Natural Selection 2 News Update - The Crag

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Comments

  • WispWisp Join Date: 2007-12-18 Member: 63211Members, Reinforced - Diamond
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    9 and 11 stood out to me, they ought to have long legs to scuttle quickly/jump

    I think having 2-3 different designs would be awesome for variety (randomly chosen model)
  • human_errorhuman_error Join Date: 2010-07-14 Member: 72378Members
    Nice read - looking good :)

    As for which design looks best i agree with other posts of having more than one design - I think that 2, 7 and 10 all look like they could be mutations of each other so those would get my vote.
  • NortonNorton Join Date: 2005-01-13 Member: 35264Members
    Your artist is really good at drawing creepy bug things. Really I feel the design that is best depends on what properties you want to give these little guys.

    #2 feels the craziest to me and also horrifying because I can see it trying to burrow those spikes into you so it can munch away on your insides.
  • dnleechdnleech Join Date: 2005-02-02 Member: 39504Members
    I'm in the camp that would like a swarm with a three or four different bug types. Any chance you could keep them rather diminutive so the swarm can almost be like an insect carpet? Well maybe not that dense, but you get the idea. :)
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited August 2010
    Lots of stuff there. Sounds great as long as you can somehow get all that working. I really like the idea of commander triggerable spells. I'm still a little scared about the thought of babblers though, I've never seen a feature like that pulled off smoothly.
  • 3133731337 Join Date: 2010-07-24 Member: 72759Members
    If I recall correctly Flayra refused the use of the insect-like models since the very beginning in the NS universe, that's why the aliens are pretty much animal-farm-like shaped. NS 1 was the best game I ever played. This worthless "second part" is bad and is getting worse. What is this time Flayra, Alienswarm or Starcrap II? Advantages of being spineless. To the rest of you, don't even bother:

    <img src="http://a.imageshack.us/img820/5585/memeflayra.jpg" border="0" class="linked-image" />
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    edited August 2010
    Cool update, I like 5 and 9 from the sketch. Glad to see you have given em more abilities looking forward to seeing how they fit in the gameplay.
  • HadronHadron Join Date: 2009-11-23 Member: 69473Members
    edited August 2010
    Maybe i'm too fond of the original mechanics to be disappointed by the alien commander, but I always liked the uniqueness of the game's two factions. It's something you rarely see (edit: probably <b>never</b> see) in other games and although the biggest problem in NS1 was arguably marine commanders' lack of experience, I don't think the solution is to subject aliens to the same weakness. Rather, things should be done to make commanding easier. I also liked the gorges being responsible for structures, since it adds to the teamwork side of the aliens, and creates more of a hive concept than having one guy call the shots.

    Sorry i'm being lazy and not doing my research, but isn't the result of this basically going to be that the two factions will be more homogeneous? I trust you guys to make a great game, and it shouldn't just be NS1 with updated graphics... I'm just not totally sold on an alien commander yet :\
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited August 2010
    <!--quoteo(post=1795252:date=Aug 19 2010, 05:45 PM:name=31337)--><div class='quotetop'>QUOTE (31337 @ Aug 19 2010, 05:45 PM) <a href="index.php?act=findpost&pid=1795252"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that's why the aliens are pretty much animal-farm-like shaped.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I would say they are lizard like with the exception of the elephant/rhino.

    Anyway i would prefer a mini-skulk model over a bug. Although i guess a bug model fits with the hive-helper aliens.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->In NS2 they are controlled by the alien commander, who will unleash a multitude of these <u>small cat sized</u> critters from the various openings in the Crag’s shell which swarm around Marines, obscuring their sight somewhat, slowing them down and inflicting a small amount of damage.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Lol "small cat sized critters". Someone make a cat model for these things. xD

    <img src="http://www.grouchyoldcripple.com/archives/Attackcat.JPG" border="0" class="linked-image" />
  • tanatos86tanatos86 Join Date: 2010-05-26 Member: 71860Members
    Agreed. I prefer design 1 as well.

    It "looks" like it would be light armored and the bottom could become the glowing part. The most impotant thing is that it looks fast and agile. The Bubblers will probalby be light armored and fast moving. The design makes sense, because of the long and thin legs. Reminds me of crab/spider mix.

    <!--quoteo(post=1795230:date=Aug 19 2010, 09:59 PM:name=Triggerman)--><div class='quotetop'>QUOTE (Triggerman @ Aug 19 2010, 09:59 PM) <a href="index.php?act=findpost&pid=1795230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's friday on a thursday!
    This post is interesting though since I really thought the Lerk would be getting Umbra once again since for me, it felt like such a staple ability for the class. But now I guess we'll be seeing something new!

