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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
Koulnis
Yes, I did a search on this, came up with no more than a page of threads, none of which suggested this. So, here goes, this one is open to the public for suggestion.

A fade can move very fast around the map with a blink ability. Sometimes it is hard to see what is far away, so should the fade be able to zoom in with its heightened vision?

A skulk is just a grunt, made to take out marines and things. If you notice, the view is through the mouth, not the eyes that are on the side of its head. Should this be used for vision enhancing purposes or maybe to get vibrations, per se hearing footsteps from a ways off when turned on and facing a certain direction (much like a sound gatherer) and when footsteps or marines using their radio chatter is detected, it makes the screen ripple? (Working much like a mini-satellite sound gathering tool)

Or just perhaps some eyecandy behind the way an alien sees things, since it won't be the same as a marine... if anyone played Dungeon Keeper, you'll know what I am talking about. Half the fun I had was posessing creatures to see how they saw the world. A fly had a hundred different slots to view things. An imp was born of fire, so everything was red in its vision.

Do you guys catch my drift? Some eye-candy for how aliens see things or make things specific to a class? This is where I turn the idea loose on the public. Let your imagination run wild on this.
Foxtrot_Uniform
vote yes

I love this idea. i suggested something like it on the zombie panic forums.
NEX9
hum sulk veiw i htink should be from the eyes but it should have a fov of 180, this way it can see around courners with out sticking its nose out, sulk should also beallowed third person pan so the ycan see if there hidden well enough

gorgies should beable to go top veiw and cheack structur placement

fade should get a preview of thigns to come and lurk should have a semie non panable third person veiw to cheack flight clearance

jsut my opinions tho
Koulnis
Interesting on the 180 view, kind of like a bubble type thing, but as for the third person view it defeats the purpose of my idea, and it would ruin the sense of being an alien unless done really well.
Koulnis
Another idea for lerk: If gas was done more intensely, a lerk should be able to see through it more effectively.

The driving reason why I want each alien's vision to have a purpose is to increase the teamwork done between people on the alien side. I also think that with certain life forms, some vision should have downsides to it too, so you rely on other aliens to communicate with you. This would also provide a broader range of aliens working together in groups (hopefully) so that they can overcome differences and work as a true team.

I don't see any reason why the gorge shouldn't be nearsighted. It just makes sense to me for some reason.

Since the skulk is an all around thing, it should have close-to-normal vision. Perhaps blurred around the outside.

The gorge is nearsighted (either by blur or darkness) and needs to rely on updates from other team members to keep aware of what's going on (and as an added handicap, but maybe too much I don't know, impair the sound a little too.)

The Lerk's vision banks when you make turns flying, perhaps? The greater the speed, the more of the bank. (It would be awesome if you could do that to the model as well, but I don't think the engine would support it.) Or as suggested above, be able to see through gas and such.

A vision deprivation I can see for one alien (although I don't know which) is being blinded by explosions. Just for one alien class though, we don't want a serious handicap across the entire board.
Cheese
im so absolutely and definately for it!

*thumbs up* PLEASE IMPLENT!!!!

would add some huge benefits to the atmosphere of NS!
NEX9
well say my idea got implimented for ns 2 the war, in the multi controled aliens players would relie on others to see things they cant

the simplest exsample is the wyrum its cant see behin it when tunneling but tis tail counter part can

err i sujested the extra third person veiw for the sulk to be on a timed button press so it can see if its hidden above a door or soem thing, its to much of a hassel getig a m8 to cheack you some times
schkorpio
third person toggable skulk view would be great. it would be like the skulk has extra awarness, and ambushing would be made easy being able to see around corners - also to see if your feet arent sticking out which normally happens until you get used to staying just a little bit further back.



I like the idea of lerk being able to see through the gas better than rines - id even make the gas more opaque for marines so its 50% smoke grenade - imagine the chaos of umbra and spores then! smile-fix.gif the lerk would be able to swoop dazed marines with ease!

