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Also it definitely is intuitive. I never really liked crouch-hold.
I like the idea. Gameplay wise it would be nice to find some items under the furniture, or hide there, find secret passages...Also it definitely is intuitive. I never really liked crouch-hold.
Hold-to-prone may seem intuitive, but in execution it would be mind-numbingly awful. It punishes players who don't want to go prone by slamming them to the ground when they accidentally hold the key too long, and it punishes players who DO want to go prone by inflicting an input delay on them. And yeah, prone is useless unless you modify the design to make it useful... which goes against the entire point of this project.
What a laughably poor defense. guess we shouldn't have jump input, or holster weapon, or anything that player may accidentally press or hold for too long which will punish them if not used correctly.
Here's the ultimatum: if prone goes, lean goes too. Of course I don't have the positioning to make that call but that's how it should be, as lean has less uses than prone in reality.
As other have said, lying down is simply underused, yet.
Going prone, on the other hand, requires that utility be explicitly created for it, in the form of very low passageways, ground cover systems, loot hidden in floor-level crevices, etc.
No it doesn't, I already gave plenty of organic examples.
I killed the Many back in SS2 and I'm killing the Many again in this thread. Do not strip out good game design that didn't meet its true potential, instead enhance it, or even leave it as-is if we must. It was worth something.
To me leaning in shooters rarely seemed more useful then strafing in and out of cover simply because you usually can't shoot from there...
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Every example you've given is already something that can be done with crouching, just MOAR. This gets to the heart of why going prone is almost never implemented outside of military sims-- it's just exaggerated crouching. It isn't a unique ability, it's merely a variation on an already-existing one. This renders it not worth the UI complexity cost unless the game design needs it... which SS1 does not.Even Looking Glass acknowledged how marginally useful going prone was when they left it out of Thief, a game that's even more methodical and slow-paced.Then there's the simple fact that System Shock is infamous for how complex its controls are. You can bet that Night Dive has a whiteboard somewhere with "SIMPLIFY THE CONTROLS" writ large on it. There's no way in hell they're going to include any unnecessary complexity in the UI. They have a very strong financial incentive against doing so.
Are you kidding? Highlight where my arguments have been illogical. You've added nothing but baiting.
I killed the Many back in SS2 and I'm killing the Many again in this thread.
Do you now maybe understand how some of your points may stand out as illogical?
Do you by any chance have any other examples of "good game design" that never met it's true potential?
Do you by any chance have any other examples of "good game design" that never met it's true potential? If crouching and going prone is the only thing in this remaster that we are going to have to worry about, then we're all set! SS1 GOTY edition incoming, awwhhh yeah!
What do you want me to say to that? Why should I reply to that? Did I ever imply that prone is all we should worry about? No. You're in a thread dedicated to prone so that's what the discussion is focused on.
Yet i've seen you stagnate numerous other threads to the point that they got split into two. Threads that were supposed to be about a subject as a whole.
I'm gonna be honest here, I often view things from a "unique" perspective, and often don't understand it if it's explained to me in any other way. Call it part of my autism, but that isn't relevant.
Just give it a rest, and move on.
The system I suggested adds no notable complexity or convolution, again I cannot stress how intuitive and simple it is.
You seem to have this persistent delusion that stressing things makes them true.Hold-to-prone WOULD interfere because it would end up getting invoked accidentally more often than intentionally.