Resin Floor Tiles (Weeds)

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Re: Resin Floor Tiles (Weeds)

Post by Felkvir » 28 Aug 2015, 16:57

I don't see how hunter invisibility will be useless on it, and even then how that would make it a worse option than what we currently have ...

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Re: Resin Floor Tiles (Weeds)

Post by TopHatPenguin » 30 Aug 2015, 19:27

If we use these weeds sprites as a basis for what the community would like and then get a few spriters to play around with that as an idea.. that could work.
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Re: Resin Floor Tiles (Weeds)

Post by Infernus » 31 Aug 2015, 06:37

I'm working on resin sprites at the moment, they should look much nicer than either of those you guys posted.

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Re: Resin Floor Tiles (Weeds)

Post by UnknownMurder » 31 Aug 2015, 07:07

If you want my opinion...
Substitute Sticky Resin with the floors. I just think Sticky Resin is just bullshit when you already have floors to slow them down.
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Re: Resin Floor Tiles (Weeds)

Post by Jeser » 31 Aug 2015, 08:02

UnknownMurder wrote:If you want my opinion...
Substitute Sticky Resin with the floors. I just think Sticky Resin is just bullshit when you already have floors to slow them down.
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Re: Resin Floor Tiles (Weeds)

Post by Mycroft Macarthur » 31 Aug 2015, 08:20

-1

it looks like some kind of growth is creeping around all over the ship.

you know which sci fi has organic creep covering all the floors of their homes? not aliens, not warhammer 40k, but starcraft, creep is from starcraft, if you wanna go that route then go for it but this is a colonial marines server so we should try to stick to THEIR lore as opposed to ripping off blizzard, sure it looks nice but this is the lore we've chosen, ergo this is the bed we've made.

now sleep in it
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Re: Resin Floor Tiles (Weeds)

Post by Steelpoint » 31 Aug 2015, 08:37

Lore friendly? Our current iteration of weed is so far away from lore friendly that its a joke, and the proposed sprites I've presented above are far more lore friendly than any other sprite, or in comparison to the current sprites, that we have.

Lets look at how other aliens media has presented alien weed/hive growth...
► Show Spoiler
If you observe the images above you'll notice quickly how the hive growth compleatly overtakes the environment for the most part, it is not literal weeds ontop of the environment its a entirely new flooring that goes over all surfaces.

At best you'll get small patches of land that remain uncover d, which amazingly is already replicated in game due to how weeds grown and collisions in game.

Finally I fail to understand how that because we're already using the weed sprites that we must continue to use it. The current weed sprites are very damn old and are just a recolour of a older lore of Aliens being based on consuming Plasma, hell baycode itself continues to use the infinitely old purple weed sprites but we simply use a black recolour.

In fact if you examine weeds in game it'll tell you that the weeds are purple!
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Re: Resin Floor Tiles (Weeds)

Post by Mycroft Macarthur » 31 Aug 2015, 09:28

i get it dude, our sprites are ancient and they need a new look, theres nothing wrong with wanting new things but i dont want my aliens game looking and feeling like its starcraft unless we're either going to do starcraft or our own, all original thing (which i wouldn't be opposed to but i think is something the community and devs should all agree on before we even consider it)

i cant help but notice all of those examples you gave us were clearly from some random dude at deviantart or a similar location (translation - someone completely made it up), the only one that actually looked like it came from the films was in aliens, and you know what they had in aliens?

floors, the aliens were still using the regular human floors (and in some cases the walls too)

the only one that looked like an actual ingame screenshot?

floors, regular human floors.

dont get me wrong, the example from that other server which someone gave us a screenshot of looked pretty nice and bigger, wider weeds would be infinitely easier to click (and therefor clean out or avoid stabbing marines on accident when you ARE clearing it out and you end up misclicking when someone moves you or moves in front of you) but once that alien crap covering the entire planet i have to wonder why or how anyone could ever justify sending in marines ever again as opposed to just nuking everything from orbit, to protect a corporate facility? in your example the facility is just GONE! theres nothing left, theres nothing for us to protect or recover, its GONE.

it also breaks my immersion abit when i see the floors suddenly "Break" and become regular steel ones because there was a mulebot on two squares and the weeds couldn't spread there, constantly reminding me that we're playing a game instead of being in character makes it that much harder to be IN CHARACTER>
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Re: Resin Floor Tiles (Weeds)

Post by Steelpoint » 31 Aug 2015, 09:36

Your immersion would be broken irrespective of the sprites used going by what you said, considering the way the alien weeds spread.

Ultimantly this is a difference in opinion, but I think the proposed sprites gain a edge simply due to how much easier it is to view and see objects and mobs ontop of the sprites are in comparison to the current weeds which are straining to view objects on them.
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Re: Resin Floor Tiles (Weeds)

Post by Sailor Dave » 31 Aug 2015, 11:19

It sounds like the problem you have is with weeds in general, and not these resin floors specifically, Mycroft.

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Re: Resin Floor Tiles (Weeds)

Post by Steelpoint » 31 Aug 2015, 23:43

If your really that concerned about how weed spreads you should pester a dev to look at doing what's been proposed on /tg/ code that makes weeds spread like a gas spreading, meaning you get this.

