So what about hallucinations anyway?

RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
edited October 2007 in Ideas and Suggestions
<div class="IPBDescription">Teamplay Experience</div><hey what was that??>
<what was what?>
<that thing in the corner>
<there's nothing there>
<are you sure>
<yes, you got hit with a parasite, it makes you see things ingame>
<wow, weird>
- dramatic tension -

=============================================

What I'm saying is that this form of gameplay might increase the amount of communication between players in pubs, and in a game like NS(2), that's an extremely positive thing. Thoughts?

Comments

  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Always loved the idea.

    Random sounds needs to be played, especially the skulk running sound, from all sides around the player. E.g. every (random 3-10 seconds) one 'clip' of the skulk run is played somewhere around the player for a certain distance. That would really mess up players, especially the better players who rely on sound.

    Random flashes of odd things. Perhaps this should be a function of player turning speed. If a player is standing still staring straight forward, it would be really difficult to produce any kind of fake visual distraction that wouldn't look retarded. But, when your view is turning, anything moving will catch your eye. Thats mainly how we see skulks, especially when they're sneaking up from behind and have closed part of the gap by the time we see them. Thats a naturally higher-tension moment for all marines, and you learn to react really quickly when you see any kind of odd unexpected motion when you're looking around. This would also really mess with marine's heads <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Aside from those two things, i dont know how you could really pull it off.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    One thing I would like to see it do is not only make you your self see things but make you think your buddies have also seen things and are firing at it, suddenly you see a sulk and you think you see everyone firing at it, cos visibly to you in game they are, they are cackling madly while shooting at it, the worlds is turning and twisting and sounds are all echo blotchier like your ducking in and out of water that laps over your ears.

    Drunken motion blur, the effects of nausea, chuckling sulks all around, a stomp animation flanks you, sounds and all.

    Other marines are just looking at you saying "i dare you to go first."

    Your text is typed slurred, your voice codec switches to a weird extended talk in slow motion codec,
    certain key words from your team mates are changed to other things, cat packs can give you a temporally reprieve, if your still taking parasited shot at from enemy sulks, you see a gorge walk right up to you pulls out a wizard hat and a ###### bong and says come ride the flying carpet man, in a deep Barry Manolo voice

    honestly some cow boy bebop drug reference is a must, if its what we need to push this games rating that one notch further do so.

    honestly go down load a old dos game called baked, it actually is a virus, so don't do it on your latest computer, tho the virus prolly wouldn't know what to do with vista, but basically you get stoned off everything and each drug has multiple visual HUD effects and sounds. that impair your game play.
    even Yoshi had a sweet drug effect in the fuzzy wuzzy lvl you touch these cotton balls and suddenly your game play become extremely hindered.

    It would be exactly whats needed to increase the use of parasite, it would hinder extremely good elite players, a must to take them down. if it was dynamic and the different effect unfolded due to numbers of hives that would also seam feasible. if you para site at one hive I mean your not going to believe a Ono's sound could be there or a fade to blink past. but at hive two parasite effect fades would seam regular at hive 3 Ono's regular.

    it could be implemented, in the game "fear" has great examples of this, and i wouldn't see too much issue with kharaa coming out of walls this would easily mimic cloaking. i think the biggest one would be sound, it wouldn't take to long to stand in game and record the sounds of sulks moving around past behind above the player and so on. from there have them trigger, a random gorge spit comes flying at you, lerk spore's you think your being chomped on.

    so much can be done, suddenly you hear the devour sound and your looking at a Ono's stomach for a second before it sneakily fades back to reality, think of the evil the torment sulks could play on the marines, now sulks can actually get close to the marine, now marines actually get court reloading ammo, as they just wasted there clip on two fake sulks.

    hum chambers as well marines suddenly you see a res node, you think its capped start putting rounds into it till the com slaps you and drops a node on it.

    i don't quite know what effects you could put on the com if hes infected and jumps in the com chair, but i am sure you could be really nasty, swap all the icons and hot keys around or some such
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    hallucinations are for single players, not a competitive multiplayer game - they get in the way and become annoying.
  • XeZoXeZo Join Date: 2006-11-14 Member: 58597Members, Reinforced - Shadow
    THe sound of skulks running around should make some echo and if they're gonna make the chuckle feature, that sould could be there aswell =)
  • ArchionArchion Join Date: 2007-10-02 Member: 62521Members
    edited October 2007
    At least make it removable somehow, since it's too easy to apply as a skulk, or make it a duration-based and not spammable ability. Either of those. Hallucination / drunk-effects have also been too easily disabled (on client-side) in other games, and giving that player a great advantage. So it shouldn't be able to remove it with client-side fixes, changing files etc..
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    edited October 2007
    <!--quoteo(post=1658004:date=Oct 27 2007, 02:27 AM:name=N_3)--><div class='quotetop'>QUOTE(N_3 @ Oct 27 2007, 02:27 AM) <a href="index.php?act=findpost&pid=1658004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hallucinations are for single players, not a competitive multiplayer game - they get in the way and become annoying.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is a fair point of view. At the same time, do you think it would necessarily be bad gameplay if <i>some form</i> of hallucinogen (perhaps not via parasite, but another mechanic) were implemented in organized play? It seems to me that it could be as dynamic as TFC's nades were, and could very well enhance gameplay.
  • LegoinsinööriLegoinsinööri Join Date: 2007-10-27 Member: 62757Members
    I also thought about TFC's hallusination nades and that was nice with the dmg marks, explosions and hit sounds. Ok on ns it has to be reduced since on TFC it was constant for a moment, but on ns sounds give so much info that even small changes shouldn't be taken too lightly.

