As long as the mechanic behind it is not 100% elaborated*, there is no reason to already work on the final thing. But that doesnt mean we cant already have at least nice looking placeholders :)
*which is still a wip/if you look at the recent prototyping video etc.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
<!--quoteo(post=1888514:date=Dec 5 2011, 07:30 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Dec 5 2011, 07:30 AM) <a href="index.php?act=findpost&pid=1888514"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've improved the look of the placeholder for the next release.<!--QuoteEnd--></div><!--QuoteEEnd-->
As always, thank you for the response, Max! wish i/we could help with anything
<!--quoteo(post=1888529:date=Dec 5 2011, 09:56 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Dec 5 2011, 09:56 AM) <a href="index.php?act=findpost&pid=1888529"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->as far as i know it was not a huge amount of work to fix the vertical stretching of the decals and we anyway will use decals later for other effects<!--QuoteEnd--></div><!--QuoteEEnd--> Indeed, it only took about half an hour. Even though it's still a placeholder, Cory asked me to improve the look a bit so that it doesn't ruin the gameplay trailer he is currently recording. Here's a before and after shot:
Is specularity misisng from the view models of the aliens? The very first screenshot of the NS2 skulk view looked more shiny and detailed than what it is now.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Design task Move mines to players has appeared with status Started<!--QuoteEnd--></div><!--QuoteEEnd--> Let the mine climbing begin!
I noticed that the skulk's bite animation in third person looks a little as if he has....sexual interaction with the floor...
Now that I saw the Onos Preview in NS2HD's video: it's the same in big. I know he doesn't bite, but I mean the whole body moves like that. I also know that the animations are bugged, but you could see where it goes.
For me that looks a little strange and funny. Shouldn't it rather look scary?
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
edited December 2011
Is falling damage going to be implemented soon?
I know it may seem something for maybe later down the pipeline but with the Onos being able to punt marines around, ladders being fixed to allow marines to access high places, also mineshaft which will have some vertical elements. Just seems like the perfect time to add it.
<!--quoteo(post=1888752:date=Dec 6 2011, 06:27 PM:name=Soylent_green)--><div class='quotetop'>QUOTE (Soylent_green @ Dec 6 2011, 06:27 PM) <a href="index.php?act=findpost&pid=1888752"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there any way to turn off various sound DSP effects? My sound is completely muffled apart from voice comms.<!--QuoteEnd--></div><!--QuoteEEnd-->
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
I'm still rooting for the welder attatchment to be handled like a weapon. (Press 4 to select)
I'd like the ability to hold the welder out like a weapon so my teammates know I can weld their armor. Like I do in tribes ascend, ns1, and like I repair vehicles in battlefield.
Also having the 'use key' being used for everything can cause some mishaps for people. Such as trying to weld a armory or prototype lab. Also maybe picking up a gun by accident instead of repairing your friend's armor.
And naturally I can't help but think of the epic welder kills of the old days.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Design task How does alien damage scale (5 bites vs. L3 marine) in a no-Focus world? has appeared with status Started<!--QuoteEnd--></div><!--QuoteEEnd--> Implement focus :P
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited December 2011
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->How does alien damage scale (5 bites vs. L3 marine) in a no-Focus world? (discuss)<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the direction of conditional damage upgrades (Swarm, for example). One possibility is to increase the damage Marines take on infestation (from bacterial infection). Alternatively, an upgrade could add bonus damage based on target's current health, or remaining health, or leave a nasty residual DoT.
Let's not rule out Focus making return in NS2. A modified version of Focus upgrade could deals bonus damage based on the remaining energy.
Fury (whip) suffers from too many drawbacks. If Fury's area/radius and duration are increased, it could become the primary damage buff aliens need.
Come on people, I know you all have a lot of wonderful ideas!
Grab upgrade, you can hold on to the marine while biting by holding the attack button. Advantage: you will hit all follow up attacks Disadvantage: easier for the marine to hit you since you aren't moving around
inertia upgrade, scales the damage depending on relative speed towards the target (like in mount and blade)
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Design task Add innate alien regeneration transitioned from Delivered to Accepted<!--QuoteEnd--></div><!--QuoteEEnd-->
So the off-infestation regen makes a return? I wonder if being on infestation will increase that rate further, since there was plan involving changing the primary healing source from Crag to infestation...
