What happened to the babblers?

KuikiKuiki Join Date: 2012-02-03 Member: 143467Members
On Moddb i found this little passage under a concept art:

"The Crag's late-game "targeted" ability is...Babblers! If you played early versions of NS1, you may remember this fun but unrefined feature that allowed Gorges to spew out small creatures (they were scaled down Skulks running the Half-life Snark code!). Well, we are bringing those back, but making sure to give them their own model this time around. In NS2 they are controlled by the alien commander, who will unleash a multitude of these small cat sized 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."

What happened to them, in ns1 i really love this to have it with the gorgie ^^ but in crags its also okay to give the alien commander attack units like the marine commander and his arc's.

Comments

  • MrYiffMrYiff Join Date: 2004-08-24 Member: 30867Members, NS2 Playtester
    Pretty much the same thing as the NS1 babblers, they didn't really work so well and ended up causing performance problems. They may well reappear if they can be made to work without killing the server but for now there are more important things to work on.
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    MrYiff summed it up. I miss them too, though... :'(
  • cake.cake. Join Date: 2012-01-12 Member: 140165Members
    I thought that babblers were still going to make it in NS2, no?
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    <!--quoteo(post=1948360:date=Jul 2 2012, 02:27 PM:name=cake.)--><div class='quotetop'>QUOTE (cake. @ Jul 2 2012, 02:27 PM) <a href="index.php?act=findpost&pid=1948360"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought that babblers were still going to make it in NS2, no?<!--QuoteEnd--></div><!--QuoteEEnd-->

    As it stands, they won't make 1.0. See MrYiff's explanation.

    <!--quoteo(post=1948340:date=Jul 2 2012, 11:02 AM:name=MrYiff)--><div class='quotetop'>QUOTE (MrYiff @ Jul 2 2012, 11:02 AM) <a href="index.php?act=findpost&pid=1948340"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pretty much the same thing as the NS1 babblers, they didn't really work so well and ended up causing performance problems. They may well reappear if they can be made to work without killing the server but for now there are more important things to work on.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    Too many entities performing AI thinktime in Lua too often?
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Aww come on... than make the calculation client side. It's not that important that they show up on the same spot for every player.
    Or calculate the swarm as one entity. Single babblers just move randomly around the squad-center. The squad center moves with AI.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    Yes, unfortunately Babblers have been cut from version 1.0, but we will add them to the game shortly after.

    With only a few months left until release we've had to make the difficult call of picking and choosing what we could get into the game and what we needed to cut, in order to hit our feature complete status, to leave ourselves enough time to fix, polish, balance, and optimize all of the existing features.

    A task like Babblers has a lot more involved then just the previously mentioned performance issues, and it requires unique models, animation, and a good deal of programming and testing to make sure they work properly. While they would certainly be a cool additional feature, Babblers are just not a necessary core element of the game, but they will make for a fun addition after 1.0

    --Cory
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
  • NammNamm Join Date: 2011-12-08 Member: 137116Members
    Good call. Rather postponed than included in v1.0 but ultimately cut (like the NS1 babblers).
  • KalrellKalrell Join Date: 2005-01-07 Member: 33464Members, Reinforced - Shadow
    Have to wonder now, what if any ability a mature crag will get now for 1.0.

    Now with umbra back on the lerk, the crags role as a defensive structure has diminished to a heal spam button.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    Why do mature crags even need abilities?

    About babblers; please no, not even after release. NS2 does not need more negative abilities, it needs less of them.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    Reading the proposed function of babblers made me cry a little inside. More visual and movement impairment? No thanks!
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    <!--quoteo(post=1948550:date=Jul 3 2012, 02:29 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jul 3 2012, 02:29 AM) <a href="index.php?act=findpost&pid=1948550"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sounds reasonable:)
    Btw, is Dynamic Infestation pushed back for post-release as well? Or are you trying to get it in before launch?
  • KalrellKalrell Join Date: 2005-01-07 Member: 33464Members, Reinforced - Shadow
    <!--quoteo(post=1948606:date=Jul 3 2012, 02:28 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Jul 3 2012, 02:28 PM) <a href="index.php?act=findpost&pid=1948606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why do mature crags even need abilities?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Mainly since all the two structures have them.

    Shifts can echo structures around the map.
    Shades can spawn Hallucinations, fake units that take fire.

    Both of these can help end games.

    What can a crag do? Sit still and heal, or sit still and heal faster.
  • MrYiffMrYiff Join Date: 2004-08-24 Member: 30867Members, NS2 Playtester
    <!--quoteo(post=1948609:date=Jul 3 2012, 02:42 PM:name=Smasher)--><div class='quotetop'>QUOTE (Smasher @ Jul 3 2012, 02:42 PM) <a href="index.php?act=findpost&pid=1948609"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds reasonable:)
    Btw, is Dynamic Infestation pushed back for post-release as well? Or are you trying to get it in before launch?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think the plan is to still try and get this in to 1.0 however it relies on a few other things getting done first to ensure it can work properly (mainly performance stuff I think).
  • Tool8Tool8 Join Date: 2012-01-01 Member: 139405Members
    We've been looking forward to DI since 2006.
    <a href="http://www.youtube.com/watch?v=pnaJLk8MhL4" target="_blank">http://www.youtube.com/watch?v=pnaJLk8MhL4</a>
    It has to be in v1.0...
  • cake.cake. Join Date: 2012-01-12 Member: 140165Members
    That's all i needed to hear.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    <!--quoteo(post=1948730:date=Jul 3 2012, 11:41 PM:name=Kalrell)--><div class='quotetop'>QUOTE (Kalrell @ Jul 3 2012, 11:41 PM) <a href="index.php?act=findpost&pid=1948730"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mainly since all the two structures have them.

    Shifts can echo structures around the map.
    Shades can spawn Hallucinations, fake units that take fire.

    Both of these can help end games.

    What can a crag do? Sit still and heal, or sit still and heal faster.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's pretty much how defense chambers worked in NS1, and it worked great. Defense chambers had the most universally powerful upgrades, but the movement and sensory chambers had much more powerful abilities. That helped balance the chambers to the point where they were all equally "good" during NS1 version 3.2 (although movement chamber was the most common starting chamber because it was the easiest to use efficiently on all maps).

    That was a much better way to balance the chambers than the current attempts at giving the defense chamber upgrades "downsides".

    I don't understand why the devs keep trying to reinvent the wheel, instead of using the lessons learnt during 8 years of iterative NS1 updates.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    ###### the babblers, what happened to babbler KINGS?!
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    <!--quoteo(post=1948857:date=Jul 4 2012, 02:40 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Jul 4 2012, 02:40 PM) <a href="index.php?act=findpost&pid=1948857"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's pretty much how defense chambers worked in NS1, and it worked great. Defense chambers had the most universally powerful upgrades, but the movement and sensory chambers had much more powerful abilities. That helped balance the chambers to the point where they were all equally "good" during NS1 version 3.2 (although movement chamber was the most common starting chamber because it was the easiest to use efficiently on all maps).

    That was a much better way to balance the chambers than the current attempts at giving the defense chamber upgrades "downsides".

    I don't understand why the devs keep trying to reinvent the wheel, instead of using the lessons learnt during 8 years of iterative NS1 updates.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes that is a good point.
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