[196] (mature) whips grabbing/latching on to marines

Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
<div class="IPBDescription">at foot, throat, ...</div>imagine the shock and desperation the first time a whip actually grabs you, not letting go! now i am not talking about lifting the marine from the ground or whatever, just some ability which will allow the whip to latch on to a marine, immobilizing him until the whip is destroyed (e.g. by the grabbed marine) or the marine is killed by hydras or other kharaa.
gameplay issues aside, would you like this concept?

Comments

  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    That would be kool. Then you can make a room full of whips to catch marines for your human zoo!
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    Instead of some good ol' fashion whippin', they be grapplin'!
  • captain biblecaptain bible Join Date: 2012-02-05 Member: 143783Members
    edited February 2012
    i kinda like the idea but i don't think it should last until the whip is killed
  • PersuaderPersuader Join Date: 2012-02-20 Member: 146988Members
    I like the idea of whips grabbing on to players that wander in too close without paying attention to their surroundings. This would promote more team/squad oriented play and counter stuff like lone rambo marines running into hives to kill all the eggs and spawncamp. As it is now, it feels like whips are missing something. They dont feel intimidating enough. Also its somewhat poor range makes it hard to use creatively and forces you to build them on few select places if you want them to stay alive long enough to do any good.

    Maybe the model could be made bigger. No crazy changes needed here tho, just tweak it alittle to make it look more threatening. Make it menacing from the first glance! Instead of "hey whats this cute little th.. *smack* hey wth did i just get ######slapped by a vegetable??!?"

    What about jetpacks? Would be awesome to see a whip snag a jetpacker by its ankle and slam him down to the ground. :D

    Perhaps "grab" would work for airborne units while units on the ground would instead be knocked back (literally) and suffer a short duration of concussion or something similar. Something like the onos knockback but less severe.
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    I really like the 'grabbing' idea, as a alien comm ability. They could squeeze marines to death, and have to be saved within 10 seconds by a team member or they die.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    I think auto-grabbing could be used against marines in range hiding around a corner and shooting a whip without getting hit by it.
    Though if the whip eventually will be able to whip around corners, there might be a better purpose for a grabbing ability with all the cool ideas in this thread.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I just had a funny idea. Grab a marine, unroot and walk off with him :D
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    It would be shocking the first time it happened but that would wear off. Aliens could still park whips behind doors or around corners and catch unwary marines.

    Would the captured marine be able to hurt the whip? If not, then you could spent a lot of time waiting to die or be freed. What if there are no hydras or marines around?

    If marines could hurt the whip while captured, then what is the gameplay effect? It slows the marines down.

    On a side note, now that there's a falling over animation and effect from teh onos, the whips should knock you over.

    Also, cloaked whips become interesting.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited February 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Would the captured marine be able to hurt the whip?<!--QuoteEnd--></div><!--QuoteEEnd-->
    yes i think he should. otherwise it could be a major disadvantage to be trapped by a whip for a long time, up to the point where people would just type "kill" in console. it is also less drastic in terms of game balance if you can still defend yourself and probably more fun as you are actively fighting for your life.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If marines could hurt the whip while captured, then what is the gameplay effect? It slows the marines down.<!--QuoteEnd--></div><!--QuoteEEnd-->
    yes, i figure this is the main purpose of the defensive buildings: that you cannot just ignore them, you have to deal with them (which gives mobile kharaa a chance to intercept the marines before the start to axe the shells, hive, etc.). right now you get hit once or twice by a whip, then walk away or past it. from a player perspective, it seems to be more like an annoyance than a real threat because a whip rarely actually finishes you off.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->What about jetpacks? Would be awesome to see a whip snag a jetpacker by its ankle and slam him down to the ground. :D<!--QuoteEnd--></div><!--QuoteEEnd-->
    that seems a bit nasty considering how expensive a jetpack is. i think they should hold them in midair until fuel runs out, then they simply land like they normally would. still gives them some minor protection against hunrgy skulks waiting below.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->They dont feel intimidating enough. Also its somewhat poor range makes it hard to use creatively and forces you to build them on few select places if you want them to stay alive long enough to do any good.<!--QuoteEnd--></div><!--QuoteEEnd-->
    you found the perfect words for my thoughts. right now they are merely a good defense against grenades.
  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    Once the whip "catches" the marine, it would hold on to them until the whip took enough damage (equivalent to 75 clip rounds or a few shotgun blasts). At that point, it would "throw" the marine across the room.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    For me the most scary gaming experience, and still to this day even in my HL2 run through the other weekend, is the barnacle.

    The sensation of fighting for your life as you are being drawn to your death gets me every time.

    A bad implementation of the same idea is the smoker. This grabs hold of you and after 2 secs you lose the ability to shoot it. This leaves you reliant on team-mates, and in a game like NS2, they could all die at the same time you get caught.

    Combining some of the ideas in this thread how about:

    The whip slaps as normal.
    Can be upgraded to grab (a choice either bombard or grab, or replace bombard whichever).
    Grab pulls the marines towards the whip, marine still has weapons to shoot.
    When marine is x distance from whip, he gets thrown, the throw causes a fixed amount of damage.
    If whip is destroyed by marine he is dropped where he is with no throw damage.
    Grab causes only minor/no damage.
    Another option is to have it deal dps as dragging towards whip.
    There are many viable solutions as to how this method could deal damage, so it should be fairly easy to balance in the long run.
  • SammeySammey Join Date: 2012-06-14 Member: 153266Members, Reinforced - Shadow
    I'd like to revive this post, since whips their ability to whip grenades has been removed ( due to grenade launcher prediction changes )
    I just had a funny idea. Grab a marine, unroot and walk off with him

    THAT would be hilarious and awesome
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Obraxis wrote: »
    I really like the 'grabbing' idea, as a alien comm ability. They could squeeze marines to death, and have to be saved within 10 seconds by a team member or they die.

    I really like this idea. Marines are not supposed to be running solo anyway, and this would present both a viable use and threat from whips. As they are as a marine, I either just run past them or take the few seconds to gun it down.

    With the removal of grenade defense, I fear whips will be put in the same class as shade hallucinations or echo shifts, fun to play with when you've won the game and rines are turtling. Just too much cost for too little benefit.

  • maD_maX_maD_maX_ Join Date: 2013-04-07 Member: 184678Members
    Grab seems a little odd, instead give it a stomp like affect where it knocks u to the ground...
  • ParagonParagon Join Date: 2012-11-06 Member: 167573Members
    This idea is quite interesting. Even better, if there were two Whips in grabbing range, maybe they could both grab the same Marine and rip him apart :)

    But seriously, a building with the ability to automatically immobilize players wouldn't be very funny for the victim.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    revisiting my suggestion, i also think it might be quite problematic gameplay wise because of immobilizing.
    if this is going to happen, maybe have it limited to a certain duration and/or (as i'd prefer) damage threshold as in: shoot the whip so it will let you go, also encouraging some teamplay similar to onos devour but obviously less drastic (victim can shoot back and is not being digested, plus the whip cannot run off).
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