Fast arcadey movement of NS

BCSephBCSeph 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
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Comments

  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    And you left out the fact that one of the primary skills in the game is making the tactical decision of whether to prioritize aim or movement in a given situation, and how much of each to go for.

    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.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    i think it its safe to say, it wouldnt be ns if they don't keep the feel/control the same (swat 4 didn't even feel like you were running ever)

    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 !!!
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    I agree that NS2 should feel very similar to NS, minus some of the quirky movement tricks. I'd like to see it reasonably intuitive so that most of the techniques make sense. An example would be this: 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. I think knock back is essential too, to allow a marine a chance to recover from a first strike. I think all of the movement tricks in NS are okay in principle, but it would be just some minor tweaks needed to make it a little more intuitive. Almost everything that we love about NS can be replaced with improvements. For example, techniques for silent marine movement could be replaced by a sound supressor item that makes it possible to ninja without having to know how to crouch hop your way around a map.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    I completely agree.

    Infact this morning i was daydreaming, and had a nightmare that aliens couldnt bunnyhop in NS2
  • BodyGuardBodyGuard Join Date: 2005-02-13 Member: 41012Members, Constellation
    <!--quoteo(post=1646454:date=Aug 30 2007, 09:54 AM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Aug 30 2007, 09:54 AM) <a href="index.php?act=findpost&pid=1646454"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Infact this morning i was daydreaming, and had a nightmare that aliens couldnt bunnyhop in NS2<!--QuoteEnd--></div><!--QuoteEEnd-->

    You're right, that would be bad.

    But you shouldn't dream about games XD
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1646454:date=Aug 30 2007, 03:54 AM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Aug 30 2007, 03:54 AM) <a href="index.php?act=findpost&pid=1646454"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I completely agree.

    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.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1646470:date=Aug 30 2007, 09:56 PM:name=BodyGuard)--><div class='quotetop'>QUOTE(BodyGuard @ Aug 30 2007, 09:56 PM) <a href="index.php?act=findpost&pid=1646470"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You're right, that would be bad.

    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.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    Yeah...

    Keep the movement. And make sure marines can't sprint backwards. If they can, aliens should sprint forwards!
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    The movement in NS1 right now is kinda.. lame. I think mostly due to the limitations of the HL engine. Marines should not be more agile than a skulk in any situation ever i.e. wall running/bunnyhoping off rails.

    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.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    edited August 2007
    As much as I hate to admit it, Puzl is right - airspeed is a major barrier to entry for anyone unfamiliar with the quake engine (read, normal people with lives).

    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?
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1646624:date=Aug 31 2007, 01:47 PM:name=Wyattx3)--><div class='quotetop'>QUOTE(Wyattx3 @ Aug 31 2007, 01:47 PM) <a href="index.php?act=findpost&pid=1646624"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The movement in NS1 right now is kinda.. lame. I think mostly due to the limitations of the HL engine. Marines should not be more agile than a skulk in any situation ever i.e. wall running/bunnyhoping off rails.

    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.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    movement needs to be quick and responsive too, not like the specialists where you just press a button and watch as your guy completes a flip or whatnot
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1646653:date=Aug 31 2007, 06:55 PM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Aug 31 2007, 06:55 PM) <a href="index.php?act=findpost&pid=1646653"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->movement needs to be quick and responsive too, not like the specialists where you just press a button and watch as your guy completes a flip or whatnot<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, i certainly agree. i wasnt suggesting making it like the specialists.
  • DotKom182DotKom182 Join Date: 2007-08-31 Member: 62097Members
    I completely 100% agree. I love the fast paced action of NS, and would hate to see it dissapear
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    <!--quoteo(post=1646624:date=Aug 30 2007, 10:47 PM:name=Wyattx3)--><div class='quotetop'>QUOTE(Wyattx3 @ Aug 30 2007, 10:47 PM) <a href="index.php?act=findpost&pid=1646624"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marines should not be more agile than a skulk in any situation ever i.e. wall running/bunnyhoping off rails.<!--QuoteEnd--></div><!--QuoteEEnd-->
    and you're forgetting skulks can execute the same motions faster with more maneuverability, speed, and ease.
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    Isn't it mostly decided by the engine? I can't think of an example where a Source-based mod doesn't have movement like HL2; or a Quake II engine mod that doesn't feel like Quake II etc... Even mods that go off in a completely different direction to the original engine's game still have the lingering feel of the original game.