    And the designs are all really good, but I'm inclined to go with something that doesn't look like a maggot/larvae (or too creepy-looking really) so it's <b>3</b> for me, with <b>1</b> at a close second and 5 third. They also fit more closely to the coral-themed Crag that could very well have been something found under water, and they would move in a cool way.
    Might want to tie it a bit closer to the design of the Drifter with the transparent, glowing body as well.

    *silently hoping for a patch tomorrow*...<!--QuoteEnd--></div><!--QuoteEEnd-->

    A verry interesting idea =)
  • WhiteWolf22WhiteWolf22 Join Date: 2009-08-21 Member: 68559Members, Reinforced - Shadow
    <!--quoteo(post=1795254:date=Aug 19 2010, 09:48 PM:name=Hadron)--><div class='quotetop'>QUOTE (Hadron @ Aug 19 2010, 09:48 PM) <a href="index.php?act=findpost&pid=1795254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe i'm too fond of the original mechanics to be disappointed by the alien commander, but I always liked the uniqueness of the game's two factions. It's something you rarely see (edit: probably <b>never</b> see) in other games and although the biggest problem in NS1 was arguably marine commanders' lack of experience, I don't think the solution is to subject aliens to the same weakness. Rather, things should be done to make commanding easier. I also liked the gorges being responsible for structures, since it adds to the teamwork side of the aliens, and creates more of a hive concept than having one guy call the shots.

    Sorry i'm being lazy and not doing my research, but isn't the result of this basically going to be that the two factions will be more homogeneous? I trust you guys to make a great game, and it shouldn't just be NS1 with updated graphics... I'm just not totally sold on an alien commander yet :\<!--QuoteEnd--></div><!--QuoteEEnd-->


    I loved the unique gameplay of both teams too, it added a lot of atmosphere, because both species felt really different. The new approach has advantages in terms of balancing the gameplay, and one could explain it with the evolution of the aliens, they might have learned the commanding behaviour from their foes. I personally don't want to go comm either as rine or as alien, I prefer strategic behaviour in first person view. I think the alien commander will be ok, if the gameplay still differs enough from the marine one's. But deep in my heart I wish to have back the "old" style, where Gorgie is the builder and the responsibility is shared across all alien teammates...
  • ShzarShzar Join Date: 2003-09-21 Member: 21098Members, Constellation
    Awesome stuff here. I was curious about you guys had planned for the alien structures, and the Crag here makes me feel a little bit giddy. Looking forward to the Whip reveal now. A suggestion, if I may: you say that babblers will slow the targeted marine down and obscure his sight; I don't mind such things in modest quantities, but reduced mobility is a tough thing to balance in action games, so I hope that there will be a way for the marines to remove the babblers, say by welding the affected player for a few seconds, or gentle application of liquid flame ("hold still, damnit").

    I like #3 and #5. #3 looks a little like an octopus, which I think is neat, and #5 looks really otherworldly, whereas the others all seem bear a slight resemblance to real world critters (or headcrabs, as others pointed out), which isn't a bad thing, but the stranger, the better, I say. Also, it would be neat if you could somehow randomize the shape of each crag, so that the bony tubes and tentacles have different positions and sizes for each individual structure.

    Also, the marine in the first picture has a terrific expression on his face. "Oh, man; just lost my appetite."
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    The transition from concept to model is pretty awesome.
    I like #8, #10 and #7 (in that order). Their carapace fits in well with the larger aliens.

    Also looking forward to lots of support spells. :D
  • 0dy0dy Join Date: 2004-01-31 Member: 25788Members
    wait so the babblers are the alien commander targeted ability? i'd also want to be able to have them target an area. like if i know there is a busy intersection/curcial area the marines have to get to i would just build a few crag's nearby and start flooding the targeted hallway with babblers (because i imagine they would be slow and dumb). at that point does it sound/seem too much like umbra.......
  • ItalianmagicItalianmagic Join Date: 2008-12-13 Member: 65755Members
    Great update. I expect nothing less from UWE.

    <b>#6!</b>
  • ThrillseekerThrillseeker Join Date: 2007-04-10 Member: 60593Members
  • blackpiranhablackpiranha Germany Join Date: 2003-03-11 Member: 14375Members, Constellation
    #8 or #10.

    Crag what? Crag David?

    It's a DC!
  • echsechs Join Date: 2002-12-27 Member: 11568Members, Constellation
    Wow, great stuff. Loving these new meaningful ideas being thrown into NS2.