DarkFrost
FOV 180 for motion sickness, keep those paper bags on standby!
NEX9
yeah fov 's are different in the half life engine, they worked really well in quake 2 smaller fov equals zoom larger fov equals see around courners
Church
Umm...that would make skulks even more overpowered than they are now.
NEX9
hum true oh well they were jsut added sujestions to the origanal
BadMouth
different POVs for aliens would be cool. but i disagree that it should help the aliens in terms of gameplay. i think that it should be purely a cosmetic change.

giving the fade long range vision is plain pointless because most maps do not have really long corridors. If you still think you need long range vision, get some spectacles.

giving the skulk super sensing abilities is a no-no. that would be like a free SOF.

third person view, also no. too easy for the skulks. they can bite continuously without their teeth blocking them and they would have a super easy time in ambushing.

i feel that maybe just change the colours slightly or something to have more atmosphere. lerk vision bamking is a gd idea but as stated previously, we just have to wait for source on that one. or mebbe have a cool infra red thing, like AVP or splinter cell.

btw, FOV 180 might cause nausea for some players. that had a super long topic on that in the general discussions.
Reeke
heres the link to that topic

fov
NEX9
cool ta reeke
Sky
To balance the onos: give it way more hp/ap, raise its attack power, but lower its fov to like 45 degrees. Turns the onos into a wreaking ball attacking static targets, but to the player playing the onos it'll seem like the marines are just dancing around him. (Bullfighting, if you will tounge.gif )
Mac1OMan
Koulnis nice thoughts man... I've never heard of any idea like that... and I've been reading these forums lookin for good ideas to work on
Koulnis
Glad it caught some attention.

Narrow sight for the onos... that is a peculiar idea, however I don't think the beefup would be needed. Again, it implements teamwork. 'Watch out to your side!" is something that a skulk could shout as he's watching the onos do his work. Have the sides of the vision streak off from the center, kinda like a blurred fishlens effect.

Also, in general for cloaked, it becomes a hassle trying to read general stats (i.e. res and such) when the cloak becomes fully engaged since the teeth or whatever become white and transluscent. Why not change the screen color to a red hue or something when you're cloaked? Not suggesting that be it, I am still open for suggestions, but this way you can still check stats and whatnot.

Perhaps (and this would need a tweak to redemption), when you hit an area to redeem in, the redemption becomes faster with each chamber implemented. As you get closer to this, your screen becomes whiter or blacker, I guess since you're dying. Then when you redeem, boom! normal.

Just a few more ideas I have for vision. Any takes on those?
Sky
QUOTE (Koulnis @ Apr 16 2005, 01:16 AM)
Narrow sight for the onos... that is a peculiar idea, however I don't think the beefup would be needed. Again, it implements teamwork. 'Watch out to your side!" is something that a skulk could shout as he's watching the onos do his work. Have the sides of the vision streak off from the center, kinda like a blurred fishlens effect.

Well, the point is to make the onos an unstoppable base killer.....provided of course he has backup. The beefup makes it so the onos can run into, kill a building, and run out without dying to 3 hmgs, and the narrow sight means he can't just run into a room and expect to kill all the marines, because he'll never find them tounge.gif
Koulnis
The problem with the beefup is that it would apply to the entire game... not just when charging bases, but that is not the point here. I'm talking about vision modes for it, and they should be constructed without much change to the way the game runs right now.
Sky
Well, if you could balance the game around these vision modes, then why not? And a narrow vision for the onos would affect the times when he's not charging bases. In narrow hallways, he'd be a beast, but god forbid you got marines all around him, strafing around him while shooting, he'd never be able to kill them all. That's balanced, IMO; you'd need to set a trap in order to kill an onos, not just sit back and fire hmgs as soon as he comes in the room.
CyberPitz
QUOTE (Sky @ Apr 17 2005, 09:21 AM)
Well, if you could balance the game around these vision modes, then why not? And a narrow vision for the onos would affect the times when he's not charging bases. In narrow hallways, he'd be a beast, but god forbid you got marines all around him, strafing around him while shooting, he'd never be able to kill them all. That's balanced, IMO; you'd need to set a trap in order to kill an onos, not just sit back and fire hmgs as soon as he comes in the room.

so true...I like that thought smile-fix.gif
Koulnis
QUOTE (Sky @ Apr 17 2005, 09:21 AM)
Well, if you could balance the game around these vision modes, then why not? And a narrow vision for the onos would affect the times when he's not charging bases. In narrow hallways, he'd be a beast, but god forbid you got marines all around him, strafing around him while shooting, he'd never be able to kill them all. That's balanced, IMO; you'd need to set a trap in order to kill an onos, not just sit back and fire hmgs as soon as he comes in the room.

