Onos need to be able to jump over chambers..
rantology
Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
<div class="IPBDescription">x_x</div>Nothing very in-depth or lengthy. But I think Onos need to be able to jump over/on top of alien structures ala NS1.
I hate being an Onos and getting stuck behind your Khamm's structure walls. Row of Crags across a hallway? might as well call them Gaint-Space-Gorrila-Proof walls of doom. :P I don't know if this is already in the works or already been thought about, but I figured it was worth a mention since this happened to me today and reminded me.
I hate being an Onos and getting stuck behind your Khamm's structure walls. Row of Crags across a hallway? might as well call them Gaint-Space-Gorrila-Proof walls of doom. :P I don't know if this is already in the works or already been thought about, but I figured it was worth a mention since this happened to me today and reminded me.
Comments
Well that is sort of another issue, I'm talking about when your Khamm lays down several structures accross a hallway like crags. The onos literally gets blocked off, he can't jump over them or get around them in any way so that essentially denies an Onos access to that part of the map via that corridor. If he could jump on top of them like NS1 it wouldn't be a problem. :o
But yes, getting team-blocked as onos was an issue in NS1 as well. No idea how you'd remedy that though...or that it should be remedied at all.
Better yet, something like TF2 friendly players and buildings phase-through + unstack would help greatly.
Onos most certainly should NOT be able to clip through buildings.
What then, would be the point of Marine defensive walls?
So the structures stay put, but because they ragdoll it might look like they are being pushed out the way as they go floppy.
This is full of innuendo, but after a few seconds they become hard again.
The kham and gorge should have to think about placement of structures.
A wall of structures that limit Marine movement should effect the aliens as well. Quick and easy access would be a strength for the Onos, but also a weakness, as it gives Marines easy access too. Whilst, a wall of structures would limit the ease of access to both sides.
A simple case of balance, you have to choose from the pros and cons of structure placement. Although I understand that new players in pub games will cause frustration with placement as they learn.
Speaking in terms of maintaining suspension of disbelief: The Onos <i>looks</i> like it should have right of way, and so it <i>should</i>.
Either the Onos pass through small friendly units & structures, or it accidentally crushes them in a moment of idle thought. The skulk should be getting out of the way because it wants to live, not because it might get the Onos killed.
Onos eats skulk for health? :D
Speaking in terms of maintaining suspension of disbelief: The Onos <i>looks</i> like it should have right of way, and so it <i>should</i>.
Either the Onos pass through small friendly units & structures, or it accidentally crushes them in a moment of idle thought. The skulk should be getting out of the way because it wants to live, not because it might get the Onos killed.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1906845:date=Feb 25 2012, 07:56 AM:name=sam8uca)--><div class='quotetop'>QUOTE (sam8uca @ Feb 25 2012, 07:56 AM) <a href="index.php?act=findpost&pid=1906845"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like that, Onos causing damage instead of speed loss, although would be adding FF.
Onos eats skulk for health? :D<!--QuoteEnd--></div><!--QuoteEEnd-->
If the development team could make this a reality it would go along way to making the Onos a finally feel like the unique 10 Tonne monster it should be instead of just a roadblock tripping on objects in the environment.
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
They fill him with copious amounts of lead? If onos wishes to risk his life for beloved crag why not let him?
Because then he and the Crag will be occupying the same point(s) in space. If the Crag stays ragdolled/bent out of the way, there will be a discrepancy between where it is and where it seems to be, making it impossible to hit. If the Crag moves back, it will clip with the Onos.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I like this. Not sure how to deal with the marine problem. I would think the marines should be pushed back, but would be unfair to have marines attempting to take cover behind an visibly solid structure, only for an onos to walk through it.
Perhaps make noclip only enabled when no marines nearby?
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't see the problem, he could just as easily stand in front of it.
<!--quoteo(post=1906926:date=Feb 25 2012, 12:23 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Feb 25 2012, 12:23 PM) <a href="index.php?act=findpost&pid=1906926"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because then he and the Crag will be occupying the same point(s) in space. If the Crag stays ragdolled/bent out of the way, there will be a discrepancy between where it is and where it seems to be, making it impossible to hit. If the Crag moves back, it will clip with the Onos.<!--QuoteEnd--></div><!--QuoteEEnd-->
How often is an Onos gonna spend more then a second or two on a building at the same time that a marine would desperately like to shoot said building instead of the Onos ?
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Excellent news! :)
I don't see a situation developing where a marine with a bullet-based weapon would willingly target a crag before an onos, nor do I see that as much of an issue with grenades and flames which do area damage. That being said, you could apply an exponentially increasing push effect the longer the onos remains clipped into a structure. Alternatively you could have the structure bend and/or compress towards the space under the onos belly, and if the marine <i>really</i> wanted then they could shoot in between the legs of the onos.
On a similar note, would it be possible to produce a shower of sparks any time a moving onos model clips into props or world geometry? I imagine it would not only look pretty bad-ass, but also visually explain the clipping in a believable manner.