schkorpio
Oct 6 2004, 04:00 AM
Thats right, you read the title correctly, - when you are dead, you glide around the hive room as a group of particle of nanites(picture a galaxy type animation but blue and about the size of a gorge), invisible to marines, particially visible to aliens (about 50% transparent).
what this would do?
-replaces orginal spectator mode ( could have a toggle to do either i guess)
no more annoying non moveable 3rd person view.
-help stop spawn camping, as you can glide around the hive, and when its your turn to spawn you can glide behind a marine or set up an ambush with living and dead players.
and its easy to escape.
-with multiple hives you can use the MC's to travel from hive to hive to choose which one you spawn in.
-might help revision of tactics if large portion of the team is dead.
Marine can walk through the nanties (since they arent really there for marines)
if you try to spawn inside a marine it spawns you infront of the marine to avoid expoits.
DragonMech
Oct 6 2004, 04:01 AM
And you must spawn within X range of an active hive.
/me likes.
schkorpio
Oct 6 2004, 04:17 AM
| QUOTE (Dragon_Mech @ Oct 5 2004, 11:01 PM) |
And you must spawn within X range of an active hive.
/me likes. |
yes forgot to mention that
Takran
Oct 6 2004, 04:22 AM
I like the idea, however to avoid constant bitching I would recommend including "Must be X distance from marine" as well. Spawning right next to a marine and biting his pants off is not going to go over well.
Petco
Oct 6 2004, 04:45 AM
Bacterium
Redford
Oct 6 2004, 05:33 AM
Except the aliens aren't made of nanites, they are made of bacteria. READ THE BACKSTORY.
Anyway. As for the actual idea, I'd say it's fair. While it would in fact be an intresting replacement for spec mode (in addition to allowing an alien to CHOOSE where he spawns, which is awesome, the potential for abuse in some situations could be a little high. While spawning behind marines sounds great, it gives aliens perhaps an unfair advantage because they could just spawn five feet above a siege location too near the hive, or in vents, and so on.
monopolowa
Oct 6 2004, 07:08 AM
Not sure how this could be implemented, as the spawn points are entities in the level itself...I guess it may be possible though, since marines can put ips wherever they want
im_lost
Oct 6 2004, 07:14 AM
| QUOTE (sithlord1234 @ Oct 5 2004, 11:08 PM) |
| Not sure how this could be implemented, as the spawn points are entities in the level itself...I guess it may be possible though, since marines can put ips wherever they want |
They would "spawn" at the location of the spawn entities. After that, they would just be in a state where marines can't detect them. After the appropriate amount of time has passed, you would simply change to being in a different state, which is different than spawning.
monopolowa
Oct 6 2004, 07:17 AM
ok, so what you're saying is, they spawn as ghosts, then undergo a forced mutation after a set amount of time
cookman
Oct 6 2004, 10:06 AM
With this we could possibly avoid having marines sit back in the hiveroom with a shotgun and a cup of cofee.
Sure the marine currently would die at some point, but not until after he paid for his medspam and his shotgun through RFK.
miniman
Oct 6 2004, 10:25 AM
I like, although various this as appearing behid the Tfca in a seige or in a vent to get to a shack, and marines may look around in the hive room that just backing up against a wall and slaughtering on spawn.
on spawn

=
Stakhanov
Oct 6 2004, 11:01 AM
Very interesting...
It doesn't have the disadvantages of spawn umbra , and would make hive battles more epic. Implement !
It would be very cool to have theses ghosts emit creepy sounds , to scare marines and warn them of the danger to some degree. Of course , the ghost itself would always hear them , being one with the bacterium. Freakiest sounds would be played right before it respawns...
AlienCow
Oct 6 2004, 11:35 AM
Having to use MCs to move between the hives? It should just be random, like it is now (it IS random, isn't it?). That way, when a team doesn't have any MCs you don't get them ALL spawning at one hive. Or something.
Basically I think they should stay at the hive they spawn/ghost at.
hmz likes, hmz likes very much indeeed
RobB
Oct 6 2004, 05:26 PM
i read it as ghost mode, like free roaming, but only in the entity_hiveroom -
sidesuggestion: when the body spawns, the player-pov is automatical pulled into that body, but the player can then already controll the body. kills spawncamping to an extent.
Like the ghost mode in World of Warcraft...
Decimator
Oct 6 2004, 07:16 PM
I very much like this idea. It would make spawncamping much more difficult. Also, you could just use the team_hive's spawn range for it, just don't allow the ghosts to go outside this range. Perhaps to keep long spawn queues from being boring the ghost mode could only take effect when you go into reinforcing.
schkorpio
Oct 6 2004, 10:37 PM
| QUOTE (AlienCow! @ Oct 6 2004, 06:35 AM) |
Having to use MCs to move between the hives? It should just be random, like it is now (it IS random, isn't it?). That way, when a team doesn't have any MCs you don't get them ALL spawning at one hive. Or something.
