<!--quoteo(post=1715675:date=Jul 4 2009, 04:53 PM:name=Frogg2)--><div class='quotetop'>QUOTE (Frogg2 @ Jul 4 2009, 04:53 PM) <a href="index.php?act=findpost&pid=1715675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The corpses should just disappear a few seconds after they die like in ns1.
If anyone has played dead space you know how distracting ragdoll corpses can be.<!--QuoteEnd--></div><!--QuoteEEnd-->
But NS2 isnt TPS:P And you wouldn't notice if a corpse was stuck on you, or well... Skulk and Onos would have problem with sight, unless you see through the corpses they they are on your face.. A marine stuck by the horns on a onos is something that is a must :D
To have ragdoll with collision at all time might be too annoying, but I would like to have that players get hurt or even killed if objects is colliding with players while moving fast, example: ragdoll
Really dig THA's idea on having corpses turn into creep, or in the marines case haveing a recovery system. I think it would be more of an interesting game element rather than a frustrating game breaker to have ragdoll that pushed back. It could be a cool mechanic that you could take advantage of. There are a lot of things you could do in game with it. Use a body as temorary cover, being able to block several charging onos with the body of 1, if your an onos holding up a marine rush by dying in a hallway, or onos tossing bodies around and them hitting other players. If the bodies turn into creep or automatically removed in a timely manner it shouldn't be a game breaking issue, just a new element. I can see where other people could find it an anoying addition, but personally I think it would be cool.
yea i took a lot of thought and i do strongly suggest keeping in the bodies with collision, to add to gameplay. {this is a sequence}Just imagine seeing your ally marine dying on alien territory, you rush over to recover him to retrieve his body and allow his commander to extract via advanced tech, but his body sinks into the ground turning into infestation.
yea just basically if there is anything someone would like to add to my suggestion then go nuts, i think some guy said something about marines reclaiming a dead corpse(kharaa for reasearch or marine for res, ill go into the research thing later) as a marine being elecrical, it could be the same stuff of the phase tech, a sound then it goes out in a few seconds.
Now with the research, say you tag an alien corpse as a marine, it could go back to the commander, and he has a tab saying, 5 skulks in autopsy lab, 15 res to upgrade-skulk weakness I going up to III, providing a boost like 5% damage on skulks specifically, 10% damage reduction against skulk bites, lmg melee bash more effective against skulks.
onos could be completly different, building shockwave resistance-25% more, frontal damage increased by weapons requiring bullets, 30% or so forth.
sorry this went offtopic, didnt wanna make a new thread
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Now with the research, say you tag an alien corpse as a marine, it could go back to the commander, and he has a tab saying, 5 skulks in autopsy lab, 15 res to upgrade-skulk weakness I going up to III, providing a boost like 5% damage on skulks specifically, 10% damage reduction against skulk bites, lmg melee bash more effective against skulks.<!--QuoteEnd--></div><!--QuoteEEnd-->
Bad idea. If you gonne weaken classes by their death amount (hurts especialy skulks (suicidal cannonfodder), lategame they're close to useless 'xcept for baits), you either have to nerf or drop upgrades to the weapons in total.
Despawn ideas: - on infestation, everything sinks into the floor on not infested ground, - marines either burn (crysis effect when you find the dead body of your comrade?) or vanish while having electrify effect (teleport) - kharaa dissolve into a disgusting puddle that evaporates over time and slows down <b>a bit</b> (about 2%~5%) when stepped into [marines dont want to slip on it and fall into that crap], <b>flamethrowers can be used to burn corpses away</b>
Onos attack: Onos should be able to send marines flying on kill with gore or charge like in bad western fightouts, if it hits a group of marines they're damaged [amount up to playtest].
Well it only goes up to a certain ammount rob, and we have no idea how powerful skulks are in ns2, and the resource cost would be a decent amount too. It can be well done if balanced well. Oh and its not their death amount either.
Having a similar thing that aliens can feast/drag their enemies ragdolls back to the hive to improve the sliders which they get, <a href="http://twitpic.com/56ybg" target="_blank">http://twitpic.com/56ybg</a> , but to keep this slider effect up to "feed" the hive you must every say few minutes bring back another marine.
