Things I would like to see changed in NS2

INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
<div class="IPBDescription">Changes I would like to see from NS to NS2</div>After going back to NS after a long break I have realised there are a few things I would like to see changed.

(I played NS a little, some years ago but at the time I was stuck on my terrible family PC and a rubbish internet connection, I now have a better PC and broadband. After hearing about NS2 I thought I would give it another try, I am now hooked!)

I’m sorry if any of this has been mentioned before but I haven’t read all the posts/comments on here.

Here is my list:

<b>Models and player views</b>: why don’t they line up? Why is the view of a skulk from its mouth? And yet the eyes on the model are clearly on the outside of their head like a dog. Why not make the view point above the mouth not in it; it would also make it easier to aim. Why does heavy’s view point not get taller like an onos? I don’t think these are difficult things to change for NS2, and would add to the believe-ability of the game, which has to be a good thing right?

<b>Commander view and Map creation</b>: This might be a bad idea, but I realised that very few, if any, of the ns_ maps (not co_ or siege maps) have floors on top of each other, the odd vent maybe, but not floors. This is purely because the commander view doesn’t allow it. You can’t put one floor on top of another because you wouldn’t be able to see the bottom one and wouldn’t be able to build on it (durr!). This means that you don’t have confusing commander view controls (which is good), but it also means you get very flat and one dimensioned maps (which is bad).
What I would like to see is the commander being given more control over their viewpoint which will allow mappers to create more interesting and believable maps. Because in most buildings, space craft or abandoned mining facilities on distant asteroid belts, there would be at least a few rooms, corridors or tunnels that are above each other. So why isn’t this in NS?
I suggest a zoom mode, maybe on the mouse wheel, that allows the player to go up and down through floors. Or buttons on the commanders’ mini map that allow him to see the different floors. If anyone remembers playing Zelda and Ocarina of Time on the N64, in particular the mini map layouts (once you had found the dungeons map and compass) then you may understand what I mean, I can’t think of a better way to describe it.

Basically a flexible view point for commanders that would allow greater flexibility to mappers.

<b>Fewer things on Hub</b>: I think this applies to both Aliens and Marines. When you have Sent of Fear or Motion Tracking on it can often be the most confusing moment as a new player, especially on smaller maps. There are often so many icons on screen you don’t know what to go for. The mini map helps. But sometimes there are moments when you just can’t see the enemy for the icons. Peoples names, hive names, player under attack, it all gets a bit much at points. Is there any way these could be made smaller or some of them only shown on the mini map?

Those 3 are the ones I would most like to see changed. Anything else, like more weapons/upgrades/aliens, longer games, onos looking like it should be in space and able to climb ladders, etc. those are all just good extra bonuses.

Can’t wait till NS2 comes out! Love everything Natural Selection!

<b>Anyone got any suggestions?</b>

Comments

  • SkwareSkware Join Date: 2006-10-31 Member: 58125Members
    make it easier to differentiate alien attacks, so all the skulk/gorge/lerk etc. abilities dont look the same
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    I like the skulk's teeth view. It's very unique to this game. Sure I like other things being realistic, in particular for marines (aliens don't have to be <i>that</i> realistic since they are already kind of supernatural), but some things that make the gameplay in-action and visually unique are to be treasured, no?

    Did you mean HUD instead of "Hub"?

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I’m sorry if any of this has been mentioned before but I haven’t read all the posts/comments on here.<!--QuoteEnd--></div><!--QuoteEEnd-->Except for the locked ones you SHOULD read them. A lot of good things have been said here.
    <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Steam lining the HUD is a very important thing. I agree the current HUD is crazy cluttered looking at times. I usually don't notice until I switch to another FPS game with very little stuff on screen and think, "Wow I can see a lot more clearly"
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members
    Skware: Do you mean from other players point of view, like when you are looking at a Lerk attacking a marine? It would be cool to see, although aren’t some of the attacks obvious already?

    the x5: Yeah I meant HUD, just got lazy with the SHIFT key.

    I have read a lot of the stuff on here; I just know that it’s not even close to all of it.

    It's true that the teeth view is very unique, but why not give the model a reason for that view, like eyes inside the mouth, or more eyes inside the mouth. This would also make the skulk look less like a deformed dog and more like an alien, imagine if it had no visible eyes, that would be creepy! Look at H.R. Gigers Alien, the eyes are very small and hard to see, which make it even less human. We relate to eyes, even ones that look scary, it instantly gives us the knowledge that we are in some way connected to that creature, which can often make them seem less threatening. Not that I’m saying the skulk doesn’t look threatening. I’m pretty freaked out by them to be honest, I have a slight phobia of dogs ever since I was attacked by one as a child, so anything that can drop out of nowhere and looks like a deformed scary dog is pretty close to my worst nightmare. But I just don’t think it needs the eyes, I think it would be more scary without the eyes, unless of course facial expressions are used, which could make the eyes a very important part of the creatures visual vocabulary.