Basically I think they should stay at the hive they spawn/ghost at. |
yes the initial spawn would be at a random hive, then whilst in ghost mode you can use the mc, so if you dont have mc hive selection would be as normal.
theclam
Oct 7 2004, 02:10 AM
I don't know, it would make shotgun rushes almost impossible. Any decent skulk would be able to kill at least lvl0 armor marine upon spawning, and would give them an excellent chance of killing lvl1 armor and higher marines. Imagine if that 6-1 K:D ratio skulk spawned right behind 3 or 4 marines.
Kwil
Oct 7 2004, 04:50 AM
No MC use. Part of what makes a marine comeback possible is not every alien spawns at the dropping hive. With MC's it makes only a second or two of difference, but that second or two is another percentage point or two off the hive.
Somehow you'd have to program in a barrier around marines of a reasonable distance. Otherwise, skulks would just re-integrate on their heads and so much for the hive takedown.
If those two things could be worked out, this has some good possibilities.
Stakhanov
Oct 7 2004, 11:49 AM
| QUOTE (Kwil @ Oct 7 2004, 05:50 AM) |
No MC use. Part of what makes a marine comeback possible is not every alien spawns at the dropping hive. With MC's it makes only a second or two of difference, but that second or two is another percentage point or two off the hive.
Somehow you'd have to program in a barrier around marines of a reasonable distance. Otherwise, skulks would just re-integrate on their heads and so much for the hive takedown.
If those two things could be worked out, this has some good possibilities. |
I'd agree with theses restrictions. If you die after using a mov , you accepted the risk of being killed instantly , whereas players in the respawn queue don't chose when to respawn. So the choice of the spawning location would be a nice relief.
An interesting possibility is spawning on the ceiling , ready to fall on the marine's heads. Spawnkilling wouldn't have such an appeal anymore , it would be way stressful , having to watch for skulks coming from everywhere...
AlienCow
Oct 7 2004, 02:49 PM
Is this actually possible lol?
Anyway, would these "ghosts" be able to actually fly? Or just run around on the ground?
the_x5
Oct 7 2004, 03:25 PM
| QUOTE (Redford @ Oct 6 2004, 12:33 AM) |
| Except the aliens aren't made of nanites, they are made of bacteria. READ THE BACKSTORY. |
~off topic~
Correction they are technically a mulicelluar descendant of Archaea. The huamns don't really know a lot about them and many people call archaea, bacteria. It's a common misconception but you should take a little of your own medicine as far as reading the whole backstory. I'm rewriting the guide/manual but due to some major changes that will be happening in NS3.0B6 I will have to wait. (or Zunni or Nem0 will have to communicate better with me *poke poke*

)
~on topic~
I love this idea.

So does Mr. Hive
*vote hell yes*
cookman
Oct 7 2004, 06:56 PM
You would of course be a shadowy skulk form, so you could spawn on ceilings too.
schkorpio
Oct 8 2004, 02:33 AM
| QUOTE (Kwil @ Oct 6 2004, 11:50 PM) |
No MC use. Part of what makes a marine comeback possible is not every alien spawns at the dropping hive. With MC's it makes only a second or two of difference, but that second or two is another percentage point or two off the hive.
Somehow you'd have to program in a barrier around marines of a reasonable distance. Otherwise, skulks would just re-integrate on their heads and so much for the hive takedown.
If those two things could be worked out, this has some good possibilities. |
well yes, meaning youd be scared shitless to walk into a hive, probably because your being watched, and an aliens might spawn on your fat little helmet.
hive take downs would mean, they would have to done quickley, or back up by a seige, instead of long pain ful, unskilled and un strategic spawn camping,
of course it would still be possible to spawn camp just outside of the hive zone to trap the aliens in. but without annoying the hell out of the players.
Shazbot
Oct 8 2004, 05:24 AM
I like this idea a lot. Though I think the marines should be able to see them slightly. It'd be unnerving being a marine and watching the "air" around a hive moving...
RobB
Oct 8 2004, 03:28 PM
hm... spawn at a normal spawnpoint, beeing 1% visible until attack or range moved (or shot or just standing around a given time) - nice.
Dark_Shimmer1
Oct 12 2004, 01:33 AM
Ony allow the 'clouds' to be detectable via scan or obs.
Decimator
Oct 12 2004, 01:04 PM
No, the obs counters enough stuff. Nothing should detect them. Just make them about 90% transparent, which is the current cloaking amount, and invulnerable.
Talion
Oct 12 2004, 02:20 PM
| QUOTE |
| No, the obs counters enough stuff. Nothing should detect them. Just make them about 90% transparent, which is the current cloaking amount, and invulnerable. |
So if someone drops a sensory chamber you can't tell between the ghosts and the cloaked aliens without a scan?