    Numbers 5 and 7 look great, creepy and something you'd hate to see crawl out of a rock. I can picture number 5's front legs wriggling from a hole in the crag, before jumping out and leaping towards you like a cricket using its 2 powerful front legs. Number 5 also looks like it can grip onto things using its 2 front legs and pressing its body against the marine to create a vice like grip, it's a good looking design, very unusual.
  • Dank McShwaggerDank McShwagger Join Date: 2009-06-10 Member: 67784Members
    <!--quoteo(post=1795212:date=Aug 19 2010, 04:48 PM:name=Recupel)--><div class='quotetop'>QUOTE (Recupel @ Aug 19 2010, 04:48 PM) <a href="index.php?act=findpost&pid=1795212"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Imo, having 2-3 different designs will increase the idea of "chaotic swarm".<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree, there should be more then one model for the babblers just for variety.
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    Quite the range! From ticks to The Thing heads:
    <img src="http://www.aintitcool.com/images2006/ThingHead.jpg" border="0" class="linked-image" />

    Should these babblers have personality or should they be sort of faceless like 5,7,8, or 10? Number 6, while nice, is too much like the baneling.
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    <!--quoteo(post=1795214:date=Aug 19 2010, 10:50 PM:name=Corporal_Fortier)--><div class='quotetop'>QUOTE (Corporal_Fortier @ Aug 19 2010, 10:50 PM) <a href="index.php?act=findpost&pid=1795214"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->BABBLERS!!!!!111!!!1! <3<!--QuoteEnd--></div><!--QuoteEEnd-->

    Weee!!!...
  • salorsalor Join Date: 2004-02-21 Member: 26771Members
    Wow...really nice concept!! well done ;p

    i like 3. 4. and 8. ;p
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    I'm digging #1 big time.

    Gives the impression of a swarm of spiders coming at you. "What the hell are these things?! I CAN'T SHAKE THEM AARRWHARRGARBL--"
  • HushHush Join Date: 2010-07-14 Member: 72350Members
    SNAAARKKKKSSSSS!!!!!!

    I'm happy w/ this.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited August 2010
    I love the way you are really incorporating the RTS element this time round, I think it is going to be an awesome game once everything is in place.

    For me this unit has to be very unique compared to the rest of those in game. The problem with babblers in the original was that they were too skulk like.

    From the description you are giving regarding them, it seems that this time round they are a lot less aggressive. Sort of how ants would protect an ant hill when disturbed. You certainly don't want them all over you, but they are not going to kill you.

    As the alien team would have evolved over a huge period of time without human contact, I think it would be good to see something 'less obvious' in terms of the types of creature it would be dealing with. Also considering how non lethal they are going to be to marines.

    For me, #5 and #7 are very unique. 5 would probably be awkward to animate (especially if they move quickly) but maybe it can 'swarm' using its centipede type legs underneath. Sort of how shrimps move through water (hilarious).

    <a href="http://www.youtube.com/watch?v=pabV_3absFE&feature=related" target="_blank">Shrimp Swim</a>

    #9 does look cool, but also seems very aggressive. Sometimes concept art looks good just because of the pose.

    I think it would be a good to see a combination of #5 and #7 maybe.

    (30 mins later) Had a little go myself, like the tail of the first one but apart from that..

    <img src="http://4.bp.blogspot.com/_O5wLta7OteY/TG2aJzqB86I/AAAAAAAAAAk/SOw8CUUwRn0/s1600/ns2babbler.jpg" border="0" class="linked-image" />

    Having too much fun, did a little more to the first:

    <img src="http://2.bp.blogspot.com/_O5wLta7OteY/TG2ea1ATvVI/AAAAAAAAAAs/NcL4dm2gqgw/s1600/ns2babblerdeveloped.jpg" border="0" class="linked-image" />
  • CrispixCrispix Join Date: 2007-01-10 Member: 59543Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    Great news!

    Digging #9 or #11.


    Needs to be fast, so agile thin legs are a must. Must have claws on the front to do damage. It comes from a Crag which has thick armor, why not keep the theme of having thick armor on the Babblers as well.
  • TagertsweTagertswe Join Date: 2010-03-04 Member: 70825Members
    edited August 2010
    I like #5 and #7 :D
  • GeneralBowserGeneralBowser Join Date: 2010-05-19 Member: 71801Members
    Brilliant update. I'm not gonna vote because I really hate bugs ;).
  • EyelessEyeless Join Date: 2010-02-01 Member: 70391Members
    GOD DAMMIT!!!! don't call it an update when u did update anything but the front page of your website. UGH!!!!!!!! an update every week or every two weeks my ass hole.
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