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in General Discussion.

07th Oct 2011 05:14:38 CET

# 66145
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theShadow

one thing that could be added is a power slide, like if you are running and press crouch, you slide across the ground. (possibly tripping enemies?)

this could could also be used to slide over obstacles, like if you run up to a box and hit space, you will slide over the top of it and keep running.


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11th Oct 2011 00:36:29 CET

# 66226
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Gortos

I am unsure whether a powerslide would suit a realistic tactical shooter...


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12th Oct 2011 17:53:10 CET. Edited 20 minutes after.

# 66255
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SgtoKellar

Ok, I have play the demos, and what I have to say about the game is than you should make your homework when presenting a posible future, I mean, COME ON you guys, is the future and we are still shooting 5,56mm NATO rounds with a Kriss Super V Carbine?, have any of you seen the Daewoo K-11 or the XM-29 Assault Rifles?, or the XM-25 Grenade Launcher?, have any of you hear about the Atchisson AA-12 shotgun and the FRAC-12 shells?, do any of you know about the H&K G11 CASELESS AMMO assault rifle?.

What I mean is than, why the programers came with a Sci-Fi futuristic game with guns like the MA5B Assault Rifle (HALO main gun) wich is a assault rifle without ANY combat sight and a FLASHLIGHT attachment, or the Sta-52 (the one of Killzone 2) wich have a IRON sight, when in REAL life they are weapons more advanced.

Why , in the future, with a combat helmet with computer visor, do I need A FLASHLIGHT?, there is not image enhancer?, do we still need a red dot sight on the gun instead of a computer sight linked with the visor on the combat helmet with zoom capabilities?, and the suit, come on guy, have you ever hear about the "HALO EFFECT"?, if something looks great, MOST be great, in the good sense, you can do something about the look of the INTERESTELLAR MARINE, look at the RAVEN "guys" of the video game "MAG" of PS3, those guys look AWESOME in comparison, and they are of THIS century (if you know what I mean).

The outfit doesn´t have ANYTHING to make us believe we are on the future, none gadget or something, anyway, thats all I have to say....


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15th Oct 2011 16:23:57 CET

# 66314
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GrimLeo

One of the full games weapons should be a Gyrojet. Fires a 20 mm rocket. Useless point blank but awesome at range. Warhead arms on impact and explodes few micro-seconds later to do internal damage. Sharkdog skin may be too thick for penetration but a mouth hit would one shot them. Note: Gyrojet is close to how a Space Marine Bolter is described.

Devs need to research Shark hunting behavior. Great Whites are ambush predators. The Sharkdogs should prefer to attack in a direction no one is looking. Detected at range they should run away. Great Whites also bite and move off to allow a prey animal to bleed out.


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17th Oct 2011 17:19:44 CET. Edited 1 minute after.

# 66355
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GrimLeo

More Suggestions: Instead of using the classic "here is some ammo laying out in the open for no reason" how about using the walker bots to do ammo runs. Team low on ammo, call in an ammo run from the shuttle. Shuttle should hold four bots if only one Titan walker is carried. The Titan should also be able to do an ammo run but with reduced number of rounds for the Titan's weapons. I would have the Titan normally hold 4 drums of ammo. The middle two drums are removed and replaced with fire team ammo for a run.

Also you need to explain the some of the low tech approaches used. For example, flashlights are used because they blind image enhancer users and flashlights work in a pitch black environments. Personally I like the mix of high and low tech.


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15th Nov 2011 04:08:50 CET

# 66934
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radon_ita

i'm not a active player because the game has a headbob too strong (head movement) and unfortunately playing this game as some other, less than 10 minutes after me sick. if you add an option in the options panel to reduce the movement of the head (headbob) possibly even reducing it to zero, I will buy the game for sure. There are many people like me who have the same problem and can not play a lot fps because, see a images on the screen that moves us so much trouble and we feel bad. remember that a real human being, when he walks and moves its head, has an automatic compensation do by the eyes and when he walks does not notice the movement of the head while a images in motion makes it much harder for the eye to follow it and stabilize it.

I have modified some of the game by reducing or eliminating the movement but is not always easy or possible to do. the game for you that you have created, should not be very difficult to add an option to adjust the movement of the head.


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19th Nov 2011 02:13:23 CET. Edited 5 minutes after.