I'm in favour of semi visible, but moving targets on spawn as opposed to static predictable ones. A lesser alternative would be to go into spec mode at the point your going to spawn so you can prepare for spawning.
It would be a major buff to be able to move between hives pre spawn, but isn't that the kind of thing the movement chamber is supposed to provide?
Another major buff possiblity would be to allow evolution while in ghost form, if you were looking for buffs.
Random side thought: Redemption turns player into a ghost who un-ghosts when he moves within range of a hive.
Kwil
Oct 12 2004, 06:33 PM
| QUOTE (Talion @ Oct 12 2004, 08:20 AM) |
| Random side thought: Redemption turns player into a ghost who un-ghosts when he moves within range of a hive. |
Neat idea.
Not really do-able though, as it'd give you the perfect scout.
Meaning0fLife
Oct 12 2004, 07:06 PM
| QUOTE (Kwil @ Oct 12 2004, 01:33 PM) |
| QUOTE (Talion @ Oct 12 2004, 08:20 AM) | | Random side thought: Redemption turns player into a ghost who un-ghosts when he moves within range of a hive. |
Neat idea.
Not really do-able though, as it'd give you the perfect scout.
|
You could make only hive rooms visible to "ghosts", thanks to the hive's immediate sight or something. If you were farther than that, you would be surrounded by pitch black, guided back to the hives by, say, your hive sight (the little green icon thingie)

. Or, if you wanted aliens to only be able to spawn at one hive, the game could randomly show one hive sight icon (if you in fact have more than one hive).
monopolowa
Oct 12 2004, 08:24 PM
| QUOTE (Meaning0fLife @ Oct 12 2004, 02:06 PM) |
| QUOTE (Kwil @ Oct 12 2004, 01:33 PM) | | QUOTE (Talion @ Oct 12 2004, 08:20 AM) | | Random side thought: Redemption turns player into a ghost who un-ghosts when he moves within range of a hive. |
Neat idea.
Not really do-able though, as it'd give you the perfect scout.
|
You could make only hive rooms visible to "ghosts", thanks to the hive's immediate sight or something. If you were farther than that, you would be surrounded by pitch black, guided back to the hives by, say, your hive sight (the little green icon thingie)  . Or, if you wanted aliens to only be able to spawn at one hive, the game could randomly show one hive sight icon (if you in fact have more than one hive). |
this is getting too complicated...keep the ideas simple and they're more likely to make it in
cookman
Oct 13 2004, 07:24 PM
One small problem with this could be:
What about the dead aliens who wants to spectate while dead?
DragonMech
Oct 13 2004, 07:45 PM
| QUOTE (Kwil @ Oct 6 2004, 10:50 PM) |
| Somehow you'd have to program in a barrier around marines of a reasonable distance. Otherwise, skulks would just re-integrate on their heads and so much for the hive takedown. |
Shouldn't be too difficult to program in. Plus there is an easy backstory for it: the nanites in a marine's body interfere with the mutation from bacterium cloud to skulk, thereby preventing any skulk from spawning within X range.
Kwil
Oct 13 2004, 07:46 PM
| QUOTE (cookman @ Oct 13 2004, 01:24 PM) |
One small problem with this could be: What about the dead aliens who wants to spectate while dead? |
I think the answer to that is, it just wouldn't happen any more.
This would certainly make playing the alien side more fast-paced. And with how much time skulks spend in the spawn-queue that might not be a bad thing.
Stakhanov
Oct 13 2004, 09:10 PM
| QUOTE (cookman @ Oct 13 2004, 08:24 PM) |
One small problem with this could be: What about the dead aliens who wants to spectate while dead? |
Someone mentionned that aliens would switch to ghost mode once when they are actually respawning , they could spectate whilst in the queue.
S_Badguy
Oct 23 2004, 05:20 PM
| QUOTE (schkorpio @ Oct 5 2004, 11:00 PM) |
Thats right, you read the title correctly, - when you are dead, you glide around the hive room as a group of particle of nanites(picture a galaxy type animation but blue and about the size of a gorge), invisible to marines, particially visible to aliens (about 50% transparent).
what this would do? -replaces orginal spectator mode ( could have a toggle to do either i guess) no more annoying non moveable 3rd person view.
-help stop spawn camping, as you can glide around the hive, and when its your turn to spawn you can glide behind a marine or set up an ambush with living and dead players. and its easy to escape.
-with multiple hives you can use the MC's to travel from hive to hive to choose which one you spawn in.
-might help revision of tactics if large portion of the team is dead.
Marine can walk through the nanties (since they arent really there for marines)
if you try to spawn inside a marine it spawns you infront of the marine to avoid expoits. |
I like the original idea, 150% for it.
