</div><div class='quotemain'><!--quotec-->
    I'd only wish NS2 to be as engaging and immersively entertaining in terms of gameplay as the first game, whilst having an easier learning curve (which can mean more tutorials and manuals instead of dumbing down gameplay) to access a bigger playerbase.

    I don't want a game that's drastically different from the original, nor do I want too many silly gimmicks that take away from the relative simplicity and clean feel of NS. I'm already frowning at the idea of a flamethrower, for example.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    couldnt have said it better. listen to him
  • mattoXmattoX Join Date: 2007-08-01 Member: 61739Members
    1. Gameplay <-- Rules overall.
    2. The games looks are also relevant, make it scary! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    3. Rego!
    4. More guns?

    5. Thats all, the game will rule, no doubt about it..
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Plays well competitively<!--sizec--></span><!--/sizec--> (fair, teamplay, good strategic options, good to spectate). <b>Balanced for wars > Balanced for pubs.</b>

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Still has (skill) maneuverability aspects<!--sizec--></span><!--/sizec--> (inc. bunnyhopping or equiv and marine jumping)

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->No recoil or movement disadvantages to shooting<!--sizec--></span><!--/sizec-->

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Gameplay > Atmosphere<!--sizec--></span><!--/sizec--> (but still good)

    <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Game length and pacing<!--sizec--></span><!--/sizec--> - there shouldn't be a lengthy period of "team has won and needs to finish the job". This was largely alleviated by taking out the massive 2nd hive dependence in the recentish patch. Game length has a rather large debate about it however, <i>i feel an average length of 20-25 mins a round is good</i>, so 2 rounds (a conventional war) goes for 1 hour.
  • RuthlessfishRuthlessfish Join Date: 2007-08-26 Member: 62012Members
    edited August 2007
    (Lo all ^^ my first post!)

    1- <b>Nervous Gameplay </b> <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
    (Not like the others games using Source engine (CS:S/dod:S...). Really important I think)

    2- <b>Epic games</b> <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />
    (With roleplay sensations, groups of marines/aliens rushing...)

    3- <b>Teamplay </b> <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
    (FTW)

    4- <b>RTS aspects </b> <img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" />
    (For epic games)

    5- <b>Atmosphere</b> <img src="style_emoticons/<#EMO_DIR#>/hive5.gif" style="vertical-align:middle" emoid="::hive::" border="0" alt="hive5.gif" />
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <b><u>Awful Ideas</u></b>

    <i>FLAMETHROWER</i>
    STOP suggesting this. It's an awful idea. It wouldn't work. Grow up.

    <i>FLASH/SMOKE GRENADES</i>
    Please be more original, and say something worth listening to.

    <i>LASER GUNS/TURRETS</i>
    This is a stupid idea. A laser generally would be a slow rate of fire gun, with high damage.
    Welcome to sniping. Go home.

    <i>MAKING THE LEARNING CURVE SMALLER</i>
    Don't take away what made the game so good.

    Thats like saying "Make an RTS easy to be great at!!!"
    If Starcraft was easy to get the hang of, gg blizzard.

    <i>EPIC/BIG GAMES</i>
    These kind of games only ever happened due to a lack of skill and bad team work.
    They should never occur. If you want that, you're playing the wrong game.





    NOW, for some intelligent suggestions-

    <b><u>Good Ideas</u></b>
    <i>1. GROUP BENEFITS / SOLO PENALTY</i>
    A big part of this, is to stop those few elite players from ruining the game, by being too good.

    For example, in a SoF/Parasite manner, if a player is on their own, they are more scared. Hence all aliens can see where they area, and will know they are ALONE.

    In the same way, being in a group, could perhaps amplify alien footstep sounds for all marines in the area?


    <i>2. DYNAMIC BATTLEFIELDS </i> (Suggested Before)
    Maps should grow/shrink for the amount of players in the game.
    If theres 16 players in a game, then a few leave, certain doors around the map will close, restricting resources and access routes.
    There could be a warning that a region will be closed in a timeframe (eg. Airlock Opening in 60 seconds)
    Any players remaining inside will die.


    <i>3. ACCESSORIES / WEAPONS / ATTACKS</i>
    More variable alien attacks.
    - A gorges heal spray will be stronger with DC
    - Instead of Hives unlocking attacks, Chambers unlock them. As a result, if necessary, gorges could have web, not bile bomb with two hives. Although this wouldn't work for NS1 attacks. Even combinations of chambers unlocking attacks.

    More marine accessories.
    - Perhaps a light emitter to stick on a wall in a dark corridor. Upgraded in the same way as grenades, but you pick either grenades or this (or something else)
    - Weapon addons; Commander must upgrade, and you can pick from one of any of the upgraded addons from an arms lab.
    - More alien specific weapons - different damages to different aliens.



    <i>4. ATMOSPHERE</i>
    I want to turn off the lights, and get frights.