# 66991
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samsonyu

Hello IM Dev Team and fellow IM folllowers,

It's been 6 months since i last visited the IM website. I decided to stop by to see how development of this product was going. So far, I've been impressed with what I've seen and read in the Sitreps and Briefing Room content. I can see there's been a lot of work done so far by the team and Christmas is right around the corner. I just want to start by conveying my appreciation for the dev team's hard work and dedication to the project so far on Interstellar Marines. It's looking to be a great product, and I'm sure everyone is looking forward to celebrating the season holidays soon. I apologize if I'm repeating some points already posted by others.


Positive impressions so far

Impressive radio sound FX filter and occlusion. The technology the dev team has developed to simulate the radio FX for player to player real-time speech filtering was extremely impressive. I've never seen anything like it in any game and I found myself cheering out loud while watching the demonstration in the GDC presentation. This is definitely a defining technology for the game.

In-Game Environmental Effects. The environmental effects on the players visor, water effects, reflections, and so forth look well done so far in the demonstrations and screenshots I've seen so far.

Lighting - Lens Flare. One of the most noticiable lighting effects that I've enjoyed seeing is the lens flare filter for the player's gun's tactical light.

Player character/equipment animation. HUD display The character animation looks good. The ability to open and close the player's visor is a wonderful feature that adds to immersion, as well as being able to see the character's smooth hand animation for for gun reloading/cocking, etc. I believe one of the focusses of IM should be immersion over your typical running-and-gunning FPS shooter. Seeing/imagining yourself as the player actually taking the time to put on a silencer (the gun shouldn't just leave the screen then reappear with the desired equipment in less than a second) really helps to create this feeling. The HUD display based on the video demos I've seen so far look well done.


What I haven't seen in the demos yet but would like to see...

Player character hand gestures. Again, this is a immersion feature. This is an FPS shooter with coop play in mind. Most developers will start off by sticking a gun to the character's hands, and that's all you see and all you do is pull the trigger. However, I think it would be great to go beyond this and be the first to do it. I think it would be great if the dev team could incorporate a set of animated player gestures as a feature for player-to-player interaction. For example, a player can press a keyboard hotkey to make their chracter's hands point forward, salute, perform military hand signals, a friendly wave, etc. Besides simply holding a gun, I would like the character to be able to hoslter his/her weapon and be able to perform other movements/gestures that wouldn't normally be possible while holding gun. Such as interacting with a game-world keyboard or device, and your teammates would have to protect you while you are interacting with the world. Other fun geatures would be giving a thumbs up, perhaps a dancing move... I'm sure you get my point.

A selection of character audio phrases. The built-in voice/radio chat systems looks great. But I'm sure not everyone plays games with their best friends all the time. Some people might prefer not talking in-game. Instead, the player can still enjoy some level of audio interaction by introducing some voiced audio presets (eg. Battlefield 2/2142). The player can press a hotkey to bring up a menu of audio phrases the player can use to interact with other players. For example, there would be presets for phrases like 1) "I need a medic", 2) "Well done solider!", 3) "I owe you one", 4) "Incoming hostiles!". And perhaps a selection for random chatter or jokes (eg. "I could use a vacation").

RPG Elements? I wonder if the IM team is going to implement some kind of RPG-like skill or character advancement system. The first thing that comes to mind would be something like an unlock system like Battlefield 3 or something like from System Shock 2 to keep the player interested and rewarded for continued gameplay. The ability to choose a female character? A different selction of character voices? Changing player's character appearance?

Random Stuff. I hope the in-game ITO facility will have some mini-games like a shooting/training range that allows players to hang out to test their skills in a controlled environment for competition or trying out that new weapon or tool. Perhaps an in-game coin-op arcade machine in the lounge. Interactive toilets. Some cool animating displays or posters like in Deus Ex 3. A in-game vehicle simulator mini-game for various vehicles available to the ITO. How about a pool table? Will the player be able to pick up objects in the game world? Some fun things to think about.

samsonyu


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21st Nov 2011 12:17:23 CET

# 67041
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LordMord

Hi samsonyu,

finally got to read your long post. (sitting bored in school). And i like what i read. Most of the stuff that you would like to see will hopuffly be implemented. For more information about the RPG Elemnts take a look at this ATD.

The gestures are a nice idea but i only want them if they have any practial use (i would not mind some funny ones). Things like changeing weapons for example will be animated as far as in know.


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22nd Nov 2011 12:12:06 CET

# 67100
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samsonyu

Hello LordMord,

Thanks for your feedback, and thanks for the link to the RPG discussion. Just got home from work and ordered pizza! Waiting for the pizza now, so just reading this thread as I wait.