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
well, i would not say "primary healing source". crags (and hives) are additional healing sources. it works like this for players: off infestation -> slow health regen on infestation -> increased health regen regeneration upgrade -> further increased regen (on or off infestation ignored)
- since b189 i cant see any severs? whats the problem? - and im not 100% sure but i think on the menu screen. The second skulk which is moving in the vent, i think his animation is broken.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
"Split kill-resources among marine team"
...uh... what?? i really hope RFK is still personal to some degree and i really hope this isn't an attempt to fix turtling - this would just be a band aid, the issue is lack of incentive other than area denial from aliens <i>since they are </i>rewarded for map control.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->TargetCache update to support new target types, remove use of GetEntitiesInRadius<!--c2--></div><!--ec2--> noooo.... I want to use this to GorgeBot .. now need to find a workaround, or how to use the new system effectively.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
<!--QuoteBegin-ns2progress+--><div class='quotetop'>QUOTE (ns2progress)</div><div class='quotemain'><!--QuoteEBegin-->Design task When a marine is knocked back from Gore, he shouldn't be able to shoot has appeared with status Delivered<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, so it's essentially the stomp mechanic from ns1 except you'll be pushing them around. Would be cool if there was velocity based impact damage for how fast the marine was knocked back against something. Which would have a greater overall effect if the Onos was beginning with a charge. <img src="http://i.imgur.com/3x7Wy.jpg" border="0" class="linked-image" />
This combined with fall damage would make the Onos gore attack have a very cool environment based gameplay.
Comments
But that doesnt mean we cant already have at least nice looking placeholders :)
*which is still a wip/if you look at the recent prototyping video etc.
As always, thank you for the response, Max!
wish i/we could help with anything
and well done on 189!!
Glad to hear Brian #1 is working on turning animations - wasn't sure if they were going to go in or not.
Impatiently awaiting screenshot previews from Cory!
Indeed, it only took about half an hour. Even though it's still a placeholder, Cory asked me to improve the look a bit so that it doesn't ruin the gameplay trailer he is currently recording. Here's a before and after shot:
[attachment=36031:infestat...rovement.jpg]
Finally infestation fixed !! Awesome :)
Is specularity misisng from the view models of the aliens? The very first screenshot of the NS2 skulk view looked more shiny and detailed than what it is now.
Let the mine climbing begin!
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/P3ALwKeSEYs"></param><embed src="http://www.youtube.com/v/P3ALwKeSEYs" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
With this and Door keypads, this is gonna be best build!
I noticed that the skulk's bite animation in third person looks a little as if he has....sexual interaction with the floor...
Now that I saw the Onos Preview in NS2HD's video: it's the same in big. I know he doesn't bite, but I mean the whole body moves like that. I also know that the animations are bugged, but you could see where it goes.
For me that looks a little strange and funny. Shouldn't it rather look scary?
I know it may seem something for maybe later down the pipeline but with the Onos being able to punt marines around, ladders being fixed to allow marines to access high places, also mineshaft which will have some vertical elements. Just seems like the perfect time to add it.
Lots of people have muffled sound in 189
I'd like the ability to hold the welder out like a weapon so my teammates know I can weld their armor. Like I do in tribes ascend, ns1, and like I repair vehicles in battlefield.
Also having the 'use key' being used for everything can cause some mishaps for people. Such as trying to weld a armory or prototype lab. Also maybe picking up a gun by accident instead of repairing your friend's armor.
And naturally I can't help but think of the epic welder kills of the old days.
Implement focus :P
I like the direction of conditional damage upgrades (Swarm, for example). One possibility is to increase the damage Marines take on infestation (from bacterial infection). Alternatively, an upgrade could add bonus damage based on target's current health, or remaining health, or leave a nasty residual DoT.
Let's not rule out Focus making return in NS2. A modified version of Focus upgrade could deals bonus damage based on the remaining energy.
Fury (whip) suffers from too many drawbacks. If Fury's area/radius and duration are increased, it could become the primary damage buff aliens need.
Come on people, I know you all have a lot of wonderful ideas!
Grab upgrade, you can hold on to the marine while biting by holding the attack button.
Advantage: you will hit all follow up attacks
Disadvantage: easier for the marine to hit you since you aren't moving around
inertia upgrade, scales the damage depending on relative speed towards the target (like in mount and blade)
make bites faster?
something that makes alien last longer to combat marine lasting longer
So the off-infestation regen makes a return? I wonder if being on infestation will increase that rate further, since there was plan involving changing the primary healing source from Crag to infestation...
off infestation -> slow health regen
on infestation -> increased health regen
regeneration upgrade -> further increased regen (on or off infestation ignored)
swarm, flare and cloak are the only upgrades that work now. plus the building upgrades.
so basically its not playable atleast not after the first 10mins.
- and im not 100% sure but i think on the menu screen. The second skulk which is moving in the vent, i think his animation is broken.
g. Kisle
...uh... what??
i really hope RFK is still personal to some degree and
i really hope this isn't an attempt to fix turtling - this would just be a band aid, the issue is lack of incentive other than area denial from aliens <i>since they are </i>rewarded for map control.
Do I smell map downloads from servers? And map rotation?
I never saw this on ns1, and i was never able to do that. Only in hl1 with the trips :\
noooo.... I want to use this to GorgeBot .. now need to find a workaround, or how to use the new system effectively.
Ah, so it's essentially the stomp mechanic from ns1 except you'll be pushing them around. Would be cool if there was velocity based impact damage for how fast the marine was knocked back against something. Which would have a greater overall effect if the Onos was beginning with a charge.
<img src="http://i.imgur.com/3x7Wy.jpg" border="0" class="linked-image" />
This combined with fall damage would make the Onos gore attack have a very cool environment based gameplay.