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Poison Mines

Started by Westfall, April 04, 2008, 03:28:14 AM

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Should Poison Mines stay or be removed in PS

Poison Mines should stay
23 (82.1%)
Poison Mines should be removed
3 (10.7%)
More discussion needs to take place before it can be determined
2 (7.1%)

Total Members Voted: 27

Voting closed: April 18, 2008, 03:28:14 AM

Gawain

instant explosion is sufficient; if you wanna go for a bigger radius, place a prox. mine next to it.

Farley4Fan

What if there were no restriction based on range?  You could put the mine anywhere, but the laser still goes the same distance but fades out when it reaches the end.  If you guys don't know what I mean I'll draw a quick pic later.

Kurbutti

Lasers don't just "fade" like that.

Farley4Fan

For the sake of gameplay.  Could be a nice little boost for poisons.  You could then not worry about if it reaches a wall or not. 

Kurbutti

#34
The point where the laser beam would be broken can be calculated by the mine itself (the way it works now). If it's out of range, then the mine wouldn't go off, but the beam could give away the mine's position as well, therefore weakening it.

Farley4Fan

That's also a good idea, but it would not weaken poison mines.  You would not be limited as to where you can place your mine, and that is a big boost.  Although spies can see the laser from the distance and give it away, that's no big deal at all.  That's where clever mine placement comes into play.

Kurbutti

I consider a quality that makes mines easier to spot as a weakness. The only profit you'd get out of this deal would be free placement. Yeah, kind of unlimited cleverness at 300 000 km/h.



@Dev team:  Are we going to get fully reflective mirrors as props in PS?

Farley4Fan

Yeah it is a weakness.  But it's overshadowed by the boost that it gets from being able to place mines anywhere you can get to w/o worrying if the laser touches another wall.  Depends on placement, and it's not that hard to place a clever mine where the rest of the laser won't be seen.

InvisibleMan999

Quote from: Rambo on April 16, 2008, 03:13:04 PM
instant explosion is sufficient; if you wanna go for a bigger radius, place a prox. mine next to it.

Well really, there are so few good spots to place laser mines in most levels. The best use for a laser mine is pretty much just as a complete surprise mine around a corner. Otherwise, they basically suck because the blast radius is so small.

Kurbutti


Gawain

Quote from: InvisibleMan999 on April 17, 2008, 07:22:43 AM
Well really, there are so few good spots to place laser mines in most levels. The best use for a laser mine is pretty much just as a complete surprise mine around a corner. Otherwise, they basically suck because the blast radius is so small.
best laser mine spots i've come to know are behind non-transparent automatic doors and in combination with prox. mines so that you can't jump over it.

Digital-Maniac

Quote from: Papa Skull on April 16, 2008, 05:12:24 PM
What if there were no restriction based on range?  You could put the mine anywhere, but the laser still goes the same distance but fades out when it reaches the end.  If you guys don't know what I mean I'll draw a quick pic later.

I mentioned this in my "Symptom" thread...
Instead of the laser fading out with distance, why not make the poison stronger or weaker the further the spy is from the laser itself.

1 foot gets the normal dosage of poison
5 feet gets a medium dosage
10 feet would get the minimum dosage of poison

I dont see why this cant work

I also think the screen should blur... as if the spy were getting sick and his vision was distorted
I think it's dumb that a spy can run at full speed when he's poisoned with no distractions.
In the "Syptoms" thread it was discussed that maybe the faster you run, the faster the poison spreads through your body.  The slower you go the slower the poison spreads.

I know some of these things make the game harder for spies but everyone needs to remember something.  The main reason for this Project Stealth Game was to do what UBI failed to do.  We don't want to dumb the game down.  and those that take the time to learn the games system will suceed.  Those that dont, screw em... who needs em


Cyntrox

Digital-Maniac: How does that contribute to the gameplay, balance and/or depth of the game? Why should the merc be punished for putting the mine far away from where he wants it to hit?

Digital-Maniac

If a spy places a mine between two walls with 4 feet between them the poison would always be at full force.
If a merc places a mine between two walls 15 feet apart the further a spy is from the actual poison mine the less poison gets injected into him.
in my opinion it's fair, I don't think it's quite punishment but we are all entitled to our own opinions, right?

Scan t

Cyntrox

Quote from: Digital-Maniac on April 17, 2008, 08:46:06 PMin my opinion it's fair
Why? Why do you want it in the game?