Not too hard for marines and adds a lot of depth to the game, say you got lvl 3 skulk research your lmg is far more effective at using its melee bash, adds depth to the commander role a lot too.(a feature ingame im pretty sure)
I'm thinking if the marines can extract dead aliens for research, then I suggests that aliens gets some sort of alarm showing that marines are about the extract bodies for research and then showing where this marine is and how to get to him the fastest.
Seems silly considering there are plenty of raw materials (nanites) on hand around every human base or ship or what have you. Moreover, I'm sure the TSA have already done enough 'research' on their alien enemies (this is a sequel after all).
<!--quoteo(post=1715794:date=Jul 5 2009, 09:15 PM:name=Mr_Charisma)--><div class='quotetop'>QUOTE (Mr_Charisma @ Jul 5 2009, 09:15 PM) <a href="index.php?act=findpost&pid=1715794"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems silly considering there are plenty of raw materials (nanites) on hand around every human base or ship or what have you. Moreover, I'm sure the TSA have already done enough 'research' on their alien enemies (this is a sequel after all).<!--QuoteEnd--></div><!--QuoteEEnd-->
they are always evolving though, always needing to research new ways of defeating them.
I see where you're coming from Tha, but these guys are marines, not scientists. Their job is to remove the alien threat with extreme prejudice. I'm sure after one or two encounters with an Onos and they're going to figure, shooting that big mumma gorilla at the face isn't going to do much. As for the aliens, humans are pretty simple to figure out, deal out enough trauma and they're gonna do down.
I think you could find more depth in expanding the chamber system (if that remains in the game) or giving the commander concept a more on-the-fly ability, allowing you to go from highly offensive skulks to more defensive ones in reaction to the state of the game.
I have to say that I prefer if it would be many different options for the server admin to pick.
Example:
**COLLISON** Ragdolls with collison (*) Ragdolls with only push back collison ( ) Ragdolls without collison ( )
**DESPAWN** Despawn after (30) without effect ( ) Despawn after (15) with effects (*)
**DESPAWN EFFECT** Turn into infestation ( ) Mold into the ground ( ) Aliens turn into infestation and marines molds and becomes ashes (*)<!--QuoteEnd--></div><!--QuoteEEnd-->
The molding into the ground for marines, why not just vaporize them via the suits (hint hint Crysis)
<!--quoteo(post=1715816:date=Jul 6 2009, 01:44 AM:name=Mr_Charisma)--><div class='quotetop'>QUOTE (Mr_Charisma @ Jul 6 2009, 01:44 AM) <a href="index.php?act=findpost&pid=1715816"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->allowing you to go from highly offensive skulks to more defensive ones in reaction to the state of the game.<!--QuoteEnd--></div><!--QuoteEEnd--> Which I think they are intending to do.
<!--quoteo(post=1715865:date=Jul 6 2009, 12:06 AM:name=Daworm)--><div class='quotetop'>QUOTE (Daworm @ Jul 6 2009, 12:06 AM) <a href="index.php?act=findpost&pid=1715865"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Which I think they are intending to do.<!--QuoteEnd--></div><!--QuoteEEnd-->
I am not very optimistic about that. Taking away a skulk's speed would make it unplayable for me.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Since the new Onos seems to be so front heavy it might be sliding on he's face when killed =)<!--QuoteEnd--></div><!--QuoteEEnd--> Extreme faceplanting?
<!--quoteo(post=1715916:date=Jul 6 2009, 09:01 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Jul 6 2009, 09:01 PM) <a href="index.php?act=findpost&pid=1715916"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am not very optimistic about that. Taking away a skulk's speed would make it unplayable for me.<!--QuoteEnd--></div><!--QuoteEEnd--> Then evolve to a "race" that has more speed.
<a href="http://twitpic.com/56ybg/full" target="_blank">http://twitpic.com/56ybg/full</a> <-- if that DOES work as intended, alien comm would make a speedy "race" or a defensive race of skulks.
