Got a Quick Suggestion? - Small suggestions that don't need their own thread

Woo Hoo, me and my guard buddy are gonna hit paydirt! :retard:

the scientists should be able to pick up weapons , but have reduced accuracy , then give you the weapon if you approach them

Not. Going. To happen.

or ,they should be able to pick them up in their hands ,and inocently throw them towards you , or come to you and give them to you , like petty petts that they are > :slight_smile:

Would be funny if they picked up a Bat or chair leg and tried to fight off a headcrab.

There already is an amusing scientist-fighting-headcrab incident in the original, don’t worry.

I would like to see a Security Guard get headcrabbed, then panic and shoot himself in the head, killing himself and the alien.

Not gonna happen. Making an animation for 1 instance is not really worth the effort, so I doubt that the devs would include stuff like this often.

Plus it’s a retarded idea.

A little something to make the intial encounter with Gonarch a bit more interesting than it was in the original.

I was thinking about this moreso for the encounter before Gonarch smashes through the wall into the caves before the second half of the battle, but I suppose that it canbe applied to both (I figure most folks will want to stick to the safe zone below).

I found it was much too easy to just remain behind the largest of the rock formations and just unload on Gonarch, and the mini headcrabs just didn’t offer up much in the way of forcing the player to move around more.

So I was thinking it might be a good idea to give the rock formations a certain number of hitpoints and code the Gonarch A.I. to attack the ones the player attempts to hide behind, so it could eventually smash through it.

This would require adding a few additional formations around the arena (as there were only a couple iirc), but I think it would be a good way to force the player to strategize and move around more, thereby adding some fun to an otherwise bland fight.

Could work, considering how tense the battle around the bottomless pit covered with webbing is.

I remain resolute that the Gonarch should act a lot like an Antlion Guard, with the bullrush tactics charging towards you and beating your face in, only resorting to it’s semen artillery when the player is too far away or the Gonarch is heavily wounded.

… It already does that to an extent. I don’t know about the particulars of the AI, but it always seemed to charge me and only used its semen attack when I was hidden.

I’d like a better introduction to the Gonarch though. It was annoying that the scene literally faded in and there was the Gonarch walking towards you. The music helped to add tension and a fear factor, but other than that the introduction was dull.

I’ve suggested this before, but with the forums crashing I thought it would be worth reiterating, as I’d really like to see the idea used. The Gonarch’s movements were incredibly awkward by today’s standards, and it looked like a giraffe loping about. I think it would be more in tune with the Gonarch’s ‘character’ if it had a more sinister, graceful movement like a spider. Just look at Shelob in the Lord of the Rings for animation guidance.

The other thing was the introduction. I think it would be perfect if the player could arrive at the scene and wake up in an shallow arena with steep sides that has obviously been used by the Gonarch. There could be remnants of his semen attack or there could be more headcrabs that appear out of holes as the player goes through. An eerie music score would do wonders here. Basically you’d just need to make the area as sinister as possible, with pale lighting and perhaps some strange animal calls echoing around. The player would walk through a tunnel or cave and you would have a hole in the ceiling with light being cast down below. As soon as the player gets beyond a certain point, a few rocks would start falling down. Being the natural reaction, players would look up and there would be the Gonarch directly above them and ready to pounce on them.

I think the BM team should hire jdowney to be their official Xen idea guy. :jizz:

i c wat u did there

I don’t think Gonarch is able to use such a tactic like the antlion guard since its not equipped for charging at peoples. Do you imagine Gonarch beat the crap out of Gordon with its giant testicule (which BTW is its weak point) ?
Maybe attacking with its legs or something like stomping the ground with its head shell

yeah. He has a helmet, you know.

In Blast pit, after you fire the rocket, everything should be destroyed or at least ignited in the silo and connected areas without blast doors. It’s lame in the orginal how barney get’s blasted to pieces but any crates or wooden boards you left intact in the silo don’t have a scratch on them.

IIRC the crates were blown up, but I think they were all crates of the explosive kind. Having said that, I think the aftermath of Blast Pit is going to be kept under wraps (as there have also been comments about how the game proceeds from then). I sure as hell can’t wait to see what the Dev’s do with this one.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.