Some Suggestions
XFactor333
Join Date: 2006-10-07 Member: 58059Members
<div class="IPBDescription">Suggestions =P</div>There are many things that I would like to see make it into NS2, the one thing that I have been wanting to see for a long time thought in NS is ragdoll physics. Though since it's an ongoing game the bodies can't stay in one place like in CS:S. I'd like to see the bodies stay in the spot for a little bit, changing the environment, ect... not being able to walk right through the dead onos <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> , Some suggestions for this
MARINES: Possibly stay on ground 5-10 Seconds (Time chosen by server?) and then body be teleported out
ALIENS: Stay on ground, then if dynamic infestation makes it it it could just creep up from the floor encasing the body then shrinking back into the floor
Other Suggestions:
<img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />
-Seen the videos of the skulls view changing whether it be on the ceiling, wall, floor ect. Cool idea but make an option to have it off for people who can get motion sickness... which if you have you probably shouldn't be playing this game anyway <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
<img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
-No, insta-devour <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> have it take like 2 seconds (marine being devoured stunned) to acctually devour the marine, in this time onos could be slowed 40%, skin hardens (75% less damage), and energy recovery boost (100%)
-Charge could knock back or trample marines, possibly causing them to fall (stunned 2 seconds) less effective toward heavies. And I want to see the marines that are killed fly
-Marines unable to block onos, pushed back, or moved to the side
Other suggestions hopefully to come
MARINES: Possibly stay on ground 5-10 Seconds (Time chosen by server?) and then body be teleported out
ALIENS: Stay on ground, then if dynamic infestation makes it it it could just creep up from the floor encasing the body then shrinking back into the floor
Other Suggestions:
<img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />
-Seen the videos of the skulls view changing whether it be on the ceiling, wall, floor ect. Cool idea but make an option to have it off for people who can get motion sickness... which if you have you probably shouldn't be playing this game anyway <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
<img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
-No, insta-devour <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> have it take like 2 seconds (marine being devoured stunned) to acctually devour the marine, in this time onos could be slowed 40%, skin hardens (75% less damage), and energy recovery boost (100%)
-Charge could knock back or trample marines, possibly causing them to fall (stunned 2 seconds) less effective toward heavies. And I want to see the marines that are killed fly
-Marines unable to block onos, pushed back, or moved to the side
Other suggestions hopefully to come
Comments
The skulk view rotation could get slightly disorienting, but I think it would be more fun, personally...
The onos suggestions are good; it would require more thought by the onos as to when he could devour...though, with the extra damage he will take, he should get more HP from digesting the marine. As for charge...I always wanted to see an onos trample over turrets and send marines flying.
IF view-rotation doesn't make it in, then at least make the upper and lower jaws of the skulk distinct, and the jaws would 'rotate' based on what wall you were on. It'd still give the illusion that your view is rotating, without having the issue of disorientation.
Better to do it right than half ass it.