Development Blog Update - Infantry Portal Reveal
Squeal_Like_A_Pig
Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
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I don't know, I think it will be a nice gameplay addition. It'll be fun to brush a skulk's teeth to death.
Can we use the toothbruh on Gorges to disable their webbing-function for a limited amount of time?
The infantry portal looks pretty sweet. Kind of big. I like it. :)
Love it
I'm just worried that by the end we're going to end up with a forest of buildings.
Obviously it's way too early to make such a judgement, but it's just a niggling thought I'm having.
I kind of liked the fact that the old IP was small, and low to the ground, meaning that any alien that was attacking it had absolutely no semblance of cover. I shall wait and see!
One thing though.. and it's only a small issue.. but do TSA marines really need a helpful little retractable step to help them jump into combat, guns a blazing? ;)
and now the IP is upgradable to a phase gate?
Nice work. Its deployment is mechanically beautiful. I like how the functional parts aren't dainty but are still shielded from transportation damage, it's a really nice touch.
Are the arms collision objects? Will they kill an alien standing on top of it, move them away, or pass right through?
I'm curious to see how/if phase gates are implemented with a similar technology scheme. Transferring a marine to its group seems like a phase gate functionality, so perhaps we get advanced IPs instead of phase gates? If the technologies are combined, it'd honestly make a lot of sense seeing as they essentially do the same thing just for different reasons.
I'd like to add that from a physics side of things that all teleportation devices proposed so far that don't bend space (like in stargate) kill the individual and recreate a version of them elsewhere who's completely oblivious to the fact that they just came into being for the first time. Typically shows try to get around it by saying it's the same energy, but that's like saying your aluminum can is made from the same aluminum as a previous can of the same product. Though there's no way to prove that little teleportations aren't constantly happening in the universe anyway... It's a neat thought that always made star trek funnier.
Ok, I've watched that IP video too many times. Thank you. This was the wow factor that I was really hoping for.
Because squads are for show in NS1, and especially so on pubs. Any other special squad goodness to be expected then?
I'd like to add that from a physics side of things that all teleportation devices proposed so far that don't bend space (like in stargate) kill the individual and recreate a version of them elsewhere who's completely oblivious to the fact that they just came into being for the first time. Typically shows try to get around it by saying it's the same energy, but that's like saying your aluminum can is made from the same aluminum as a previous can of the same product. Though there's no way to prove that little teleportations aren't constantly happening in the universe anyway... It's a neat thought that always made star trek funnier.
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Yeah but in Stargate it's not really teleportation. I don't think teleportation ever bends space although I haven't given much thought to that.
But yeah, after I just thought about it I remember hearing what they mentioned in their newspost. Only thing I'm not sure about is whether the first atom really disappears.
And the particles would have to come from the same source of course. When the properties of one of them was to be changed the properties of the other one would be changed likewise, no matter how far away the other one is.
Can't wait to spawn in that baby.
Really like the concept and new style but kind of lost how teleportation straight to your squad fits in with the rest of your lore, unless teleportation is different from spawning?
Can't wait to see the upcoming Gorge release and the next few TSA structures. Oh and the way you are modeling these structures, I can't wait to see the alien ones! I bet it's going to look sweet!
I'm not sure how you're planning to do any of the collision things with the spinning arms, but to be honest, I'm not too bothered by it. This is something that marines pop out and run away from, so the arms don't have to "feel" interactive or immersive. They can simply look cool and clip through things if need be.
I'd like to hear how telefragging will work out. Could make some cool alien gooey bits get splattered on the arms... but that's just feature creep :P
I like how the panel in the back to rejoin your squad will function. I remember when it was first revealed that you could spawn with your squad, I was wondering what would happen with IPs. This method keeps a need for the IP itself, while encouraging players to get into squads.
I love the model, but I'm wondering what you mean by that. At first I thought perhaps dying is similar to an older game like Spellbinder: The Nexus Conflict, or WoW, where you die you go into corporeal form (or in this case, your particles are scattered and are barely held together by your concious... or something... :| ) and to respawn you need to make it back to base. After reading it over again, it became slightly clearer: When a marine respawns, they can use the back of the infantry portal to "phase" to where their currently assigned squad is? I hope its the latter.
If the latter is the case, then the phase gate is being done away with? I 've only heard rumors.
One thing though.. and it's only a small issue.. but do TSA marines really need a helpful little retractable step to help them jump into combat, guns a blazing? ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
OSHA.... in.... SPAAAACE!
However I noticed some clipping issues in the graphics when it was opening up.
As the arm first spins around the blue lights are showing through the backing when it's folded up. But disappear as soon as it starts to open.
Just as they past each other the outer arm clips through the inner arm.
Other than that it looks good!!!!
Obvious question that perhaps should have been addressed in the Post. Do the spinning arms clip so that they offer a bit of spawn protection by forcing aliens to step back during the animation?
All though it does look larger then original structures.
Can't wait for the rest. The Proto type lab must be Huge following this basis of Bigger all round.
Good Job Dev Team !!!