Tsa - World-class Sprinters Accepted Only
Chopper_Dave1
Join Date: 2002-11-01 Member: 2353Members
<div class="IPBDescription">Don't you think they get tired?</div> I dunno, just something that struck me today - don't you guys think it's a little weird how the TSA players run around so darn much? It really kills the mood that NS is trying to establish, doesnt it?
I mean, look at all your classic sci-fi horror pictures. Alien - you get freaked out both in the sequences with the guy walking, with the other guy crouched in the vent, and the numerous ones with the lovely Ms. Weaver skulking around. But when she's running, it turns more into a "chase" sequence than it does a fear thing. And in Aliens, when you see the guys walking, they're about to die. When they're about to kick some arse, they're doing that I-have-a-big-****-gun powerwalk, or running, or whatever. Predator, same way.
So why is it that all the TSA guys run so much? They make so much noise! You'd think they'd be trying to keep themselves quiet so that those nearby aliens with a case of the munchies don't drop in for some oh-so-nutricious human flesh.
I think it would be fun if there were some enforced penalty to running. Like, maybe anyone who runs generates so much noise that he appears on all the aliens' hivesight. Or, by running, players get the "head-bob" effect and can't aim their gun for crap. Or both. And players would automatically walk, with shift toggling sprint (walking would be a mite faster than it is now, though). I know there are balance issues and whatnot, but wouldn't it just make a better experience for both teams? As a marine, I might get freaked out for once. And as an alien, I might actually get a chance to use this darn giggle before the marine sprints down the hallway and out of earshot.
I mean, look at all your classic sci-fi horror pictures. Alien - you get freaked out both in the sequences with the guy walking, with the other guy crouched in the vent, and the numerous ones with the lovely Ms. Weaver skulking around. But when she's running, it turns more into a "chase" sequence than it does a fear thing. And in Aliens, when you see the guys walking, they're about to die. When they're about to kick some arse, they're doing that I-have-a-big-****-gun powerwalk, or running, or whatever. Predator, same way.
So why is it that all the TSA guys run so much? They make so much noise! You'd think they'd be trying to keep themselves quiet so that those nearby aliens with a case of the munchies don't drop in for some oh-so-nutricious human flesh.
I think it would be fun if there were some enforced penalty to running. Like, maybe anyone who runs generates so much noise that he appears on all the aliens' hivesight. Or, by running, players get the "head-bob" effect and can't aim their gun for crap. Or both. And players would automatically walk, with shift toggling sprint (walking would be a mite faster than it is now, though). I know there are balance issues and whatnot, but wouldn't it just make a better experience for both teams? As a marine, I might get freaked out for once. And as an alien, I might actually get a chance to use this darn giggle before the marine sprints down the hallway and out of earshot.
Comments
there should be a ban on Running? LMFAO!
I like it how it is, marines are trained to run long distances, over many many miles, with all thier equipment. Since TSA marines dont carry tents, food, utensils, grenades, and tools, they can run a long long time. Plus they dont have a packpack, all they have is thier gun, ammo, and a knife.
And if you try to join the marines, you're forced to take a gruelling survival test, including jogging with heavy equipment and minimal nourishment for exercise. Those who cannot accomplish this don't make it into the marines.
This might help them sprint for longer by keeping the lactic acid out of their blood.
I don't know, I sort of feel like NS is missing something it had early on when it was first released and none of us knew what we were doing. It was genuinely creepy back then. I got freaked out when my first Fade popped around a corner, and when that skulk leapt from the rafters and bit my head before I could even react. Now it's just sort of another teamplay mod, which is cool since it's the best teamplay mod evar, but still, no real anxiety any more. I can't say I've been scared by a skulk in like, uh, a few months.
I just think making marines slower would enforce this sort of "sitting duck" mood, where you know the aliens are much faster than you and that you probably won't hear them coming. The idea IS to make marines skulk bait, cause that's hella scary. Might make people consider working in groups a little more, too. And if you do choose to run - which, you can - then you'd be even more skulkbait thanks to hivesight.
What? Last time I checked skulks weren't supposed to completely devastate lmg marines in a straight fight. I really don't see how giving the aliens free motion tracking is going to improve the game. The NS dev team has always gone for gameplay and fun over "mood". If you want to be scared, watch the Aliens movies.
And the idea isn't to give free motion tracking to aliens - it only works when the marine runs. So if you walk, or crouch, or stand still, you still don't show up. It's a question of stealth over raw power; if you don't care if your movements are being tracked, then sprint away. If you would rather surprise the aliens on their own turf and give them very little time to get back and defend themselves, then walking's the way to go. I'd opt for the latter, of course.
For all we know, the marines have cybernetically enhanced gear that allows them to run for long periods and systems to cut down on recoil, even during heavy movement.
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Sifo
Nanotech. Think about it, you have small computerized machines running around your body, breaking up lactic acid, producing carbohydrates, proteins, etc that your body uses. This can allow you to run/jump/shoot/comm all you want without raising your heartbeat.
I'm suggest that we make walking and crouching BOTH silent. This would encourage walking a bit more.
I'm suggest that we make walking and crouching BOTH silent. This would encourage walking a bit more. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I only have one comment : "Get to the chopper !!! "
My point: if you want a kickass, slow, tactical game, then yes, marines should walk, and should gain an advantage by doing so (personally, I wouldn't mind having both teams move silently when walking). But a lot of people complain that CS has been slowed down TOO much, and that's why I wouldn't advise heavy penalties for fast movement in NS. One of the great things about the game is that it plays fast and hard - like a good arcade game - and yet still has a higher level of tactical play that gives it more depth than even CS-played-properly could ever hope to have.
For that reason, I think the speeds shouldn't change much. You'll notice that NS is already substantially slower than HLDM, *especially* the ladder climbing speeds (which I *love*). I think we got it about right the first time. (: