Skulk Bite Model

MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
<div class="IPBDescription">Put up or shutup</div> Ok, I think I've seen my 1000th posting from people who have a problem with how the skulk bite model looks. So, here's where you can post all your ideas on what you would do to replace the model. Once the topic starts rolling, I'll move it into the suggestions area.

Please note that your ideas are going to get shredded just as badly as the NS team's idea was, and for good reason most likely; so don't be a little ****. I am just curious to see what people have as an alternative to the current bite model that wouldn't look ludicrous (an unmoving snout sticking out at the bottom of your screen) to boring (nothing at all).

Also, this is the last post on the matter. Fill in here, because I will be hunting down all further postings on the subject and deleting them with extreme prejudice. Because I'm sick of the armchair quarterbacking.

So - let's have it...
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Comments

  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
    Current bite model? You mean that animation i sometimes see in the ready room where a skulk's head shakes side to side?

    Never noticed it working while biting a marine though.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    I personally like it as it is now.

    Yes it is silly if you THINK about it, after all the eyes are on its head;
    BUT: it's a good atmospheric idea, it looks very very cool.

    In lieu of any decent alternatives (and TBH I can't think of anything that would do), my vote is KEEP IT AS IT IS.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
    Oh, you mean the in-mouth view? Keep it, who cares where its eyes are. Its a great idea and adds alot more uniqueness to the mod. Just shut all the nay sayers up with a nice kick in the face.
  • EgoEgo Join Date: 2003-01-27 Member: 12804Members
    anyone who complains about the bite model or the marine muzzle flash doesnt understand the meaning of " balance "

    ill cut them



    Ego


    oh yea my idea.. maybe you can put the viewpoint 3rd person, but that would suck, and i would vote against it, but its an idea, so shut up
  • AnkanAnkan Join Date: 2002-10-31 Member: 1858Members
    <!--QuoteBegin--||SemperFi||+Feb 17 2003, 04:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (||SemperFi|| @ Feb 17 2003, 04:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh, you mean the in-mouth view? Keep it, who cares where its eyes are. Its a great idea and adds alot more uniqueness to the mod. Just shut all the nay sayers up with a nice kick in the face. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That's what's so cool about being Aliens; You can see the teeth <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> . But all the models should you see attack ( Only Fades where you can see that he actually do something to do damage - he hits ), the current anim are just the standard ones when they attack, a LITTLE bit ugly for this overall great mod. I dunno if it's going to be changed in later releases, if so, sorry for this <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> . The Skulk model is cool, more death animations would be a little cooler - so they just don't fall backwards when shot by a fully upgrades shotgun in their head.
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    I believe the discussion subject refers to the way the skulks teeth flash across the screen when you bite, thus obscuring your view.

    Which incidentally, I don't think is a problem as long as you possess a modicum of skill. I've seen people go on about it who are skillful so I guess they just like whinging about stuff <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • NumbersNotFoundNumbersNotFound Join Date: 2002-11-07 Member: 7556Members
    My only qualm is that since the eyes are on the TOP of the head the jaw should block your vision when it's open, not closed... even though it's a cool point of view.
  • EgoEgo Join Date: 2003-01-27 Member: 12804Members
    its about gameplay NOT realism.. other wise rines would start with jetpacks and fly around and use there bloody lazers on everyone


    weeeeeeeeeeeeeeeeeeeeeeeeeeeee


    complaints pffft.

    Ego
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited February 2003
    If you wonder why Skulks see out of their mouth and not out of their eyes the simple answere is:
    Skulks do not "SEE" really good. They are almost blind (except on the color, green).
    The way thes "see" is HIVESIGHT !
    This way they can kinda collective, see trough each other (khara flashlight rulz) and feel trough walls.