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Re: Resin Floor Tiles (Weeds)

Post by Stivan34 » 06 Nov 2015, 15:07

Hives need a more hivey look +1.
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Re: Resin Floor Tiles (Weeds)

Post by Bologna Prime » 07 Nov 2015, 07:32

Wouldn't sprites that completely encompass the floor mess with the pull function that lets you drag pulled objects/people to an adjacent floor tile if you click on said floor tile?

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Re: Resin Floor Tiles (Weeds)

Post by KeyWii » 07 Nov 2015, 07:51

Back in my day the weeds were pink.
UnknownMurder wrote:Substitute Sticky Resin with the floors. I just think Sticky Resin is just bullshit when you already have floors to slow them down.
Also, this. This, this, and even more of this.
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Re: Resin Floor Tiles (Weeds)

Post by Steelpoint » 11 Nov 2015, 08:32

This is still a maximum issue, well I still feel these proposed sprites are superior to the current sprites.
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Re: Resin Floor Tiles (Weeds)

Post by LordLoko » 11 Nov 2015, 14:58

Steelpoint wrote:If your really that concerned about how weed spreads you should pester a dev to look at doing what's been proposed on /tg/ code that makes weeds spread like a gas spreading, meaning you get this.

https://cloud.githubusercontent.com/ass ... 7305d3.png
I prefer more the "weed spread with weedbag" since we can limit the area spread of the weeds instead of having the whole planet covered by it, but I rpefer those sprites more.

The resins on the aliens move is supposed the be a symbolism for "corruption" and the current sprites look more... something more like vines
KeyWii wrote:Back in my day the weeds were pink.
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Re: Resin Floor Tiles (Weeds)

Post by KeyWii » 12 Nov 2015, 14:08

LordLoko wrote:In my time, the marine gear was a sec helmet, a full color jumpsuit and a cr-20 SMG from nuke ops.
Aye, the days of Charlie's bright purple pimpsuit.
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Re: Resin Floor Tiles (Weeds)

Post by LordLoko » 12 Nov 2015, 15:22

KeyWii wrote: Aye, the days of Charlie's bright purple pimpsuit.
Wait, people played at charlie? I remember that we had 30 marines for alpha, 10 for delta and bravo and just 3 guys for charlie because of that awful color.
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Re: Resin Floor Tiles (Weeds)

Post by UnknownMurder » 12 Nov 2015, 18:38

LordLoko wrote: Wait, people played at charlie? I remember that we had 30 marines for alpha, 10 for delta and bravo and just 3 guys for charlie because of that awful color.
I play whatever the squads I've been chosen, but most of the time. Doctors. I play Doctors.


Back to subject, this should substitute sticky resin. Sticky Resin is easily avoidable in real life because it is a huge puddle and anyone can just go around it. But, game-wise? No. No, it is not.
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Re: Resin Floor Tiles (Weeds)

Post by TopHatPenguin » 12 Nov 2015, 18:56

I feel like if we had tiers of weeds it might be nice.... probably ridiculously hard to code though for what it would be.

Anyway partial idea thing:
Tier 1 weeds : Drone
Tier 2 weeds : Carrier/Queen
Tier 3 weeds : Hivelord

Tier 1 weeds spread rapidly fast, however they are fairly bad with health regen.

Tier 2 weeds spread moderately fast and have a moderate amount of regen and also slow down marines.

Tier 3 weeds spread the slowest, however they slow down the marines dramatically and have the best health regen.

This was just some late night brain cooking ideas.
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Re: Resin Floor Tiles (Weeds)

Post by Ordukai » 13 Nov 2015, 01:47

Spreading rapidly fast is somewhat pointless considering the range of the weeds is 4 tiles :P

The higher tiers of weeds would have to basically "Override" or "Eat" the lower weed tiers, otherwise you could get weedblocked by idiot drones.
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Re: Resin Floor Tiles (Weeds)

Post by Toroic » 13 Nov 2015, 02:10

UnknownMurder wrote: I play whatever the squads I've been chosen, but most of the time. Doctors. I play Doctors.


Back to subject, this should substitute sticky resin. Sticky Resin is easily avoidable in real life because it is a huge puddle and anyone can just go around it. But, game-wise? No. No, it is not.
Not hard to see the sticky resin as being evenly spread but shown differently graphically. Xenos have arachnid features, spreading sticky resin makes sense. It's also super time consuming to fill an area with it.
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Re: Resin Floor Tiles (Weeds)

Post by apophis775 » 15 Nov 2015, 01:59

I've been thinking about this actually. How would you guys feel, about converting the weeds to "resin floors" that spread from notes. Also, the "slowdown" for marines would be gone, however the xenos would still get a speedboost.

Basically, I'd re-sprite the weeds to "resin" and remove the slowdown. Everything else, the same. Maybe nerf the heals a smidge.

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Re: Resin Floor Tiles (Weeds)

Post by Ordukai » 15 Nov 2015, 07:51

If you did do this, you'd have to make it so that clicking on them will still move around a mob that you're pulling.

IE I'm trying to move the marine into the nest but have to click on the floor to reposition him to do so.
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Re: Resin Floor Tiles (Weeds)

Post by apophis775 » 15 Nov 2015, 21:10

hmmmmmm That could be an issue...

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