<!--quoteo(post=1715789:date=Jul 5 2009, 10:15 AM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Jul 5 2009, 10:15 AM) <a href="index.php?act=findpost&pid=1715789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Despawn ideas: - on infestation, everything sinks into the floor on not infested ground, - marines either burn (crysis effect when you find the dead body of your comrade?) or vanish while having electrify effect (teleport) - kharaa dissolve into a disgusting puddle that evaporates over time and slows down <b>a bit</b> (about 2%~5%) when stepped into [marines dont want to slip on it and fall into that crap], <b>flamethrowers can be used to burn corpses away</b><!--QuoteEnd--></div><!--QuoteEEnd-->
I like the ideas of dead marines being teleported back to base and the khaara dissolving into small patches of infestation.
NS doesn't really go for over-the-top gore, but when a marine dies while standing on infestation it should be a bit disturbing. IE the corpse being slowly covered with infestation and drawn into the floor, giving the impression of being "eaten" or absorbed. No funeral for that guy. It would add to the horror element, I hope the infested areas will be really nasty and disturbing, somewhere marines will dread going.
Collision is a pain in the ass even with live players. Introduce latency into collidable corpses that move when a player hits it, and you'll have a pinball game where no one knows where the balls are until they hit you. It's a logistic nightmare that would just be frustrating. It might work in a LAN, but definately not online.
Having corpses disapear according to the environment sounds good though. Players dying in infestation get absorbed. Players dying in powered up areas get "beamed up", players dying anywhere unclaimed just rot (burn or disolve). Then maybe add that bodies recovered in your zones are resources to you. Anyone dying in infestation is +res to aliens. Anyone dying in powered zones is +res to marines. Make for crazy end games.
Comments
If anyone has played dead space you know how distracting ragdoll corpses can be.
If anyone has played dead space you know how distracting ragdoll corpses can be.<!--QuoteEnd--></div><!--QuoteEEnd-->
But NS2 isnt TPS:P And you wouldn't notice if a corpse was stuck on you, or well... Skulk and Onos would have problem with sight, unless you see through the corpses they they are on your face.. A marine stuck by the horns on a onos is something that is a must :D
I think it would be more of an interesting game element rather than a frustrating game breaker to have ragdoll that pushed back. It could be a cool mechanic that you could take advantage of.
There are a lot of things you could do in game with it. Use a body as temorary cover, being able to block several charging onos with the body of 1, if your an onos holding up a marine rush by dying in a hallway, or onos tossing bodies around and them hitting other players. If the bodies turn into creep or automatically removed in a timely manner it shouldn't be a game breaking issue, just a new element.
I can see where other people could find it an anoying addition, but personally I think it would be cool.
I have to say that I prefer if it would be many different options for the server admin to pick.
Example:
**COLLISON**
Ragdolls with collison (*)
Ragdolls with only push back collison ( )
Ragdolls without collison ( )
**DESPAWN**
Despawn after (30) without effect ( )
Despawn after (15) with effects (*)
**DESPAWN EFFECT**
Turn into infestation ( )
Mold into the ground ( )
Aliens turn into infestation and marines molds and becomes ashes (*)
yea just basically if there is anything someone would like to add to my suggestion then go nuts, i think some guy said something about marines reclaiming a dead corpse(kharaa for reasearch or marine for res, ill go into the research thing later) as a marine being elecrical, it could be the same stuff of the phase tech, a sound then it goes out in a few seconds.
Now with the research, say you tag an alien corpse as a marine, it could go back to the commander, and he has a tab saying, 5 skulks in autopsy lab, 15 res to upgrade-skulk weakness I going up to III, providing a boost like 5% damage on skulks specifically, 10% damage reduction against skulk bites, lmg melee bash more effective against skulks.
onos could be completly different, building shockwave resistance-25% more, frontal damage increased by weapons requiring bullets, 30% or so forth.
sorry this went offtopic, didnt wanna make a new thread
Very nice to be able upgrade structures by killing and extracting a couple of aliens =)
Bad idea. If you gonne weaken classes by their death amount (hurts especialy skulks (suicidal cannonfodder), lategame they're close to useless 'xcept for baits), you either have to nerf or drop upgrades to the weapons in total.