    <b>missing features</b>
    The 180° "fishbowl" surround view alien Sight of AVP1 (not avp2, this one is boring).
    In most OpenGL games (Quake based) with "/cg_FOV 140" and higher numbers (90 is normal).
    in NS open a server and type "<b>default_fov 140</b>" in the readyroom. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I want the rotating alien view from AVP1, too (optional please).
    I mean that you always look down to the wall that you are walking on.
    when you are hanging on the top the room is upside down (from your view) and such. (once again AVP2 is damn boring here)

    The bite model is cool and should stay as it is.
    Prohibit "...drawviewmodel 0" !!!
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Actually, I'd rather leave the jaw-animations as they are, and implement the fisheye-view that was apparently being tested at one point... but discarded as it couldn't be done in software, before it was discovered that NS won't run in software mode <b>anyway</b>. It'd be great to run around as a Skulk in 1.1 with a broader FOV so you wouldn't 'lose' your target when they crackbounced over your head, or off to the side. After all, on the model the eyes are actually more on the <i>sides</i> of the head.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    I like those teeths the way they are now.
    When i first time played this mod i was like holy crap, it is impossible to kill anything, because i cant see while biting.
    I have played NS pretty much now and i dont have any difficulties to see what iam biting anymore. It just needs a little practise. And like the others said before me, those teeths are REALLY cool.
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    I have said before, and I will say again: The view model is simply beautiful. Nt once when I have been playing NS in a public place has someone walked over to ask what it is. The moment I go aliens though, I have a small crowd around me asking what the game is, and how they can start playing. Its one of the best features NS has.

    Reality? I stand by ken20.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    If skulks could see all the time, even when attacking, with such a deadly bite, marines would start whining that the skulks are too good. Now that most of the whining for the skulks is done, no need for more of it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    Keep it as is.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--QuoteBegin--Ollj+Feb 17 2003, 10:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Feb 17 2003, 10:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The 180° "fishbowl" surround view alien Sight of AVP1 (not avp2, this one is boring).
    In most OpenGL games (Quake based) with "/cg_FOV 140" and higher numbers (90 is normal).
    in NS open a server and type "<b>default_fov 140</b>" in the readyroom. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Back in earlier testing, the skulks FOV was set at 120 as the default. It was changed because software wouldn't support it, hehe. Just a little bit of info for ya.
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    Keep it as is.... the only ones really complaining are the people that started playing NS a week or so before they posted their "complaint".
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    <!--QuoteBegin--Cyanide+Feb 17 2003, 09:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cyanide @ Feb 17 2003, 09:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Ollj+Feb 17 2003, 10:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Feb 17 2003, 10:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The 180° "fishbowl" surround view alien Sight of AVP1 (not avp2, this one is boring).
    In most OpenGL games (Quake based) with "/cg_FOV 140" and higher numbers (90 is normal).
    in NS open a server and type "<b>default_fov 140</b>" in the readyroom. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Back in earlier testing, the skulks FOV was set at 120 as the default. It was changed because software wouldn't support it, hehe. Just a little bit of info for ya. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'd like to see it put back in, since software mode doesn't work anyway. :b Annoying to have a Marine simply jump over you, and have you lose him when Skulks are supposed to be 90% melee.. but get tunnel-vision. :b

    (And I've been playing NS since around an hour after it went public, on my birthday, thenkyouverymuch.)
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Love the skulk bite. Keep it the way it is.
    And as for the eye positioning, it's a freaking alien! Who's to say an alien species which has evolved as a predator that constantly has it's mouth open wouldn't have eyes near it's throat? I know it might not appear consistant with the model, but consider this: The eyes you can see on the model are decoys. They're there, in an easily attacked place, as an evolutionary adaption. Eyes are very vunerable, and can be targeted by prey (The dinosaur species Iguanadon had a thumb spike exactly for this purpose), so why not have skin colourations that look like eyes on the outside, thus eliminating a weak point in the skulk's defense against it's prey. With the eyes safely at the back of it's throat, the skulk can breath a little easier.
    There you have it folks, the comprohensive reasoning behind both the skulk bite model and it's external appearance. Composed after a 24 hour lan, 42 hours without sleep, and at 3:35am Australian time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I want to change the gorge view to see through its hole.
  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
    <!--QuoteBegin--Ollj+Feb 17 2003, 12:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Feb 17 2003, 12:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I want to change the gorge view to see through its hole. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Perv...










































    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • LinkLink Join Date: 2002-10-16 Member: 1510Members
    So you canna get rid of them cos some want to see them, but some people have a problem that they block the view when biting... Why not make them semi transparent???

    As for people who say it should stay cos it needs to balance the big muzzle flash...
    The muzzle flash needs to stay to balance the skulks bite thing....

