Heavy Armor /unique first person view/sound

sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
edited July 2009 in Ideas and Suggestions
<div class="IPBDescription">adding some immersion</div>i was thinking about giving the player some more feedback about being surrounded by an heavy armored exoskeleton, like adding some fancy visor view , narrowing the fov verticaly maybe by an internal viewscreen... add some noise , or interlacing to the image... with the status readings integrated around the viewport, that would make teamwork between light "scouting" marines and HA marines even more important (or the teamwork between several HA marines in a train), in the way todays infantry would work together with armored vehicles, which havent really such a big fov marines outside the vehicle would have. maybe it would give even weaker aliens a chance to sneak up on a HA, or stay outside his field of view without instantly getting desintegrated by HMG fire. i was also thinking about altering the sound perception a marine wearing a heavy armor would have. kinda distorted from being recorded by microphones outside the armor, maybe even a little bit muffled, with very little static, but not to nerfed, just to give you more of the "i am inside this thing, hermetic sealed off from my surroundings, just my cameras, sensors and microphones connect me with the outside world" kind of immersion which makes you want to kick some ass. being low on armor or health could also trigger minor visual malfunctions ..or warning readings (kinda like the stuff they made for fear2´s exo) ... but thats just eyecandy ^^ yah.. now flame me to use the search function before i post my brainfarts, - GO!

Comments

  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    I always hoped they made the HA this way, but somebody would find a way to turn it all off to get an advantage. Lets hope it makes it in.
  • sherpasherpa stopcommandermode Join Date: 2006-11-04 Member: 58338Members
    I said this a couple years back but I want a Republic Commando-style HUD. Fanzy HUD sprites that don't obscure your view.

    <img src="http://guide2games.org/wp-content/uploads/2008/02/republic-commando-2.jpg" border="0" class="linked-image" />
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited July 2009
    Since the armored suit is most likely a space suit... how about if you can't hear things as loudly when in the heavy. Like sure you still hear stuff on your radio, but when another player shoots his gun like 5 ft away, that it sounds muffled, and 10 ft away has no sound at all... Although the question would be... are microphones really that expensive in the future... arg...

    It would be cool nonetheless because when you shoot your gun, it would have a unique sound because you'd still hear it as the sound passes along your armor.

    Ahh... ok a way to deal with this... yes no microphones on the suit for listening to the ambient sounds. Instead up the visual sensor features. Like better motion tracking report (realtime) when in a heavy (because you can't hear when the enemy is behind you killing your entire team). So maybe you'd have motion tracking on all sides of your body... all visible in the hud. Remember in NS1 you had to turn around 360 to see motion tracking all around. But maybe the Heavy is a slow turner. Also in addition the heavy has a headsup display showing the minimap realtime (like the commander sees) and yes regular marines had that in NS1 also... but maybe it can be more along the lines of... the commander gave you a battle objective and your suit autogenerates the shortest route, with a thick red line, to the objective so you can follow his orders better or something... and the map can show stuff like nearby armories or something... maybe a search feature to find armories? :P... or you get hurt and the suit auto-notifies the commander for meds and at the same time auto notifies nearby marines of your armor... that you need help? xD
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    I can appreciate the immersion factor, and in a single player game probably not too bad of an idea, but for a fairly competitive game i dunno.
    why would the tsa make a suit that sux for situational awarness? that just sounds like it would be too much of a pain to be in HA

    I think you could get almost as much immersion and feedback that you are in a big bad metal power suit by doing non intrusive things such as

    *mechanical walking and turning/movement sounds, clangs from the stomping of the boots
    *a head or 2 higher view, so that you tower over normal marines
    *perhaps a slightly more exaggerated head and weapon bob
    *maybe even a slight darth vader breathing sound
    *distorted and deep powerful sounding voice (for ingame commands - maybe even a fitler for mic voices ahah)

    i think these are bit more subtle but still get the point across without impacting on gameplay or restricting view
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited July 2009
    <!--quoteo(post=1719995:date=Jul 29 2009, 05:20 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Jul 29 2009, 05:20 PM) <a href="index.php?act=findpost&pid=1719995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can appreciate the immersion factor, and in a single player game probably not too bad of an idea, but for a fairly competitive game i dunno.
    why would the tsa make a suit that sux for situational awarness? that just sounds like it would be too much of a pain to be in HA<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ahh well their's a reason. It's because gun-fire... explosion sounds... death sounds. Those are a distraction (and yes some people go nosound and mute their game for that very reason).

    And i'm not saying to get rid of all sounds because it'd be realistic that they still hear some nearby loud stuff because of the air-atmosphere around them transferring the sound to their visor.

    Because the HA is a weapons platform (which costs a lot)... under the command of the commander... that it makes sense that it's role is like that of a tank / stealth-bomber... very specific orders to kill at a specific location. I'll go on a limb here and say it should be quiet when it walks... no more clanging. Perhaps we can consider heavies the ultimate ninja-suit for getting a phase gate deep into enemy territory while taking fire, but trying to be sneaky. I mean a fade can walk around silently.. and for the most part is silent... even blinking doesn't expose its exact location. It's acid-cannon thing isn't even that loud.
  • [WHO]Mr.Black[WHO]Mr.Black Join Date: 2009-06-14 Member: 67841Members
    I just realized something recently, with is actually good rationalization for dropping, or at least adjusting, HA. If the resource system is going to be individual pool for marines now, you can't really make a heavy train anymore without a lot of teamwork. NS1, it's a lot easier, the com can just hoard all the res and drop like 10 HAs and etc, instant heavy train. In NS2, that option is removed. HAs get a lot weaker when there's only one or two of them, so it will be interesting to see how they tweak HAs to make them more useful for individuals. And how are the marines going to pay for upgrades now w/o a team pool? is it going to be person to person? why does this start to feel like combat *shudders*? I don't know if this post should go here but its about heavy armor so this is as good a place as any.
  • enfurnoenfurno Join Date: 2003-01-25 Member: 12729Members
    I personally think all of these are good ideas. There should be some difference to the HA. It would be cool if the HA has a cam built in that the commander could watch his view in a small window on the console if he wanted. Hindering the HA a bit by toning his senses down but making him a pivotal part of the overall battle.
  • Tom HoenTom Hoen Join Date: 2009-07-02 Member: 68004Members
    <!--quoteo(post=1720012:date=Jul 30 2009, 01:44 AM:name=enfurno)--><div class='quotetop'>QUOTE (enfurno @ Jul 30 2009, 01:44 AM) <a href="index.php?act=findpost&pid=1720012"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I personally think all of these are good ideas. There should be some difference to the HA. It would be cool if the HA has a cam built in that the commander could watch his view in a small window on the console if he wanted. Hindering the HA a bit by toning his senses down but making him a pivotal part of the overall battle.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Camera idea has been suggested and problem with it is commander doesn't need to see more than he already sees and this could only end with "omg get aim" stuff.

    HA could be considered as a vehicle and it should make some sounds. But it shouldn't make it harder to hear inside the armor, they use headphone or somehting like that with filters.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1719970:date=Jul 29 2009, 07:31 PM:name=aeroripper)--><div class='quotetop'>QUOTE (aeroripper @ Jul 29 2009, 07:31 PM) <a href="index.php?act=findpost&pid=1719970"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I always hoped they made the HA this way, but somebody would find a way to turn it all off to get an advantage. Lets hope it makes it in.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's very much possible to force HUD elements. For example the bite animation and muzzle flashes cannot be removed or changed without some kind of a hack. Then again denying information rarely works well in NS as it easily becomes more frustrating than challenging and interesting.
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