    So some alien sounds could be possible but just for a moment. Also some movement at the edge of the screen so the player turns by reaction. Maybe the map show a bit wrong info or your teammate could look scarily much like a fade all of a sudden <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    Even those effects could give quite a lot of advance to skulks as their attacks in general are based on stealth and good movement so just making the marine think there are 3 of them instead of 1 makes a difference. Of course you could make it so that these effects work on parasite only when there's 2 or 3 hives.

    Also while reading this thread I remembered some of the psy stuff from the x-com series so just thought about a short mind control over marine in kind of a black and white screen or so. (effect greatly changes with no ff on) That's just a thought tho because again ff or no ff, mind controlling over enemy is a damn powerfull weapon and have to be damn special and hard to get.
  • yodayoda Join Date: 2003-11-27 Member: 23619Members, Constellation, Reinforced - Shadow
    I'm not really in favor for this one, purely because I think it would be abit ridiculous in public and will probably go un-used in competitive. However the idea of a sort of nervous-system infection mechanic is still pretty cool, I'm just not sure of what kind of effect would best suit the gameplay without distorting it to significantly.
  • LegoinsinööriLegoinsinööri Join Date: 2007-10-27 Member: 62757Members
    nerve-system, hands twitching, random firings, guns dropping :O

    just throwing them out of my mind <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    It'd be fun if it was a result of some weak support alien's secondary attack. Make it use up like 90% of your energy so that it doesn't happen way too often, only when you want to have some fun with the marines and get them all paranoid and stuff. I don't want to have to shoot at imaginary skulks every 2 feet down a hallway.

    Idea.. ITS GUD.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    obiously you dont want to be shooting at imaginary sulks every two feet, but blured edes of screen or something to say your under the effect constantly till it fades or is removed with say sat packs.

    i think in ns 2 with the alt fires i think you could shoot a second type of parasite, but yes it uses twice at much energy is almost dodgeable by marines like spit, note almost here, dodgeing spit is easy, it should be hard, and i think the effects of it this halusination, need to be accumulative to dosage, so one hit your not going to see or feel much but two hits your like drunk in world of warcraft. for a short period, and now you start hearing nosies even after hte drunk fades but only for a short time after wards, but if your drunk and you get hit again you stay drunk for longer it renews the buff, but now you start seeing and hearing things while drunk.

    i wouldnt say WoW smashed, but perhaps tipzy>drunk if a few sulks are standing on DI and not moveing perhaps you might run past them, perhaps you wouldnt notice them if they where moveing full speed while only half cloaked, that sort of bluring.

    i think manipulating the HUD would be the nastyest thing, suddenly you look down and you see you only have 1 bullet left in the clip, or you think yo usee only one bullet so you reload, yet you ahve full ammo, imagine thinking didnt i just reload after the last fire fight, i must of.

    Or a red dot when you have motion flys at you form behind on the mini map. perhaps you armor decide sit going to display 200 armor when you only have 5 armor, like a rapid subtle change that evently fades back to its original value.

    things that make you stop and dift to the back of the pack, while you reload for no reason wait to see how much armor you acctuly do have before you rush.

    one thing i think would be nasty would be if you get halusas paraed by multiple targets within quike sucesstion perhaps you could vomit or be crippled into the fetal positon from insanity or imence pain, or form a reflux reaction to the copious amounts of drugs pumped into you.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    One of the bigest things that could work that wouldnt be to anoying is the edges of the screen begin to blur, the more doses the more blur, and the further in on the screen it begins to consume, after 3-4 doses the futher outer edges begin to go grey scale and gain noise. reason being when you walk thru a door way, most of the time you notice that orange sulk above you, and most of the time you know its there so you back step, look up and shoot, but suddenly that sulk isnt fluro orange suddenly hes blured you cant see him unless you pyshicaly cheak, by then hes most likely droping on your head.

    ever stood up to fast and had all the noise blur your vision, you get a head spin, and all bare the center of your vison begins to fade. it forms like a storm around the outer edges and rapidly move in wards, were it begins to reseed back to the outer edges and you regain your feild of veiw again.

    now your haveing a interesting time, still a few cowardinate sulks useing all there energy to get a few marines dunk, to only have ascan and a cat pack droped on them deminishes all that effort.

    what would be interesting is if this hallusious para was had a range and say remeberhte hunters weapons from HL 1 the bug arm, it had about 30 yards 8 rounds that auto reloaded never ran out of ammo and the little bugs auto tracked targets..sometimes *stupid little bugs.
    well similar to that would be interesting. so if your getting shot at its not from a sulk a mile away its from a courner ducking sulk thats had to put him self in some risk to drug you

    sorry double post, forum etticet for the win
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