    Read that a few time, then switch on your brain and think about what your saying.
  • BlankBlank Join Date: 2002-12-12 Member: 10712Members
    edited February 2003
    I actually like Sobe's (I think it was his) idea of a transparent bite model. This way, people who like the teeth get to keep them... and people who dislike not seeing for second, get to see still <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I really don't see it as a balancing factor.

    3rd person mode could be another option... or maybe even a sensory upgrade (assuming they get rid of carapace at some point).

    Blank

    (EDIT) argh, Link stole my thunder <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • heathenSlayerheathenSlayer Join Date: 2002-11-03 Member: 6088Members
    I don't see "too boring" as a legitimate reason to include any animation at all, since the only people to get bored by lack of eye candy are new gamers who take a superficial view to everything.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    with "alien flashlight" on I can see through other aliens and all structures.
    why not trough myself?
  • MaTTMaTT Join Date: 2002-11-01 Member: 3033Members
    The bite models fine.... Its just the wimpy little teeth on the actual skulk model itself dont even do them justice... Beef up the jaws on that thing please..
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    What about making those teeths transparent, if you have enchanged sight upgrade and you have turned your flashlight on? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
    <!--QuoteBegin--Blank+Feb 17 2003, 12:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Blank @ Feb 17 2003, 12:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 3rd person mode could be another option... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Have you ever played HL in third person?! Its a buggy pile of poop. Its almost impossible to aim, not to mention the fact that people will just use it to look around corners, and scout rooms.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Note: it is not as simple as "the LMG muzzle flash balances the skulk bite model." Because the skulk bite model is a factor for any skulk biting a marine with ANY weapon, and the LMG muzzle flash is a factor for any LMG marine attacking ANY alien class.

    This thread isn't about the muzzle flash; it's about the bite model.
  • Bill_DoorBill_Door Join Date: 2003-01-04 Member: 11792Members
    I love the teeth model, even though when im a skulk i cant kill much. My tactic is to run around in circles biting! This means im easy meat and so I often remark that "I should change my name to 'A Distraction'". It would fit my role better

    Link, Blank and Paq's idea of the transparent bite model with an upgrade would be good, but if it is on the sensory chamber it would not get too much use without a dramatic change in the Xenos overall stratagy.

    Summary: Semi transparent with upgrade = good
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    edited February 2003
    Finally, everyones complaining got to this point. hallajoozor!

    I think the skulk bite model should be something similar to the lerks. The lerks isnt NEARLY has blinding as the skulks and it almost seems like it plays faster.

    This might also make enhanced sight more useful. I know I never use it at all, but maybe if you changed it so each level makes the bite model more and more translucent it might be more useful. Not to the point where its gone, but so you can gain some of your peripheral vision back.

    Maybe it should be an option to turn on or off in the menus. I myself cant play with em at all, but my friend up the street cant play without them! It's hilarious, he comes over my house to hang out and says "dude, how can you bite without the model?" i say "I dunno". So maybe make that a user option.

    If you are going to leave the model the way it is, then change the skulk model itself so the eyes are actually inside the mouth, that would make a hayle of a lot more sense.

    Now that you know what I would rationally suggest, lemme talk about what other people have said...

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If skulks could see all the time, even when attacking, with such a deadly bite, marines would start whining that the skulks are too good.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Firstly unupgraded marines > skulks...period. The only way a skulk can really kill a [good] marine is if he sneaks up on him, or catches him off guard. If the marine knows he's coming, the skulk doesnt stand a chance. If the marine knows to hold BACKWARD and a strafe key when fighting a skulk, the skulk doesnt stand a chance.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Keep it as is.... the only ones really complaining are the people that started playing NS a week or so before they posted their "complaint".<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Totally not the case. I've been playing since day 1 of public release, and i've hated it ever since I first fired. I hate the fact that a model is supposed to cap someone's ability, and not actually the class itself.

    And finally, if I had my way, I would leave everything the way it is and give the user the option to turn the model on or off using r_drawview. I know that'll never happen, but hey, I got a lot of strange ideas =)

    <img src='http://www.lvcm.com/sobe/score.jpg' border='0' alt='user posted image'>
    r_drawviewmodel 0, 15 minutes. Down with blinding!
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    30/10... you had half of the alien team's kills, and were the only alien with a kill:death ratio greater than 1.

    Seems to me a pretty compelling argument for the unbalancing effects of r_drawviewmodel 0.
This discussion has been closed.