The changing weapon animation is expected like any FPS shooter. However, my suggestions try to go beyond that. I'd like Interstellar Marines to be different. It's got to be. Please!! haha

samsonyu Tokyo, Japan


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23rd Nov 2011 00:52:08 CET

# 67130
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killstreakxxx

Is this gonna be an actual pc game with a campaign or is it just going to have these awesome**** demos to play : )


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23rd Nov 2011 10:55:38 CET

# 67138
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forgefire

hey killstreakxxx, There is an actual campaign ;) ... actually there are 3 whole games planned out. However because ZPS is a small team they have to take small steps and can't jump right into creating those games. By doing the slices they are able to nail down different aspects of the final game and raise the money required to get them made


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03rd Dec 2011 22:21:32 CET

# 67592
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pawesome

they should have pro testers... people who played alot of games like me... i played alot of console games and games on them...

but my one idea they should add is like if the people in the game get attack by a shark from front they can press a button just in the right time to counter attack... like drop down onto their back and kick the shark over them into a wall behind them or what ever... or kick them back and shoot at them... or kic kthem back and turn onto there stomach quickly and getting up to shoot them down....


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04th Dec 2011 01:34:21 CET

# 67594
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Barooney

they should have pro testers... people who played alot of games like me... i played alot of console games and games on them...

but my one idea they should add is like if the people in the game get attack by a shark from front they can press a button just in the right time to counter attack... like drop down onto their back and kick the shark over them into a wall behind them or what ever... or kick them back and shoot at them... or kic kthem back and turn onto there stomach quickly and getting up to shoot them down....

Instead of pressing a button it'd be more fun and help seal the immersion bubble to me if the mouse could be moved(shaken vigorously) and the reload or melee attack button pressed frantically to get that shark off of me.

If my team mates are pulling on the shark from behind or shooting it off of me... even better :D

Also Samsonyu's suggestions sound perfect for adding immersion(Again, I haven't played yet because I'm on a weak laptop re-purposed many times since 2005)

Oh, after reading pawesome's post again, maybe different situations could demand different methods? A button at this time and character position, move your mouse away and to the front to kick and furiously tap a button to keep kicking it and pinning it into a submissive position.


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04th Dec 2011 01:58:20 CET

# 67595
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Gortos

... and the utmost elite of us would resort to exclusively beating them to death with their bare fists :D


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04th Dec 2011 02:23:26 CET

# 67596
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Barooney

... and the utmost elite of us would resort to exclusively beating them to death with their bare fists :D

Newbie(Me xD): "Dude...Did Billy tell you about what Gortos did?!"

Some poor soul who happened to say Hi before the co-op mission had begun: "Er..Who's Gortos?"

Newbie: "He is every shark's nightmare, whenever one of those dang sharks lunges on us or tries to bite through his suit, Gortos saves the day by beating those sharks to a bloody pulp"

Player 2 has signed out


Please ignore the above, it is merely another way to say: +1 support to beating sharks with our fists and other objects at close range(A sonic toothbrush would be fun nudge nudge)


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12th Dec 2011 20:33:03 CET. Edited 0 minutes after.

# 67930
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Sonicfast

Hey on the Deadlock Map: Combat Range 01 - Iteration 1. My mask is giving a shadow infront of me the whole time. Like it would be my shadow but its only my mask.

http://i1126.photobucket.com/albums/l611/Sonicfast/IMtextureerror.png

Its on all resolutions and qualitys. Sorry for bad picture quality there.


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12th Dec 2011 21:13:05 CET

# 67937
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Kendzi

Hello and welcome to the forums, Sonicfast. That is a known issue and the reason for it is: The player controller does not have a texture in this demo. Only the mask has one, to have a view like from the inside of a helmet.

We hope that in the next demo we see our full shadow.


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16th Dec 2011 16:29:46 CET

# 68174
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The_Miz407

i'm new in the community but i have question i read IM will also come on the ps3/xbox360 so why isn't "running men not in the PSstore ? (i have a PS3 ) i'm sure you can ask a few dollars for those demo's i ll buy it for sure


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22nd Dec 2011 23:47:29 CET

# 68405
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forgefire

warrning!

On my current computer the link to our wonderful forums dont work :(( I am runnning 1920 and using chrome. I am guessing it is because deadlock because it has never been a problem before.

The link doesnt work no matter where I am on the site (so not just the frontpage)


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22nd Dec 2011 23:51:01 CET

# 68407
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voyager33mw

It's working just fine for me.

Though on the Game page of this website, Chapter 5 is still locked.


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