Map Features/Designs/Interactivity

Started by Farley4Fan, November 10, 2007, 12:46:16 AM

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Cyntrox

I can see dawn, dusk and night being good choices. The sun would be in a different direction in dawn and dusk, so it'd change the game slightly but not too much. It depends if the merc will be blinded if looking directly at the sun, though. I think he should be. Night would be a sort of middle ground, where the merc doesn't have to worry about being blinded, but there's less light.

Xris

i like the sun changing idea, cause that wouldnt change balance too much, as for weather, it would be cool, and i think what papa meant was constant weather for a certian map, like in aq its rainning outside.  You could get all kinds of stuff, rain and fog as stated b4 would be cool, also lightly falling snow would be cool on a map like polar base.

Farley4Fan

I think that fog on polar base would actually balance it a little more.  That way you couldn't shoot a frag from the disc to the hangar so easily.

I meant that you could change the weather on a map.  But you'd know the weather before the game started.  So, you'd shape your gadgets on 4 variables:

The way the other team plays (if you happen to know)
The map
The weather
What your teammate is bringing

Example:  If it's a map that is mostly outside and the weather setting is on rain, camo would be a bad choice right?  But, if it is a map that is mostly outside and the weather setting is on fog, camo might be an awesome gadget to take.

InvisibleMan999

I'd think it'd be nice if maps had various security you could select as a merc on each room. Obviously you can't select all of it at once.

Like say for museum you have the following choices:

Monolith: Lasers, cameras
Corridors: Lasers, run sensor.
Cafe: low Lasers, motion sensors, high lasers
Exhibition: Cameras, lasers Config A, lasers Config B.
Storage: Motion sensors, lasers.

Something like that that gives mercs 1-3 options of what to choose. Similar to PT's random security but without the actual randomness, giving the defenders a choice of what secruity to use. Also setting it for each room, such that spies have to figure out what defense variant exists in each area.

I'm thinking each merc might get a few areas to choose depending on where they start. For instance, a merc starting downstairs in clubhouse gets to choose the downstairs defenses, and his partner gets to choose the upstairs layout.

Farley4Fan

I think that there should maybe be little rooms or booths in which you can fiddle with the security settings.  But your suggestion is great too.

Xris

PT had random security how come i don't remeber this??  yea 1 or more security rooms where u can turn it to 1 of a few options would be cool.  kinda like the menu for mines.  ooo new idea what if this room had something like camnet, only useable when in the room and camnet is or isnt a gadget anymore because of it. the room could be soem what like the sweet security room in river mall.

Farley4Fan

Yeah, I've suggested that a few times while you weren't here.  I think it would be nice, but drones would also be good.  And drones wouldn't be too popular with any kind of camnet in the game, and vice versa.

Westfall

Quote from: Papa Skull on January 02, 2008, 07:19:35 AM
Yeah, I've suggested that a few times while you weren't here.

Other people suggested it. Then there was an agreement.

Seems as though camnet is staying in PS Fusion. The cam booth idea had its perks, but overall most people liked camnet with no visions.

Farley4Fan

I suggested it, then I saw others suggested it also before me, but I didn't know.  I'd love this idea.  But if camnet remains, the cameras need to look decent.  ::)  Like not a giant eyeball.

Westfall

Quote from: Papa Skull on January 02, 2008, 09:57:47 AM
I suggested it, then I saw others suggested it also before me, but I didn't know.  I'd love this idea.  But if camnet remains, the cameras need to look decent.  ::)  Like not a giant eyeball.

Yeah man. Too bad.

frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Gawain

portal style yeeha

you discussion reminds me of a flaw related to lobby/spawn: there should be an indicator where you spawn first in the lobby, and probably you should be able to switch it if you mate agrees. for instance, if you play with traps on club/factory, you probably want to spawn in the 2nd floor.

BurningDeath

Quote from: Gawain on January 02, 2008, 02:58:43 PM
portal style yeeha

you discussion reminds me of a flaw related to lobby/spawn: there should be an indicator where you spawn first in the lobby, and probably you should be able to switch it if you mate agrees. for instance, if you play with traps on club/factory, you probably want to spawn in the 2nd floor.
That's imo only a flaw in map-design. General spawnpoints for each team would be the best way to go.

Gawain

yeah it would probably be better if the mercs always spawn in one place that's neither central nor on the moon, but close enough to the spy spawn to prevent easy rushes. furthermore, it should be always in a room the spies cannot enter.
it's kinda annoying that after dying a merc can spawn in different areas, but no1 knows at wich spawn point.

Succubus Dryad Of The Undying Comet

Well, if you did read the UT bible, you'd know that the enemy always spawns:
-in another zone
-out of sight
-not further than 500 UT'99 units from you (if you play duel). idk how many CT units that makes =/

That also applies to CT, and because there are only 3 spawnpoints, you can easily know where the merc respawns (if you comm. with your mate, that is). That gives you a HUGE advantage, since you can use the countdown clock to know when he resps, and about how long it would take for him to get to the place you are.
Now, in UT'99 there were 16 spawnpoints on every map, so it was way harder to predict, but still possible.