some ideas (animations and stuff)

PricePrice Join Date: 2003-09-27 Member: 21247Members
edited January 2008 in Ideas and Suggestions
<div class="IPBDescription">*cough* *cough*</div>If the marine player don't do anything a while, he gets an idle animation may he put his gun on his shoulder... for example.
If a marine say "spotted enemy subjects", he get an animation where he point his left arm at his front.

Maybe if the lerk use gas (if he is in NS2), the marines hold his hands at face and cough or something.
The aliens needs some animations to and if they hit by a grenade, the alien will be flung away (activate ragdoll) and after he lands, he can walk and play normal.

Let the marines and aliens hobble if they hurt (at 20hp or something...)?

What do you think, if the onos (if its in NS2) hit a Marine, the marine will flung away like the example with the alien and the grenade?
Use some features of the engine.

What is about ricochet shots?
If a marine hit a metal wall, maybe the bullets are ricochet.



Make the game more realistic <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> but not to much.
i know <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />




P.S. im sorry for my very bad english.
i can't paint very well, so i can't show pictures at all.

Comments

  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    I like these ideas, it would certainly give the game play character. Also, the physics based 'hits' have been brought up before in other threads and I know from my experiences with HL2 and its add on episodes I would love to play with that in NS2.

    The only ideas that I would be wary of would be the one where a marine does nothing or the hobble one. Maybe the "not move for a while" animation being related to guarding a spot but I suspect it would be more of way to identify AFKers if the animation plays excessively.

    Definitely not the hobble animation and game play though, try to think about it like there is no hobble (or other problems we as humans have after being injured aka below say 100 % health) because of the benefits of the advanced nanite exoskeleton armor a marine wears and the unique physiological make up of the Kharaa uber bacterium beginnings. I just can't picture nanite powered marines and shape shifting Kharaa ever hobbling.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2008
    <!--quoteo(post=1667443:date=Jan 15 2008, 09:17 AM:name=Price)--><div class='quotetop'>QUOTE(Price @ Jan 15 2008, 09:17 AM) <a href="index.php?act=findpost&pid=1667443"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The aliens needs some animations to and if they hit by a grenade, the alien will be flung away (activate ragdoll) and after he lands, he can walk and play normal.
    ...
    What do you think, if the onos (if its in NS2) hit a Marine, the marine will flung away like the example with the alien and the grenade?
    Use some features of the engine.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes! I tried to sneak this idea into my <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=103549" target="_blank">Alternate Fire</a> thread, (particularly with getting shot in the face with a shotgun, and getting smacked with the stock of the LMG - simply put, I guess "knockback") but it didn't really take off. RTS games have more recently included 'knockback' and physics. From the simple knockback in say War of the Ring, and Dawn of War I think - to the more physics-system-based knockback in AoE3.

    As for hobbling.. I think other games have tried blood loss and maiming and such - and they just didn't really work, so No to that one.

    (Hmm, I just read CaWolf's reply, and I basically said the same things he did.. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)

    <!--quoteo(post=1667443:date=Jan 15 2008, 09:17 AM:name=Price)--><div class='quotetop'>QUOTE(Price @ Jan 15 2008, 09:17 AM) <a href="index.php?act=findpost&pid=1667443"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What is about ricochet shots?

    If a marine hit a metal wall, maybe the bullets are ricochet.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, maybe. Actually, in a podcast, it was discussed that perhaps the gorge-armour thing could ricochet shots back at marines. That'd be interesting. It was brought up by Flayra I think, though iirc Max wasn't enthusiastic about the ricochet part of the idea.
  • sanwayzarsanwayzar Join Date: 2007-12-27 Member: 63271Members
    <!--quoteo(post=1667506:date=Jan 15 2008, 09:55 PM:name=Harimau)--><div class='quotetop'>QUOTE(Harimau @ Jan 15 2008, 09:55 PM) <a href="index.php?act=findpost&pid=1667506"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->RTS games have more recently included 'knockback' and physics. From the simple knockback in say War of the Ring, and Dawn of War I think - to the more physics-system-based knockback in AoE3.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Don't forget the knockback and physics in <a href="http://www.riseandfallgame.com/" target="_blank">Rise and Fall</a>, the RTS game that Cory (Squeal_Like_A_Pig) and I worked on... <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />

    /end shameless plug
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