Symptoms - Read This

Started by Digital-Maniac, March 13, 2008, 02:27:42 PM

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Digital-Maniac

Hey Peeps,

I'm just going to provide the basis for an idea, you guys always do a good job of making my ideas better
I always thought this when I played Online SCCT but who knows...

When I run into a poison mine, my spy runs pretty darn quickly and I heal myself. 
Like when I get poisoned in the "Greek" Room in that "Aquarius" stage I manage to run with just enough time to heal myself.

But I always wondered... What does the spy feel before he dies?
Does he vomit?  Oh no he cant because he has a mask on, does he shit his pants?  probably, but who knows.

But I do not think a Spy should be able to run full speed when he's poisoned and then suddenly drop to the floor and die...
Sure we usually saw a spy clutching his stomach, but who knows what really happened, it would be cool if they puked

Another thing I was thinking was the positioning of a mine, making the spy die faster/slower depending on where it hit.

If a spy gets hit with a poison mine in the neck he should die faster but still be able to run...
If he gets hit in the leg he'll die slower and run slower but have more time to get to a healing station.


AgentX_003

well digital i don't think that the spy would puke, hence they both wear masks, thus if it were the spy would die from affixiation from his own vomit =/ but ya i like the sound of the different hit points idea.


-Thanks Murdy for da Sig <3  xD

Digital-Maniac

Or when maybe when he heals himself he'll life his mask (just enough to expose his nose & mouth) and vomits...
If there's a merc nearby he can puke on the mercs mask blinding him for a moment (Just Kidding)

but yes, I think having different hit points would help along with some kind of symptoms.

or if you get hit with two posion mines then your energy will drain quicker, though some mercs may do the stupid thing of putting 3 mines too close to each other resulting in one sick spy

Westfall

Quote from: AgentX_003 on March 13, 2008, 04:08:12 PM
well digital i don't think that the spy would puke, hence they both wear masks, thus if it were the spy would die from affixiation from his own vomit =/ but ya i like the sound of the different hit points idea.

You don't make sense. Hence and thus in 1 sentence...HAHAHAHAHAHA

Digital, I like the idea of health draining faster where the spy is hit. The new poison mines are supposed to have a dart that shoots out and nabs you. Depending where it hits should determine the quickness of health depletion. You're also right in saying the spy should nt run full speed. He was poisoned. My only argument to that is the adrenaline rush a person would get when they found out they were close to death, unless they were able to make it somewhere to heal themselves. So I can actualt imagine a spy sprinting faster to heal himself as opposed to slowing down. Maybe towards the end of his health, but at the beginning he should be able to run as fast as possible until the poison has a greater effect.

AgentX_003

ya ya ya shut up, about my faultz =/. . but great points west ;P


-Thanks Murdy for da Sig <3  xD

Digital-Maniac

Most definitley the more the poison seeps into the spies blood stream and affects his organs...  Maybe a heart attack?  

What if when he went to the health box it took slightly longer to heal?

I definitley think this would deepen the experience.  

The next thing the partner should be able to heal you but at the expense of using an antidote maybe as an optional gadget?  or part of the backpack maybe one or two syringes?


frvge

Would suck for gameplay reasons I think. It adds too much random things.
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.

Spekkio

Actually, a gradually increasing slow effect from 0 to -50% movement speed to accompany poison wouldn't be a bad idea. Puking is a little OTT.

Digital-Maniac

I dont think it's random
there has to be some kind of indicator showing where the spy was hit, so the  player knows...
Ok I can keep hacking
or
I better run for my life

I know there are plenty of possibilities and it can add that "randomness" if not done right, but listen to me...

UBISoft... softened SC with DA and made it noob proof... and in the end the game sucked once you got good at it, unlike SCCT which sometimes gets up to 125ppl online on a lucky day... with 'decent' competition.

So yes, even if there are random things that make the game difficult, dedicated gamers will enjoy this and the complexity it brings.
When I play SCCT no matter how much I may get my ass kicked at times, I still enjoy the game because of the lack of "NOOB PROTECTION".

The only noob protection that should be is a training session that is always accessible. not just showing you how to shoot, run and jump but something that teaches you about the effects of poison, cams and such stuff

frvge

We want to get rid of randomness by funny punches, instanades etc. Why add another 'semi-random' thing then?
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

it's too random and too complex. but as the poison timer needs to get lowered anyways, the slowing down effect would be a nice solution. it makes it harder to simply run to the closest med kit but your mate has the same time like in ct to come for help.

Digital-Maniac

Quote from: frvge on March 13, 2008, 06:40:46 PM
We want to get rid of randomness by funny punches, instanades etc. Why add another 'semi-random' thing then?

Well I need tto start a new thread to express my displeasure with this.

http://www.projectstealthgame.com/index.php/topic,1007.0.html

neth

I say no, cause its poison, not proxy or laser, so you shouldnt die very soon, you should stand a chance to reach medkit. Poison mine has its advantages - its useful no matter if laser is long but the disadvatage is that you die immediatelly.

Vega

Quote from: Westfall-US on March 13, 2008, 05:02:33 PM
Digital, I like the idea of health draining faster where the spy is hit. The new poison mines are supposed to have a dart that shoots out and nabs you.

FYI, that was the description of the CT poison mine as well.

Quote from: Spekkio on March 13, 2008, 06:23:30 PM
Actually, a gradually increasing slow effect from 0 to -50% movement speed to accompany poison wouldn't be a bad idea. Puking is a little OTT.

Poison is pretty effective as it is, I think a movement decrease may be a little too powerful -- at least 50% is.  I can see a 20% reduction being somewhat better, but I can't count how many times I've been hit by a poison and just missed the health box by a second.

Digital-Maniac

Yea I've died in front of the box, and honestly when you run into a strategically placed Poison mine you usually have enough time (if you have full health & a stead hand) to heal yourself no matter where on the map. 
That's fair in my opinion, but fair isn't always the solution, because in my opinion, if a spy gets poisoned on the neck he easily could have avoided that poison mine by crouching, but, he didnt, he wasnt careful enough and you know what, he should die.

Dammit Fisher!