    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.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    edited September 2007
    <!--quoteo(post=1647035:date=Sep 2 2007, 08:15 PM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ Sep 2 2007, 08:15 PM) <a href="index.php?act=findpost&pid=1647035"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isn't it mostly decided by the engine? I can't think of an example where a Source-based mod doesn't have movement like HL2; or a Quake II engine mod that doesn't feel like Quake II etc... Even mods that go off in a completely different direction to the original engine's game still have the lingering feel of the original game.

    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.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    I might be alone in this, but I'd like to see the shift sprint. No tactical justification, I just find it fun. >.>
    Plus, the heavy helmet-muffled breathing would add a nice touch.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1647038:date=Sep 2 2007, 08:53 PM:name=hookeyed)--><div class='quotetop'>QUOTE(hookeyed @ Sep 2 2007, 08:53 PM) <a href="index.php?act=findpost&pid=1647038"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I might be alone in this, but I'd like to see the shift sprint. No tactical justification, I just find it fun. >.>
    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
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    edited September 2007
    <!--quoteo(post=1647038:date=Sep 2 2007, 06:53 AM:name=hookeyed)--><div class='quotetop'>QUOTE(hookeyed @ Sep 2 2007, 06:53 AM) <a href="index.php?act=findpost&pid=1647038"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I might be alone in this, but I'd like to see the shift sprint.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Have you ever played a game with sprint-shift? It's like bunnyhopping's retarded cousin on crack with a personality disorder on steroids.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1647095:date=Sep 2 2007, 02:07 PM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Sep 2 2007, 02:07 PM) <a href="index.php?act=findpost&pid=1647095"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have you ever played a game with sprint-shift? It's like bunnyhopping's retarded cousin on crack with a personality disorder on steroids.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    In games with shift sprint, jumping usually costs some energy as well. You get about 3 decent jumps and you're exhausted.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    edited September 2007
    <!--quoteo(post=1647139:date=Sep 3 2007, 10:59 AM:name=hookeyed)--><div class='quotetop'>QUOTE(hookeyed @ Sep 3 2007, 10:59 AM) <a href="index.php?act=findpost&pid=1647139"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In games with shift sprint, jumping usually costs some energy as well. You get about 3 decent jumps and you're exhausted.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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 :]
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    <!--quoteo(post=1647043:date=Sep 2 2007, 06:29 AM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Sep 2 2007, 06:29 AM) <a href="index.php?act=findpost&pid=1647043"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think marines should have a constant deep breathing sound! would add atmosphere. and make players feel scared WEEEE<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1647159:date=Sep 3 2007, 02:08 PM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Sep 3 2007, 02:08 PM) <a href="index.php?act=findpost&pid=1647159"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    edited September 2007
    the ambient sounds in ns1 can be considered subtle and barely noticeable to the amateur player, but to an experienced player they become a huge distraction and annoyance. it's why the vast majority of competitive players end up replacing the ambient sound files with blanks. if your intention is to make the breathing so subtle that it's almost unnoticeable, then what's the point of it in the first place?
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    Just make the energy limit up to 5 jumps or something. The only time I've ever found it annoying is after playing NS for a while, where you can jump forever. I'd rather have the breathing react to exerting effort.. I'm sure there would be moments when a soldier would hold his breath.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    The beauty and value of airspeed is that it <!--coloro:lime--><span style="color:lime"><!--/coloro-->forces the player to tactically decide between movement and aim<!--colorc--></span><!--/colorc-->. A sprint key is just a win button - something to mash so you can kill skulks without having to think about what you're doing.

    Granted, airspeed is a bad implementation of this gameplay element, but without a comparable system NS2 will be a wholly tremendous letdown.
  • hookeyedhookeyed Join Date: 2007-08-26 Member: 62011Members, Squad Five Blue
    Well I'm thinking sprint would only work running forwards or at a very acute angle. So you'd have to choose between standing your ground, or running away. I don't see how running into what you're shooting would help.
    Plus, it'd make chases more fun. Losing your breathe with an onos on your tail.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1647146:date=Sep 2 2007, 09:23 PM:name=Stars)--><div class='quotetop'>QUOTE(Stars @ Sep 2 2007, 09:23 PM) <a href="index.php?act=findpost&pid=1647146"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Youd be running like a black guy on steriods.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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?
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