-yes reinforcing only
-yes visible to alien only (maybe not even needed)
-no to resembling a skulk, too confusing.. is he cloaked? etc -__-
The inbetween is negligable.
Crispy
Oct 23 2004, 11:29 PM
How about forget all this faffing around with cloaking nonsense and just ask the mappers to redesign the spawn points. Some near the Hive, some far away, some on ground, some on another tier. Redesigning the Hives may be a better idea, considering how the Marines got to be spawn camping in the first place.
If they're spawn camping, I'm guessing they've got through your defenses and/or your team haven't tracked back to defend the Hive. If either is the case the Marines have out manouvred the Aliens and they kinda deserve to die. Spawncamping (I'm know I'm gonna have bricks thrown at me for this) is a valid strategy because the 'rines have had to make it to the Hive, something the Aliens shouldn't allow to happen.
As for co_maps, it's basically deathmatch anyway so the dirtiest of dirty tactics are to be expected. If any of you ever used to play Quake DM I'm sure you never got comments like "OMG what a lamer, he's camping the Quad damage with a rocket launcher, n000b!". It's a friggin' strategy that works, and if you don't like it get to the Quad damage first (or in NS don't let the Marines camp your base).
schkorpio
Oct 28 2004, 04:04 AM
| QUOTE (-[Kobayashi]- @ Oct 23 2004, 06:29 PM) |
I'm know I'm gonna have bricks thrown at me for this) is a valid strategy because the 'rines have had to make it to the Hive, something the Aliens shouldn't allow to happen. |
*throws a brick*
krimson
Oct 28 2004, 06:02 AM
i agree with the notion of if the marines make it to the hive, then shame on you for letting them in.
i kinda like the idea of picking a spawn point around the room, but i think there should be something like X distance away from a marine as well.
90% cloaked. cant be pinged, cant be MT'd.
but ONLY in NS. not in co_
and, i dont think that using the MC is a good idea either... if this is implemented, aliens should then have no problem being auto-assigned to spawn in the hive being attacked.
this makes rushes more difficult, but still not impossible. marines just would need to be more careful, and leave a few to watch out for each other, or drop a tf, or whatever...
PRTe
Oct 31 2004, 07:02 AM
so it means that we cannot know which of our teammates are saving res for no apparent reason?
TommyVercetti
Nov 4 2004, 10:42 PM
How I would do it:
-Alien ghosts invisible to other aliens and Marines.
-Cannot use MCs until reincarnated.
-Can spawn within 20m of the hive, but no closer than 2m to a Marine.
Otherwise I think it would be too much of a beef.
Sub_zer0
Nov 6 2004, 10:35 PM
wow thats a really good idea and i hope to see it in teh futer but only alowed in hive room (ie room hive is in) so no cheating marines could sit in obs looking out or ome thing that is kinda fun they can controll a turret!
Ajurian
Nov 8 2004, 12:18 AM
Whilst this idea is interesting to me I feel it would make it virtually impossible for tactics such as sneaking into a hive and building a phasegate directly under or anywhere remotely near the hive.
It would add atmosphere (not knowing if a skulk is going to appear behind you and start chewing) but for the most part alot of the sneaky ninja marine tactics will have to be scrapped.
BulletHead
Nov 9 2004, 02:21 AM
| QUOTE (-[Kobayashi]- @ Oct 23 2004, 06:29 PM) |
How about forget all this faffing around with cloaking nonsense and just ask the mappers to redesign the spawn points. Some near the Hive, some far away, some on ground, some on another tier. Redesigning the Hives may be a better idea, considering how the Marines got to be spawn camping in the first place.
If they're spawn camping, I'm guessing they've got through your defenses and/or your team haven't tracked back to defend the Hive. If either is the case the Marines have out manouvred the Aliens and they kinda deserve to die. Spawncamping (I'm know I'm gonna have bricks thrown at me for this) is a valid strategy because the 'rines have had to make it to the Hive, something the Aliens shouldn't allow to happen.
As for co_maps, it's basically deathmatch anyway so the dirtiest of dirty tactics are to be expected. If any of you ever used to play Quake DM I'm sure you never got comments like "OMG what a lamer, he's camping the Quad damage with a rocket launcher, n000b!". It's a friggin' strategy that works, and if you don't like it get to the Quad damage first (or in NS don't let the Marines camp your base). |
The problem is... the person's model and hitbox are placed before the person is put in that view... sometimes as much as 2 seconds before the person gets control of the skulk... as such, you could find yourself spawning inside a dead body of a once living skulk...
Rushakra
Nov 9 2004, 03:24 PM
A+ idea. Spawn within X units of a Hive, cannot spawn within X units of a Marine. This would really help alleviate spawncamping, although I imagine alot of Skulks getting stuck in a wall or something similar. I think it would be decidedly useful if I could spawn on the ceiling instead of on the floor where all the Marines are camping with their SGs.
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