Good call on that one. I see where you're coming from now.... if you're straight ahead of me. tounge.gif

So, we have an idea for the onos, and I have suggested one for the skulk all the way at the beginning as well as a few others, but what do you guys think of that soundtracking idea? Go into a mode where you look around, and depending on how close the marine steps or voices or shots are, your vision ripples moreso, letting you collect some information about groups without scent of fear. Or, if one guy is parasited, you can listen to him and see if he's walking with a group.

The lerk is a flighty character, but he does more support most of the time with primal scream and gassing places. What kind of vision would help him with that? Or perhaps if his vision banked when you're flying around? (I think it'd be cool to be able to barrel roll with the q and e keys, but that's not the point here).

But that did make me think, wouldn't it be logical to have your vision upside down if you're walking around on ceilings or sideways on walls? Yeah it'd take a little to get used to, but it'd add a nice perspective on the game.

The fade zoom in and out feature... yea or nay? I have been thinking on it and it doesn't seem like an excellent idea. The fade becomes an in-and-out of a hotzone unit in groups where he can be taken down. I think he'd need something to help see the entire room better, maybe move the fishlens idea to the fade, so he knows (better) where he can blink out to?

The other thing is the transition between visions, and I am talking about when egging. I had stated this in another post, but I think it would do more justice here.

I think for lifeform changes you should first transition the view from the template you're using to a black and white, then fade out. Then come in with a negative view using the new template, finally to full color and then you hatch. Perhaps seeing things floating around during that blackout stage would be an idea, seeing as how you're being shifted around on the inside. Also, sound should be changed up a little bit since you can probably absorb sound on your egg, however if it gets hit, you hear multiple screams (and so does the marine) coming from the egg in that haunting fashion.

If you're evolving traits, I don't see any reason to do all of that.

Keep the ideas coming people, this is turning out to be awesome.
DaJMasta
changing FOV is an interesting idea, and it would defiitely decrease the effectiveness of certian units, but i would think a realistic perspectiv would be just too wierd for most people could play. Like if the skulk could seel like 130 degrees FOV, but the middle 10 was missing or blurred, since the eyes are on the sides of the head.

No doubt its creative, and balancing too, i just dont know how people would respond to it, both in the game, and physically, modifying FOV can induce motion sickness....
Koulnis
Motion sickness is for the weak. tounge.gif j/k... I am sure there were cases of motion sickness when someone learned that an alien could climb up the wall.

It would make sense to have the middle 1/3 blurry since the eyes are on the side of the head, but I would like to emphasize that the view is from inside the mouth, and nothing is out there *officially* that says the yellow things on the side of the head are eyes. They might be something else useful for alien tracking (again I point out the sound idea I had earlier).

I thought of an idea for the lerk. Since it is able to gas people and then come in for the kill, it should have more detail on a marine that it is attacking. When you hit a button, perhaps the marine will be blue shaded with green on the outside, blue indicating the health (good) and the green indicating how much armor is there. The less green, the less armor. The more red they are, the lower in health they are as well. This could help lerks do gas-and-drops, as I like to call them, on the weak marines while the rest of the team works on dispatching everyone else.

I have tried thinking of some vision handicap for the lerk to counter this so it can be balanced and dependant on the rest of the team, but to no avail. Perhaps a thermograph that is kinda crappy, that way you can pick out marines and aliens real well but have a fairly difficult time navigating the passages and whatnot?
Global_Marine
marine.gif What about the marines? Shouldn't they have extra visions? They do have visors on their helmets. marine.gif
Genomaxter
QUOTE (Koulnis @ Apr 20 2005, 03:20 PM)
I thought of an idea for the lerk. Since it is able to gas people and then come in for the kill, it should have more detail on a marine that it is attacking. When you hit a button, perhaps the marine will be blue shaded with green on the outside, blue indicating the health (good) and the green indicating how much armor is there. The less green, the less armor. The more red they are, the lower in health they are as well. This could help lerks do gas-and-drops, as I like to call them, on the weak marines while the rest of the team works on dispatching everyone else.

