Steal TF2's anti-teamblock code

BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
edited November 2007 in Ideas and Suggestions
<div class="IPBDescription">Doo eeet.</div>Let's face it, being team blocked <i>sucks.</i> You're racing out of an enemy strong hold just run smack dab into some teammate, lose all momentum and then die. It's right up there with insta-gibbing pg's and ip's. Skulks at onos feet? Fades into a lerks face?

TF2 does a great job with this, you can easily run past teammates, but enemies can still block you like normal.

Plus, the ready room. This is something that is a requirement for maps: the entrances have to be big enough so that some lame ass can't block them (not truly a problem with with the binds anymore, but it's an example of how useful this could be).

Enemies should still be able to block you, that's a great tactic in fact. But sneaking past the guy who won't move in that narrow vent sure would be nice.

Edit:

Slippery is a good way to describe the effect. You can't walk through each other, but it sort of pushes you to the side that little bit.
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Comments

  • eoyeoy Join Date: 2004-11-18 Member: 32860Members
    personaly I think the teamblocking is an interesting aspect of ns, that gives aliens a clear advantage when attacking a group of marines since they can't really see what's going on or move out of the way.. I don't know I always thought it felt really realistic and cool when I had to rely on teammates in situations like that...

    on a sidenote, I hope that "boosting" will be possible in NS2, because that's an aspect that has been greately missed from for example cs:source. I still perfectly remember that one game against Knifegaming when they boosted most of their team through the ventilation in Waste on Tannith and got in under our hive and shot it down before anyone even knew where they were. Quality game, I thank everyone who participated <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    <!--quoteo(post=1660265:date=Nov 12 2007, 01:38 AM:name=eoy)--><div class='quotetop'>QUOTE(eoy @ Nov 12 2007, 01:38 AM) <a href="index.php?act=findpost&pid=1660265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->personaly I think the teamblocking is an interesting aspect of ns, that gives aliens a clear advantage when attacking a group of marines since they can't really see what's going on or move out of the way.. I don't know I always thought it felt really realistic and cool when I had to rely on teammates in situations like that...

    on a sidenote, I hope that "boosting" will be possible in NS2, because that's an aspect that has been greately missed from for example cs:source. I still perfectly remember that one game against Knifegaming when they boosted most of their team through the ventilation in Waste on Tannith and got in under our hive and shot it down before anyone even knew where they were. Quality game, I thank everyone who participated <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree with this post, this post agrees with me.

    Team blocking comes with a price - but it makes the game so much more interesting and adds a whole new benefit. Boosting.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Teamblocking is crap though. Yes there are benefits to it, but they are far outweighed by the player irritation caused. Much like why telefragging and cc blocking both got cut.

    Plus, you could make it so that the clip code only works on the x/z axis; players could still boost.
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    The only time i find team blocking really irritating is when im an onos and i get blocked by a skulk. It would eb good in my opinion if larger life forms could either run throught the smaller ones or bash em out the way, tho this may irritate for skulks
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1660329:date=Nov 12 2007, 01:09 PM:name=invader Zim)--><div class='quotetop'>QUOTE(invader Zim @ Nov 12 2007, 01:09 PM) <a href="index.php?act=findpost&pid=1660329"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The only time i find team blocking really irritating is when im an onos and i get blocked by a skulk. It would eb good in my opinion if larger life forms could either run throught the smaller ones or bash em out the way, tho this may irritate for skulks<!--QuoteEnd--></div><!--QuoteEEnd-->
    If you're the size of a small dog and you get in a rhino's way, you deserve to be bashed to the side IMO. Good idea.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Hehe, that last one got me a metal picture of Oni and Fades launching Gorges and Skulks trough a corridor like pinball mode <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    Teammates should NOT be able to block imo, as said, the irritation outweighs the chaotic benefit. Maybe for just the Kharaa side, as they depend more on their speed and momentum then marines.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    Well, knowing when to get out of a fade's way is an important part of being good at this game. But I guess so was not being able to +movement <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    If fades and onii pushed the lifeforms out of the way due to mass, that would be awesome though =D
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    this is slightly off topic, but how good will the onos mass behind a charge look when he goes in to a group of rines with ragdoll effects on the engine?

    And more on topic, how funny would an onos charging into a group of skulks and gorges look with ragdoll effects on.

