Fast arcadey movement of NS
BCSeph
Join Date: 2005-02-24 Member: 42384Members, Constellation
<div class="IPBDescription">hope it stays in...</div>As with most HL1 games, the movement (and I'm not talking about just the alien side) is very fast and arcadey. By arcadey I mean you can jump in all directions fast, crouch fast, turn fast, etc. Movement is also a very important part of the game. I'm sorta talking about the difference in movement between SWAT 4 and Quake 3. SWAT makes you feel like a walking tank, whereas in Q3 you feel like your almost flying.
When an alien attacks a marine, both jump around alot and it makes both sides of the equation require more skill, as there is aim and there is movement. Even when you're a HA you still have a somewhat arcadey movement. I just don't want slow-moving marines to be in NS2. I think fast movement adds to the very fast pace of NS and is one of the core elements of design that should remain present in NS2
When an alien attacks a marine, both jump around alot and it makes both sides of the equation require more skill, as there is aim and there is movement. Even when you're a HA you still have a somewhat arcadey movement. I just don't want slow-moving marines to be in NS2. I think fast movement adds to the very fast pace of NS and is one of the core elements of design that should remain present in NS2
Comments
It's possible that the <i>pace</i> of the game could be dropped so that more of the atmosphere is preserved, but as far as the gameplay goes, this post is absolutely true - NS2 without this combat element will be Just Another Shooter. Even if your art and coding departments are as good as they look from the blog updates.
the best thing about the movement in NS is that marines can't run backwards, its the best thing since sliced bread imo. It eliminates the quake / half life look where everyone is just flying around benny hill style. And it creates a kind of helplessness for the marines as you have two choices, shoot and walk backwards slowly, or turn around and run like hell hoping you don't get bitten <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Every game should have this !!!
Infact this morning i was daydreaming, and had a nightmare that aliens couldnt bunnyhop in NS2
You're right, that would be bad.
But you shouldn't dream about games XD
Infact this morning i was daydreaming, and had a nightmare that aliens couldnt<b> bunnyhop</b> in NS2<!--QuoteEnd--></div><!--QuoteEEnd-->
Uh oh, you said the magic words; Let the derailing of the topic begin.
Regardless I agree with both the OP and schkorpio. Keep the marines agile without being Quake bouncy balls.
But you shouldn't dream about games XD<!--QuoteEnd--></div><!--QuoteEEnd-->
ILL DREAM ABOUT WHATEVER THE HELL I LIKE!
Not to mention i said daydreaming :] not dreaming.
Beep.
Keep the movement. And make sure marines can't sprint backwards. If they can, aliens should sprint forwards!
I'm all for a way for marines to maybe while strafing and hit jump to kinda dive to the side somersault and come back up facing the same direction though, but be slowed down as you get back up giving a little bit of evasive movement if you see an alien coming.
One thing - when you say:
<!--quoteo(post=1646443:date=Aug 30 2007, 03:09 AM:name=puzl)--><div class='quotetop'>QUOTE(puzl @ Aug 30 2007, 03:09 AM) <a href="index.php?act=findpost&pid=1646443"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In ns walking backwards is much much slower than strafing and turning in an arc backwards. In NS2 I'd like it if both were comparable, and a marine would strafe and turn to confuse or evade the enemy, not to get a basic speed boost.<!--QuoteEnd--></div><!--QuoteEEnd-->
Something's not lining up in my head - when I think of turning and strafing, it mostly involves microadjustments that *sometimes* help in melee, but I wouldn't ever think of it as confusing to an opponent - would you mind elaborating on that?
I'm all for a way for marines to maybe while strafing and hit jump to kinda dive to the side somersault and come back up facing the same direction though, but be slowed down as you get back up giving a little bit of evasive movement if you see an alien coming.<!--QuoteEnd--></div><!--QuoteEEnd-->
I somewhat agree and disgaree.
Bunnyhopping off rails and stuff for marines adds excitement and fun. Even if its not realistic, its a game.
I do however agree with what you said. Some basic diving/stunting would be excellent - although from what i understand, coding it is very hard to do.
have you ever played the specialists (for hl1)? Something like a stunt on that would be great. But obviously not go as far.
Then again, imagine 5 marines in a room, just constantly diving and rolling, it would look a bit odd.
Perhaps keep it how it is, and just discourage it with bad accuracy while in the air.
Yeah, i certainly agree. i wasnt suggesting making it like the specialists.
and you're forgetting skulks can execute the same motions faster with more maneuverability, speed, and ease.
Where as NS1's movement was hard to learn, hard to master; I think most people want NS2's to be easy to learn, hard to master. It's a big ask of the developers to keep depth to movement whilst making it accessible, though. That said, the HL2 bhop is stupidly easily- just hold forwards and spam jump and you're set.
Where as NS1's movement was hard to learn, hard to master; I think most people want NS2's to be easy to learn, hard to master. It's a big ask of the developers to keep depth to movement whilst making it accessible, though. That said, the HL2 bhop is stupidly easily- just hold forwards and spam jump and you're set.<!--QuoteEnd--></div><!--QuoteEEnd-->
I dont think we want newbs bhopping well <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
maybe they should make it:
Jumping + Strafing = +10 speed
And friction can counter this, unless you jump again fast.
hence bhop. old school. or something.
Plus, the heavy helmet-muffled breathing would add a nice touch.
Plus, the heavy helmet-muffled breathing would add a nice touch.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think marines should have a constant deep breathing sound! would add atmosphere. and make players feel scared WEEEE
Have you ever played a game with sprint-shift? It's like bunnyhopping's retarded cousin on crack with a personality disorder on steroids.
I find it odd that you would describe it like that. I've always found bunny hopping to look like going around with a pogo stick ... only you don't have a pogo stick.
By comparison, sprinting is much more believable. Even if you want some representation of acrobatics, there was this HL1 mod that did dives and rolls and slides, rather than "*bouncy bouncy bouncy* I really shouldn't pump up my nikes this much, but oh well, its elite."
I guess the only problem I have with bunny hopping is the lack of a believable animation and gear on the marine.
Thatd just be annoying. As if youd get exhausted running from an onos.
Youd be running like a guy of any race on steriods. Regardless of how tired you are.
Edit: better hehe :]
you honestly don't think this wouldn't get old? a week of playing and it'd turn into an annoyance. you have to keep replay value in mind.
I dont mean loud... really subtle... youll barely notice it, except maybe when you shoot your gun or are taking damage itll get louder?
beep
Granted, airspeed is a bad implementation of this gameplay element, but without a comparable system NS2 will be a wholly tremendous letdown.
Plus, it'd make chases more fun. Losing your breathe with an onos on your tail.
Are you serious? You should edit that statement or get the hell out of NS's non-racist futuristic scifi.
You seem to beat down alot of peoples' ideas on a regular basis, why is that?