Project Stealth

Forums => Public Discussion => Topic started by: Frelli on November 17, 2006, 03:31:35 PM

Title: DA's Proximity Detector
Post by: Frelli on November 17, 2006, 03:31:35 PM
I really hope you guys add the PD to this clone of ct, since it's really cool. Othervise it's too hard for mercs. I mean c'mon.. no PD = you know if you are getting grabbed  >:(.
Title: Re: PD
Post by: VaNilla on November 17, 2006, 04:42:10 PM
Is that a bloody joke? :D No way will i be wanting PD, unless we make it so it doesn't detect someone moving  slowly :)
Title: Re: PD
Post by: Vega on November 17, 2006, 05:20:59 PM
funnnnny frelli!!  :D
Title: Re: PD
Post by: scope2005 on November 17, 2006, 05:28:28 PM
How about a hybrid of the two idea's?

Like when a spy makes noise from running or whatever the sound detector beeps, but like the PD, it doesnt show the direction it came from, just beeps fast or slow depending on the distance. But if he stays crouched, it doesnt trigger it at all.

While the PD removes sneaky up close and personal stealth, it still makes you have to look for the spy, whereas if a spy made noise above me on a ledge or something with the sound detector it would tell me to look up and i would see him, a bastardised version of the two seems like a good idea to me.

But if it didnt work well and i had to choose between the two i would have to choose the sound detector.
Title: Re: PD
Post by: goodkebab on November 17, 2006, 05:44:08 PM
SD can be avoided by a skilled spy

PD cannot.


What cancels the PD are very large maps with a ton of vents and escape routes.  There are nearly no choke  points.  This encourages spies to actually run around...because mercs can no longer home in on the spy.
Title: Re: PD
Post by: Valserp on November 17, 2006, 05:51:19 PM
Frelly, if I could only gaze at you, you'd die the death of a thousand flies.
Yes, that is how my angry looks affect mortals!
Title: Re: PD
Post by: Daybreak on November 17, 2006, 07:04:18 PM
hmmm... A PD that only works when moving. Not a bad idea at all! Similar to the SD but not.
That's something that should be considered if it can be done.
Title: Re: PD
Post by: Vega on November 17, 2006, 07:50:53 PM
I don't mind the idea that it only works if not moving or what not, but why not just leave the SD?  It's perfect as it is.  IF this PD idea is going to come into play, make it a gadget or another type of vision mode.  Something where it isn't always active like the SD.
Title: Re: PD
Post by: Overstatement on November 17, 2006, 08:08:39 PM
Pretty pretty please can we also put in a camo suit with loud alarms that tell Mercs when it becomes activated?
Title: Re: PD
Post by: MacBryce on November 18, 2006, 11:50:10 AM
Quote from: Frelli on November 17, 2006, 03:31:35 PM
I really hope you guys add the PD to this clone of ct, since it's really cool. Othervise it's too hard for mercs. I mean c'mon.. no PD = you know if you are getting grabbed  >:(.

You know I like you, Frelli, but don't push it.  8) The PD sucks. After we get the clone right, I wouldn't mind experimenting with some sort of PD gadget but with a lot of adjustments nerfing it to the point where it wouldn't be more useful than camnet.
Title: Re: DA's Proximity Detector
Post by: USAHOLIO on November 18, 2006, 03:30:02 PM
i hate the pd in DA so annoying cause when someone normally wouldnt see you and ur not moving at all they know exactly where u are just by walking around. Theres no skill like with the sd where u can still be close and not be detected.
Title: Re: DA's Proximity Detector
Post by: Frelli on November 19, 2006, 12:20:47 AM
Guys lmao. I really hope you see im not serious :P.
Title: Re: DA's Proximity Detector
Post by: MacBryce on November 19, 2006, 01:34:10 AM
You got me there. Never saw past that Swedish irony of yours.
Title: Re: DA's Proximity Detector
Post by: Frelli on November 19, 2006, 11:43:22 AM
 ;) :D