    And what will rag doll effects do to the onos its self when it dies, this should probs be on another thread but its a bit to speculative to create a proper debate
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    Icky, your proposing that when I ambush a group of marines they are all simply going to duck jump backwards begin bunny hoping and any that I do land a bite on will be shot strait through his buddie with knock back, his buddie still reacting who now have a clear line of sight on me, half dead target a mile away fresh marine clear line of sight.

    large life forms should, and not just large faster moving life forms should push smaller ones even HA should push vanilla, and jps flying out of control with mass momentum should push vanilla, but most certainly should end up with other dead crash test dummies if you jet your self strait into a HA.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2007
    I guess the same effect times 2 which is no on the ant lion guard?

    I guess I would be laughing more then running if I see an Onos charging down a corridor pushing everything out of its way towards my location in a traincrash vashion.

    It does add a nice creepy atmosphere to it, remember the Gargantua from Half-Life one throwing cars around. Just imaging seeing that at the end of a corridor and knowing you have a waypoint there <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    <!--quoteo(post=1660382:date=Nov 12 2007, 03:08 PM:name=Domining)--><div class='quotetop'>QUOTE(Domining @ Nov 12 2007, 03:08 PM) <a href="index.php?act=findpost&pid=1660382"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, knowing when to get out of a fade's way is an important part of being good at this game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's the problem, really. It's one of those things that <i>everyone</i> should be aware of, but you can't reasonably expect that of new players. A game as complex as NS, simplifying trivial things like this could make a difference.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    without team blocking you could have like 3 skulks in the same vent all jumping out at the same time on top of each other, it's just silly. team-blocking is an element of team play, you have to be careful about what you do and concerned with the actions of other team mates.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    I dont know how it is in TF2, but i can almost assure you that they still have some sort of clipboxes on each other. No way would they just coast through each other.

    In a situation like a tight vent, skulks would still block each other. But, if the vent was opened up a bit, not enough to allow side-by-side passage with the NS1 code (which is actually a pretty large space), but enough so that two dog-like creatures could realistically pass by each other? Vast improvement.

    Go stand in a doorway, straight or sideways, and ask someone to get past you. They'll brush right by. The current clipboxes are like theres a solid cement box around your person, and its far larger than realistic.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    tf2 isnt compelte clipable but the clip bounding box if you will has been shrank drasticly.
  • yodayoda Join Date: 2003-11-27 Member: 23619Members, Constellation, Reinforced - Shadow
    I vote keep it, changes strategies and isn't realistic at all.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Im not sure if you're for changing the clipping somehow, or against it, yoda <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • yodayoda Join Date: 2003-11-27 Member: 23619Members, Constellation, Reinforced - Shadow
    I'll make it clearer <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    In my opinion the removal of teamblocking and blocking in general would be detrimental as it is a valid part of strategies to kill aliens and marines alike. Furthermore if you can randomly walk through people its just stupid, NS isn't exactly realistic (aliens and random technology etc) but come on there has to be some boundaries. However I have always thought that some type of knock-back for fast moving units would be good for example; A fade blinking at a million miles an hour smacks into a marine blocking a doorway wouldn't the marine sustain some damage or at least get knocked back?

    Or am I going to get the "zomg nanites are holding them to the ground" arguement?
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    How about you can clip through a team mate after he/she has been afk for 5 - 15 seconds or something ?
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Do keep in mind Yoda, that we're not talking about enemies. You can still block a fade in a doorway as a marine.

    This is more about TEAM blocking, which is hardly a strategy anyone would ever use. It would be one hell of a far shot to say 'ok, we're in tanith, wait for the onos to come in then rush him SO THAT HIS TEAM WILL BLOCK HIM'. Noone can control the other team, and in such a case, it would pretty much be the mapper's onus to prevent such areas...

    And we're not talking about players going right through each other. Boxes can't slide past each other unless they're perfectly separated. Imagine me and you walking down the street towards each other. If the farthest side of your shoulder is in front of the farthest side of my shoulder, would be knock into each other? Of course not. There is a good 6-10 inches of 'give', where the torso can rotate, of each person, to let the other by without a collision.