Despawn ideas:
- on infestation, everything sinks into the floor
on not infested ground,
- marines either burn (crysis effect when you find the dead body of your comrade?) or vanish while having electrify effect (teleport)
- kharaa dissolve into a disgusting puddle that evaporates over time and slows down <b>a bit</b> (about 2%~5%) when stepped into [marines dont want to slip on it and fall into that crap], <b>flamethrowers can be used to burn corpses away</b>
Onos attack:
Onos should be able to send marines flying on kill with gore or charge like in bad western fightouts, if it hits a group of marines they're damaged [amount up to playtest].
It can be well done if balanced well. Oh and its not their death amount either.
Having a similar thing that aliens can feast/drag their enemies ragdolls back to the hive to improve the sliders which they get, <a href="http://twitpic.com/56ybg" target="_blank">http://twitpic.com/56ybg</a> , but to keep this slider effect up to "feed" the hive you must every say few minutes bring back another marine.
Not too hard for marines and adds a lot of depth to the game, say you got lvl 3 skulk research your lmg is far more effective at using its melee bash, adds depth to the commander role a lot too.(a feature ingame im pretty sure)
they are always evolving though, always needing to research new ways of defeating them.
look at how different the onos looks.
:(
I think you could find more depth in expanding the chamber system (if that remains in the game) or giving the commander concept a more on-the-fly ability, allowing you to go from highly offensive skulks to more defensive ones in reaction to the state of the game.
I have to say that I prefer if it would be many different options for the server admin to pick.
Example:
**COLLISON**
Ragdolls with collison (*)
Ragdolls with only push back collison ( )
Ragdolls without collison ( )
**DESPAWN**
Despawn after (30) without effect ( )
Despawn after (15) with effects (*)
**DESPAWN EFFECT**
Turn into infestation ( )
Mold into the ground ( )
Aliens turn into infestation and marines molds and becomes ashes (*)<!--QuoteEnd--></div><!--QuoteEEnd-->
The molding into the ground for marines, why not just vaporize them via the suits (hint hint Crysis)
Which I think they are intending to do.
I am not very optimistic about that. Taking away a skulk's speed would make it unplayable for me.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Since the new Onos seems to be so front heavy it might be sliding on he's face when killed =)<!--QuoteEnd--></div><!--QuoteEEnd-->
Extreme faceplanting?
Then evolve to a "race" that has more speed.
<a href="http://twitpic.com/56ybg/full" target="_blank">http://twitpic.com/56ybg/full</a> <-- if that DOES work as intended, alien comm would make a speedy "race" or a defensive race of skulks.
- on infestation, everything sinks into the floor
on not infested ground,
- marines either burn (crysis effect when you find the dead body of your comrade?) or vanish while having electrify effect (teleport)
- kharaa dissolve into a disgusting puddle that evaporates over time and slows down <b>a bit</b> (about 2%~5%) when stepped into [marines dont want to slip on it and fall into that crap], <b>flamethrowers can be used to burn corpses away</b><!--QuoteEnd--></div><!--QuoteEEnd-->
I like the ideas of dead marines being teleported back to base and the khaara dissolving into small patches of infestation.
NS doesn't really go for over-the-top gore, but when a marine dies while standing on infestation it should be a bit disturbing. IE the corpse being slowly covered with infestation and drawn into the floor, giving the impression of being "eaten" or absorbed. No funeral for that guy. It would add to the horror element, I hope the infested areas will be really nasty and disturbing, somewhere marines will dread going.
Having corpses disapear according to the environment sounds good though. Players dying in infestation get absorbed. Players dying in powered up areas get "beamed up", players dying anywhere unclaimed just rot (burn or disolve). Then maybe add that bodies recovered in your zones are resources to you. Anyone dying in infestation is +res to aliens. Anyone dying in powered zones is +res to marines. Make for crazy end games.