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  #271  
09-07-2011, 03:32 PM
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That wouldn’t affect sligs though, would it? Their visors glow artificially.
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  #272  
09-07-2011, 03:34 PM
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It's AOHD, they have visors not eye holes.
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  #273  
09-08-2011, 12:48 AM
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What has always bugged me is why do enemy Sligs know that a possessed Slig is possessed then shoot you?

I would love the Sligs to act normal around you if they didn't see the Slig get possessed.
I read on here somewhere that Abe isn't very good at controlling slig's minds in AO, so they stumble and give themselves away. I wouldn't mind seeing sligs do that if it isn't just random bullshit that someone made up.
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  #274  
09-08-2011, 01:48 AM
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I read on here somewhere that Abe isn't very good at controlling slig's minds in AO, so they stumble and give themselves away. I wouldn't mind seeing sligs do that if it isn't just random bullshit that someone made up.
Ohh, yeah, great idea! Give the possessed sligs a slightly different walk cycle to normal sligs.. Make them seem a bit like puppets, where their body parts are kinda limp. Or when they run and stop, thry could stop using a different animation, one similar to Abe's running stop animation.
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  #275  
09-08-2011, 03:47 AM
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Apart from when Sligs shake when being possed initially, I have always wondered how other Sligs were able to tell when a Slig was controled by abe.
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  #276  
09-08-2011, 05:15 AM
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Probably body language. Have you seen Inglorius Basterds; the scene in the bar?
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  #277  
09-08-2011, 05:34 AM
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No, and as far as animations go in AO and AE they are identical to all the other Sligs
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  #278  
09-08-2011, 05:41 AM
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Remember to suspend disbelief and then bear in mind that what we see in our limited, zoomed out gameplay-view is not what the characters with their 'actually living on Oddworld'-view see.
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  #279  
09-08-2011, 05:42 AM
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Might be because they see those huge orbs go into their neighbour's brain. Remember only a select few sligs know you've turned if they're in another screen
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #280  
09-08-2011, 05:44 AM
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There's plenty of Sligs that will shoot you even if you possessed their colleague on a different screen, or on a different level.

On the other hand, if they can identify possessed sligs, why are they so reassured by you saying 'Hi!'?
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  #281  
09-08-2011, 06:01 AM
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They aren't if one of the sligs knows you're possessed and you say 'hi' generally they just turn around and shoot you for alerting them. I think perhaps the sligs that can tell if you've been chanted whatever screen they're on must have some sort of higher intelligence from their counterparts allowing them to realise some sort of subtle change in the slig's demeanour.
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  #282  
09-08-2011, 06:29 AM
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They aren't if one of the sligs knows you're possessed and you say 'hi' generally they just turn around and shoot you for alerting them. I think perhaps the sligs that can tell if you've been chanted whatever screen they're on must have some sort of higher intelligence from their counterparts allowing them to realise some sort of subtle change in the slig's demeanour.
That's not what my experience has been. If you are on one level and the sligs are on another, say 'Hi!', then jump down to where they are, they will never shoot you.
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  #283  
09-08-2011, 06:44 AM
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Perhaps, since they only respond to each other with their native
BS and S'Mo BS, the thought of another slig speaking in their industrial tongue is off putting and causes them to know something is weird.
This is what I love about the A.L.I.V.E engine, it was so fantastically designed that we're still debating these things 14 years after release ^_^
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  #284  
09-08-2011, 07:08 AM
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Probably body language. Have you seen Inglorius Basterds; the scene in the bar?
lol Nate. Yes, I have..

And might I add that film is fucking awesome!

EDIT: I wonder what it would sound like to record the slig speech in Abe's voice, and superimpose the Abe voice over the slig's voice, but only have abe's track quiet. It could be a cool subtle addition to the game which would make it that more immersive. Or, just leave the sligs with their voices, but alter the way they say things. Like, instead of a possessed slig saying 'Oi' it could say 'Hey'. (Just another thought)

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  #285  
09-08-2011, 09:39 AM
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I remember there being a sign in an area of Exoddus which read “authorised Sligs only beyond this point!”. Perhaps the Sligs which shoot you are the ones that are concerned when their bros are suddenly abandoning their patrol routes?
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  #286  
09-08-2011, 10:38 AM
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I think that was just so they could have a trickier puzzle where the sligs shoot to kill indiscriminately.
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  #287  
09-08-2011, 10:40 AM
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Well yes, but there’s no reason why it couldn’t apply in other areas in the game.
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  #288  
09-08-2011, 10:46 AM
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JAW is going to have to significantly re-arrange some of the puzzles to work in a scrolling 2.5d setting, so it might be useful. I can't think of a specific example though.
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  #289  
09-08-2011, 11:31 AM
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Having the game side-scrolling doesn't necessarily mean it must side scroll everywhere. I think they could use the side-scrolling where necessary and the 'boxed-in' effect where equally necessary, and to move from one boxed in screen to the next, the screen should have the same old animation as they had before (or at least very similarly simplistic and subtle).
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  #290  
09-08-2011, 11:33 AM
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That may work with one room puzzles, but I think it might disrupt the overall flow if they do it too frequently. One thing I'm wondering about is how they'll approach the one-hit kill aspect. You can't really run from slig fire without the flickscreen element.
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  #291  
09-08-2011, 01:49 PM
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Well isn't it something like if a slig leaves your LoS it can't hit you...or aren't they going to do like, that you can hide behind barrels and stuff? I forget.
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  #292  
09-08-2011, 02:00 PM
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Obstacles or allowing for multiple hits before dying seems like the only feasible way. I'd rather they avoid the latter by any means possible, as that would significantly reduce the suspense.
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  #293  
09-08-2011, 02:12 PM
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Although in AE I'm sure you could get shot once and live...like it had to be a sort of prolonged spray otherwise you could make it to the next screen, whereas AO you heard the gun sound...you were probably dead.
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  #294  
09-08-2011, 02:45 PM
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Simple solution: Sligs have a limited range on their guns, running away forces them to chase you.
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  #295  
09-08-2011, 04:09 PM
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A limited range of what, ten feet? Least effective weapon ever.
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  #296  
09-08-2011, 04:16 PM
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Shotguns.
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  #297  
09-08-2011, 08:03 PM
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I have trouble swallowing that concept without the use of hit points, or god forbid, showing the actual bullets flying through the air like they did in SW. I suppose it could work, but not incredibly well.
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  #298  
09-09-2011, 02:16 AM
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If Sligs' shots have high attenuation, I would imagine it's not because their bullets become harmless but their aim becomes poor.
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  #299  
09-09-2011, 02:40 AM
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Why would you hire guards incapable of aiming effectively at more than 10 meters?
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  #300  
09-09-2011, 03:10 AM
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Why would you hire guards that sleep on the job, beat the workers do death, and can be possessed and controlled by the workers, and can't climb the ledges that are all over the place?
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