    Thats not a 'realism vs fantasy' debate, thats fixing a long-standing bug. It hasnt been done until now because the engines weren't advanced enough, and the computers couldnt handle the extra computations. This should definitely be implemented.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1660490:date=Nov 13 2007, 04:51 PM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Nov 13 2007, 04:51 PM) <a href="index.php?act=findpost&pid=1660490"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do keep in mind Yoda, that we're not talking about enemies. You can still block a fade in a doorway as a marine.

    This is more about TEAM blocking, which is hardly a strategy anyone would ever use. It would be one hell of a far shot to say 'ok, we're in tanith, wait for the onos to come in then rush him SO THAT HIS TEAM WILL BLOCK HIM'. No one can control the other team, and in such a case, it would pretty much be the mapper's onus to prevent such areas...

    And we're not talking about players going right through each other. Boxes can't slide past each other unless they're perfectly separated. Imagine me and you walking down the street towards each other. If the farthest side of your shoulder is in front of the farthest side of my shoulder, would be knock into each other? Of course not. There is a good 6-10 inches of 'give', where the torso can rotate, of each person, to let the other by without a collision.

    Thats not a 'realism vs fantasy' debate, thats fixing a long-standing bug. It hasn't been done until now because the engines weren't advanced enough, and the computers couldn't handle the extra computations. This should definitely be implemented.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I really just don't like the idea of a bunch of gorges being able to bilebomb from the same vent. Making teammates "slippery" would be okay if it didn't prevent boosting, which I think it always would.
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    edited November 2007
    i think that to avoid team blocking, they should just put in knockback. the bigger the alien in comparison to the alien blocking, the bigger the knockback. eg. onos vs skulk, the skulk would go flying out of the way. onos vs fade, fade would be pushed out of the way, but not very far. gorge vs skulk, gorgy gives skulky a little nudge to get him out of the way. HA vs vanila marine, vanilla marine gets a push, but not too disruptive (despite being clones, they still follow basic ettiquite and good manners lol). skulk vs skulk or vanilla marine vs vanilla marine, they both get nudged slightly, allowing them to pass.

    personally i want to see a jetpacker go flying around a corner, straight into a HA *thud* JP'er gets knocked to the ground, HA just laughs <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    yes i agree with earlier posters, teamblocking so more of an alien issue, due to their reliance on movement/speed. i think allowing a little teamblocking for marines wouldnt be such a bad thing.

    <!--quoteo(post=1660492:date=Nov 13 2007, 10:02 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Nov 13 2007, 10:02 PM) <a href="index.php?act=findpost&pid=1660492"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really just don't like the idea of a bunch of gorges being able to bilebomb from the same vent. Making teammates "slippery" would be okay if it didn't prevent boosting, which I think it always would.<!--QuoteEnd--></div><!--QuoteEEnd-->

    yeah small vents are the only problem really. 2 skulks/gorges/lerks shouldnt be able to sit side by side in a small vent, bileing/gassing etc.
    one of the main problems i have with small vents is when you have some tard trying to run the way you came, and wont backtrack to let you pass. after a few minutes of biting/parasiting/chuckling one of you will eventually give in, but by then (due to 2 players mucking around in a vent and not in the field) you've lost a hive, or res node etc.

    to correct these issues, slipping definately sounds like the way to go. if 1 alien tries to pass the other, he sort of just quickly slips past, and cannot sit side by side with the other alien. the models may require their own special animations for this move, otherwise the skins may clip, or it would just look plain ugly. that way no one could block any in a vent (deliberately or accidental), and we can prevent the vent spam issue locallyunscene mentioned earlier. you could maybe do the same with marines, have them wiggle past each other...

    i dont think this would prevent boosting (if it will be included in ns2) as you just need to write the "slippy" code for the horisontal axises, not the vertical..
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Perhaps Max could write some kind of 'squeeze-by' code, where it actually squishes both players' models by like 30% while they pass by each other as such. Marines could simply have their shoulders move.

    Again, i'm not talking about turning a player's clipbox into a clipsphere. Players would still have flat clip surfaces on all 6 sides; front, back, left, right, top and bottom. Its just that the edges that connect these would be chamfered, meaning the corners would be cut partially. So instead of a player's x/z clip (front back left right) being only 4 sides, it would get another 4 sides, for the diagonals. The diagonal faces would let players walk into protruding details and continue moving forward (while being pushed out a bit), rather than stopping dead.