    But also, going back to the view point subject, the view from the teeth is awkward when you are loosing your entire view for a split second, longer than you would ever blink. Especially when you add moments of lag into the game, or multiple bites, you can often find yourself attacking a marine and while dodging his fire and trying to chomp away at his legs you soon loose where you are and, more importantly, where he is; which leads to one result: your alien brains on the wall.

    I mean what would be the best position for a view point? Or what would be the best change? Maybe the mouth should have smaller teeth in the middle so a player can still see part of the screen, and not go completely blind when chomping...?

    Anyone got any thoughts on the heavy armour? Or also climbing Onos? Or “improved” commander view (Is that even possible?)?
  • DogbiteDogbite Join Date: 2004-03-14 Member: 27329Members, Reinforced - Shadow
    The heavy's view point not getting higher has bothered me for a long time.

    Why do I <u><b>always</b></u> get the short heavy suit? <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
  • [Deleted User][Deleted User] Join Date: 2007-08-27 Member: 62018
    <!--quoteo(post=1647059:date=Sep 3 2007, 12:38 AM:name=Dogbite)--><div class='quotetop'>QUOTE(Dogbite @ Sep 3 2007, 12:38 AM) <a href="index.php?act=findpost&pid=1647059"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The heavy's view point not getting higher has bothered me for a long time.

    Why do I <u><b>always</b></u> get the short heavy suit? <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    yep

    also the models dont seem to get taller.

    if you jump on a heavy, you kinda stand in him.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    edited September 2007
    <!--quoteo(post=1643128:date=Aug 10 2007, 05:58 AM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Aug 10 2007, 05:58 AM) <a href="index.php?act=findpost&pid=1643128"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why is the view of a skulk from its mouth? And yet the eyes on the model are clearly on the outside of their head like a dog. Why not make the view point above the mouth not in it; it would also make it easier to aim.

    <b>Anyone got any suggestions?</b><!--QuoteEnd--></div><!--QuoteEEnd-->

    I've always thought that playing a Skulk (or any melee creatures) from a 3rd person view, also known as "Over The Shoulder", would make playing them alot more fun and solve problems with that mouth view, including knowing if you are close enough to hit or if you are hidden around that dark corner.

    <!--quoteo(post=1643128:date=Aug 10 2007, 05:58 AM:name=INKEDOUT)--><div class='quotetop'>QUOTE(INKEDOUT @ Aug 10 2007, 05:58 AM) <a href="index.php?act=findpost&pid=1643128"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Commander view and Map creation</b>: This might be a bad idea, but I realised that very few, if any, of the ns_ maps (not co_ or siege maps) have floors on top of each other, the odd vent maybe, but not floors. This is purely because the commander view doesn�t allow it. You can�t put one floor on top of another because you wouldn�t be able to see the bottom one and wouldn�t be able to build on it (durr!). This means that you don�t have confusing commander view controls (which is good), but it also means you get very flat and one dimensioned maps (which is bad).
    What I would like to see is the commander being given more control over their viewpoint which will allow mappers to create more interesting and believable maps. Because in most buildings, space craft or abandoned mining facilities on distant asteroid belts, there would be at least a few rooms, corridors or tunnels that are above each other. So why isn�t this in NS?
    I suggest a zoom mode, maybe on the mouse wheel, that allows the player to go up and down through floors. Or buttons on the commanders� mini map that allow him to see the different floors. If anyone remembers playing Zelda and Ocarina of Time on the N64, in particular the mini map layouts (once you had found the dungeons map and compass) then you may understand what I mean, I can�t think of a better way to describe it.

    Basically a flexible view point for commanders that would allow greater flexibility to mappers.

    <b>Anyone got any suggestions?</b><!--QuoteEnd--></div><!--QuoteEEnd-->

    I dedicated a thread to my thoughts on improving the Commander here:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102464&st=0&gopid=1647070&#entry1647070" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1647070</a>

    And view point is one of the very important things that need addressing. I suggest the Commander gets a holographic avatar, that basicly runs around at top speed (the speed communications of the Nano Grid Matrix basicly, light speed?). So just like a marine, you would be limited to where a marine with full mobility (jet pack with no energy loss?) can go so you understand where stuff can go and see stuff from their perspective as well. Now there would be very little concern about no clip and the Commander could jump from height level to height level with ease, especially with a Zoom feature that goes to different map scales, so if you need to see the whole picture you would easily jump from one "zoom" to the next.

    Only other thing that might hamper this would be how objects are spawned that a Commander drops, so I would suggest that objects are spawned in front of the Commander's holographic avatar, maybe kind of like how a gun or whatever is dropped. Just an idea.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    The marine views no lining up always bugged me. Hopefully those are fixed in NS2. (they should be, i mean there working from scratch with the model heights and such)



    Winding up with the CS:S syndrome would be very bad in this game.
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