I like this idea. In real life, there are creatures that can read another creatures "electical" signals and can tell if they are healthy or sick and weak. I think a Marine with about 50% health should have a slight glow of light-red around him and a pulsing dark red when he has like 25% health or less. But this view should only be when the alien DIRECTLY sees the marine and wont be visible through SOF or parsite.
NEX9
i agreee to this last idea laso people but it needs its own thread
Koulnis
It deals with vision, I don't see how it would need its own thread.

As for marine visions, their visor is what lets them see waypoints, the map should it pop up, your ammo and health status and whatnot. You must keep this in mind when thinking on marine side.

However, this does bring up a point to the alien hud.

I say less numbers and text (albeit some of it will be necessary, like hive names as an example), but shouldn't there be at least an alternate hud that lets you see stuff in colors or symbols? We already know the blue is for resources, if you bring up the popup gui and try to select a resource tower, let there be a line on the resource bar indicating how much resources it needs, and if you meet or beat the line, woo! you can build it.

As for health and armor, I think an alien meter system would be cool to see, or perhaps how much color vs. black and white in the screen indicates how healthy you are. Marines can get an estimate of "hp" from their suit if it reads it. What do aliens have?

Okay, so we have ideas for skulk, lerk, fade (maybe), onos and gorge. Anything else? I still wanna work on the fade idea.
NEX9
the rez bar doent exsist any more, and theres shown intigner require ments as well as a shaded prec

the idea is a seperate idea, your saying it is ok to apend a plan to cold cut a forest idea on a save the whales idea, on a balot forum in parliment house, its got a paper clip so why not

stop trying to sneak secondary ideas into already egknowlege just requires tweaks and votes idea
Koulnis
QUOTE (NEX9 @ Apr 21 2005, 08:18 PM)
the rez bar doent exsist any more, and theres shown intigner require ments as well as a shaded prec

the idea is a seperate idea, your saying it is ok to apend a plan to cold cut a forest idea on a save the whales idea, on a balot forum in parliment house, its got a paper clip so why not

stop trying to sneak secondary ideas into already egknowlege just requires tweaks and votes idea

Whatever.

Back to the point at hand anyone else have ideas for vision?

As I said, the fade is the only problem I see dealing with.
Gamma4
Maybe the Fade's vision could become distorted when blinking? That would be an effective nerf.
SirSmokeALot
QUOTE (NEX9 @ Apr 21 2005, 08:18 PM)
the rez bar doent exsist any more, and theres shown intigner require ments as well as a shaded prec

the idea is a seperate idea, your saying it is ok to apend a plan to cold cut a forest idea on a save the whales idea, on a balot forum in parliment house, its got a paper clip so why not

stop trying to sneak secondary ideas into already egknowlege just requires tweaks and votes idea

"...and theres shown intigner require ments as well as a shaded prec... " Oh GOD could someone tell me what this person is trying to say? Integers? A shaded prec? What the hell is this person talking about? Go learn english for god's sake.
Koulnis
I think he means the 27/100 res and the shaded perc(entage).
SirSmokeALot
Oh. What are you an asl genius? That's incredible. I'm still confused by intigner require ments as well as a shaded prec. However you somewhat cleared it up for me.
Koulnis
I was an editor for a newspaper as well as the school newspaper, but that is beside the point.

I hate beating a dead horse here, but the feedback has been kind of limited. I am finding it hard to believe that my ideas (for the most part) are perfect already. I still need ideas for fade vision. After quick brainstorming, here is the idea.

A fade is implemented with the blink ability from the get-go. My thought is that the vision has been adjusted so that it can see a lot clearer when it is blinking. The faster the fade goes, the clearer the vision is. If you're standing still, you'll have a hard time determining if that is a skulk or a gorge sitting in front of you.

Well, that covers all aliens, and I think this horse is dead.
Gish
Maybe the Fade has a blurry sight, or lights in rooms is very bright/dark, so it needs another lifeform to identify the little shadow in the other end of the corridor?..

CoveR
I really enjoyed reading your first idea for the skulks sight where i could see ripples of sound... God that idea made my head spin. I would be interesting to see if that worked to be honest.


Also on the blinking fades my bad a blur to the sides of the screen... dont forget its moving like a "Blink"
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