    The additonal change mentioned here would be the squishing, which would let a player in such a case have his clipbox actually temporarily squish on that side. It would work for players as well as walls; not only can you move your shoulder to get past another person, you can move it to avoid having it hit the side of a doorway. Same idea.
  • yodayoda Join Date: 2003-11-27 Member: 23619Members, Constellation, Reinforced - Shadow
    Despite what has been said my opinion stays the same, teamblocking and blocking be it on the same team to your team-mates or to enemy players should remain the way it is except with a fast moving player, where there should be a knockback if a sudden impact is incurred.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Whoops, I guess I shouldn't have assumed everyone has played TF2 (though they all should! Ha!)

    But yeah, it isn't perfectly ghosting your team. You still sort of run into each other and seems (I think?) to bump you a bit sideways as you run past. Slippery is a good way to describe it actually. I guess it's like the clip hull is smaller for teammates. I'd imagine that a vent that intends for single file would still result in single file. It would have to be smaller, but if this is the intended effect of the mapper, then so be it.

    I will say that <i>as a mapper</i> that is one of those rare but nonetheless pointed criticisms I've heard: Vents aren't wide enough most of the time. (It's one of those things can't test by myself, need other people.) <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    But really, play TF2. Run around as a skulk-err scout. It just feels so much better when you aren't brought to a dead stop because your hand brushed that heavy that strafed just a tiny bit sideways in front of you at the last second.

    Anyway, I'm going to edit my first post because slippery is a good way to describe the effect.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    I actually like the you become slippary if your afk for 5+ seconds. tis allows passing in vent one person stops one, two,,,,5 through. yet it doesnt effect game play and ambushing.

    honoustly you knock a marine backwards into other marines usually he stops dead so you land that second bite. but no now hes knock backed through his entire team and your not going to get to him.

    What about upon damage you become unslippary, your in to much of a hurry to be curtious you see a skulk drop at you bite your face off I am sure your going to jump back fly back into your mates who also haven't reacted, in which case your arms are out ever were you trying to cling to them screaming, not oh sorry bob my face has been bitten off let me sqweese past mate at a million miles per hours. perhaps your only slippary when you walk? running marines are still going to head but into each other and end up on there arse in a tangled mess.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--quoteo(post=1660508:date=Nov 14 2007, 02:05 AM:name=yoda)--><div class='quotetop'>QUOTE(yoda @ Nov 14 2007, 02:05 AM) <a href="index.php?act=findpost&pid=1660508"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Despite what has been said my opinion stays the same, teamblocking and blocking be it on the same team to your team-mates or to enemy players should remain the way it is except with a fast moving player, where there should be a knockback if a sudden impact is incurred.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I can imagine many rascals will love the idea of knockback as it will allow them to push team mates off edges and into places they don't want to go. You have to consider the new problems that this 'fix' will create.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1660545:date=Nov 14 2007, 09:09 AM:name=SamR)--><div class='quotetop'>QUOTE(SamR @ Nov 14 2007, 09:09 AM) <a href="index.php?act=findpost&pid=1660545"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can imagine many rascals will love the idea of knockback as it will allow them to push team mates off edges and into places they don't want to go. You have to consider the new problems that this 'fix' will create.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I tend to look at it this way. As of right now, anyone can teamblock: from the lowliest skulk to the beastliest onos. Knockback would only occur if the player is larger than you, severely limiting the amount of laming that can occur in that respect.
  • yodayoda Join Date: 2003-11-27 Member: 23619Members, Constellation, Reinforced - Shadow
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I can imagine many rascals will love the idea of knockback as it will allow them to push team mates off edges and into places they don't want to go. You have to consider the new problems that this 'fix' will create.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not pushing i am only talking about "fast" moving people so someone thats jetpacking really fast or an onos charging or a fade blinking skulk bunnyhopping fast or leaping.
  • asmodeeasmodee Join Date: 2007-06-20 Member: 61317Members, Constellation
    I think the most logical solution should be the implementation of momentum, which is mass * velocity, so you take momentum into account when teammates AND enemies collide. This would not only make things more realistic, but would allow the larger aliens to push back the smaller (like a fade blinking into a skulk), but also have a more natural response when 2 fades collide.
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