    <i>5. SERVER CORPSES</i>
    Dead Onos = Meatshield for other aliens.
    This is great in the sense that if aliens storm a marine base, and an onos dies. Aliens will be able to take cover and still benefit from the onos even after its death.
  • Avatar_of_WarAvatar_of_War Join Date: 2004-10-26 Member: 32456Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->MAKING THE LEARNING CURVE SMALLER
    Don't take away what made the game so good.

    Thats like saying "Make an RTS easy to be great at!!!"
    If Starcraft was easy to get the hang of, gg blizzard.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, NS doesn't need new players, especially at the competitive level. I hope to see NS2-CAL 400 players strong again!

    Also, Blizzard said they were going to make SC2 a bit easier to get into. NS should follow the "easy to learn, difficult to master" philosophy Blizz does.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1645746:date=Aug 27 2007, 10:35 PM:name=Avatar_of_War)--><div class='quotetop'>QUOTE(Avatar_of_War @ Aug 27 2007, 10:35 PM) <a href="index.php?act=findpost&pid=1645746"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, NS doesn't need new players, especially at the competitive level. I hope to see NS2-CAL 400 players strong again!

    Also, Blizzard said they were going to make SC2 a bit easier to get into. NS should follow the "easy to learn, difficult to master" philosophy Blizz does.<!--QuoteEnd--></div><!--QuoteEEnd-->


    i dont know... i dont think theres anything wrong with a learning curve


    just make people learn a bit before they get online.

    americas army style.
  • BodyGuardBodyGuard Join Date: 2005-02-13 Member: 41012Members, Constellation
    1.-Atmosphère (including Mapping effects, Physic, graphic and audio improvement )
    2.-Make the game more complex ( bigger techtree for each side )
    3.-A lot of new stuff ( weapons, upgrades, buildings, that fits with the 2. )
    4.-A lot of new things for the Commander/Commadn Station


    I don't want to make a 5th one, i'm hesitating between too much things, I can't choose one of them, so I don't xD
  • VodkarnVodkarn Join Date: 2007-08-28 Member: 62035Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->You can for example blow a wall into the space stations hull<!--QuoteEnd--></div><!--QuoteEEnd-->
    "Ripley: Lieutenant, what do those pulse rifles fire?
    Gorman: 10 millimeter explosive tip caseless. Standard light armor piercing round, why?
    Ripley: Well, look where your team is. They're right under the primary heat exchangers.
    Gorman: So?
    Ripley: So, if they fire their weapons in there, won't they rupture the cooling system?
    Burke: [interjecting] Ho, ho, ho. Yeah, she's absolutely right.
    Gorman: [turns round to Burke] So? So what?
    Burke: Look, this whole station is basically a big fusion reactor...
    [Gorman turns back to stare, horrified, at the screen]
    Burke: ...right? So you're talkin' about a thermonuclear explosion and "Adiós, muchachos.""

    Heh, sorry, that immediately reminded me of that quote. And hey, from an appropriate source.

    Can't you just see the Aliens hiding out near the engine of a ship, and the marines can't go in because they'd blow up the whole ship? Good times!

    Anyway, on topic, my top 5 things I want to see are:

    1) The same fantastic game feel. Natural Selection has the most unique feel of any shooter I've ever played, and I'd love to see that continue.
    2) The same minimalist approach. I swear to God if I spend half my game tripping over cans and crap on the ground (CS:Source, I'm looking at <i>you</i>), I'm going to be pissed.
    3) An attempt to keep the game as close to the original as possible (Again, CS:S, and so on). All too often sequels seek to make the game 'better' by replacing long standing features. Please don't. I want this game to <i>play</i> as much like the original as possible.
    4) This will clash slightly with 3), but attempt to avoid making levels that end up being 'can the marines set up artillery in this room, making the aliens incapable of holding two hives..'
    5) More voice quotes. Those are some of the most memorable I've ever heard; we're talking Starcraft memorable. Maybe injured players can (occasionally, don't spam it) shout for medics or some such, the ability to shout Hudson-like quotes.

    That's my five, cheers.
  • eoyeoy Join Date: 2004-11-18 Member: 32860Members
    edited September 2007
    1. Epic Battles
    2. Scaling Maps
    3. I liked the old mines that shot a laserbeam so you could see them better, also it looked cool when an entire doorway was blocked with those red beams.
    4. Fear
    5. Enjoyable gameplay. See what happened to CS:Source and learn from that, all those random barrels and obstacles are only annoying, and cs:source is pretty much abandoned on the competitive scene. Now cspromod is independently being developed as a replacement.

    Just a quick question for the above posts about Server Corpses, should they also function as blocks that prevent movement through them? Wouldn't that also possibly block the aliens access out of a room in the same way that structure blocking does? I'm generally against anything on the ground that servers as a movement block (aka barrels in cs:source).
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