Co-op, but with a twist.

Started by VaNilla, July 07, 2008, 12:58:16 AM

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Farley4Fan

Quote from: Wh1t3_Dw4rF on July 07, 2008, 11:32:46 PM
More stages open, deadlier equipment. What kind of equipment are we talking about here? Nuclear bombs, EMP cannons?

I've never played PT so I have no clue what the game modes are. But extraction sounds nice. Would there be 3 objectives to capture? Or just one tube in the back of the ficility?




And to Stone:
Coop is stealth. What the heck is fun about making a bigger version of SvM, call it Coop. Let the mercs run around like mad chicken looking for corn (spies)? The whole stealth goes away. Unless you only equip the mercs with AK-47s and sigarets.



Let's say they start out with, a rifle, a torchlight, and a flare.  The next stage they get a selection of 2 gadgets and their weapons of choice, plus the stage is filled with laser detectors.  The next stage they get 4 gadgets, and there are plenty of cameras and lasers.  The next stage they recieve all gadgets in the game (lol, just brainstorming), their visions, incendiary ammo (meaning their ammo explodes on impact into a small firey blast, like Crysis, wonder what that would be like).  The stage after that, assuming there are 5 stages, the mercs recieve night vision (with a 1 min battery), when spies are seen in a camera or if they trip a laser all lights turn on and their position is marked on the merc's radar for 1 min,  and they still have all the goodies they got in the stages before that of course.  This makes it hard for spies and makes it necessary for them to use physical cover at all times.

That goes for all stages, if you have something in the past stage, you have it in the present stage. 

Haha this could be fun although a bit too much work.  Maybe it could be an add on later on.  But it would only be playable on maps that could support a game mode like this.  And there does not have to be 5 sections, 3 would probably be better.

Keep in mind spies have a pistol and all gadgets from the start.  Mercs have 3 lives each, spies also have 3 lives.

Wh1tE_Dw4rF

Exploding ammo?

I can see it already, Merc picking up a HMG and just goes off spraying everything as the explosion will kill any lurking spies.

But anyway, what would the spies get? Merc seems to have a very big advantage. If spies would only have their shocker to protect themselfs it would be kinda gay.

Farley4Fan

Look at the last sentence of my previous post.  The incendiary ammo explosion is not big, think fire cracker ammo.

Wh1tE_Dw4rF

But again, what kind of weapons would the spies get. Real ammo? Equipt with silenced pistol, maybe Echelon like rifle? Sticky Cams with either sleeping gas or choking gas? survival knife? I think im fine with anything except if the spies would still be equipt with gay gadgets.

Do you have xfire?

frvge

I'm saying no to gadgets for the Spies :D Makes it real stealthy in this game mode. Maybe one or two recon ones, but that's it. I'm not sure about special visions.
Quote from: savior2006SCDA has more bugs than a rain forest.
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Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Wh1tE_Dw4rF

No gadgets? That means spies will be dead on sight, so they will be caution. Which will slow down the game. Shouldn't be that bad, as long as the merc team doesn't have placeable defences, only stationary that the spies can hack, disable.

Though, i'm still not confinced it would work.

Gawain

so far, the only new idea is that we take a sector-based map and give more gadgets as the game progresses. u guys should stop spamming ur fancy blahblahblah, it's really nothing special so far.

Wh1tE_Dw4rF

Perhaps it makes only sence as blablabla to you but I'm just thinking of possible ways that could harm a coop mode. I in fact would love a coop mode but just afraid that it will fail as much as the SC:CT coop mode.

Now instead of going around preach your annoyances, come up with some good ideas too.

Gawain


I <3 U

Wait, so can someone clarify, preferably in bullet points, what the difference is between extraction & disk hunt?

Atleast this will help us have a reasonable debate.

I <3 U

#25
"Keep in mind spies have a pistol and all gadgets from the start.  Mercs have 3 lives each, spies also have 3 lives."


What so spies can kill the merc, with there gun?! Whats wrong with the standard SS, and maybe some new gadgets for this gamemode?

Another idea, what if spies had no gadgets, but replaced with some cool moves that could KO the merc, or possibly even kill (inverted neckbreak anyone) the "tom nage" in co-op etc etc?

Wh1tE_Dw4rF

Quote from: FR33M4N on July 08, 2008, 03:46:44 PM
Wait, so can someone clarify, preferably in bullet points, what the difference is between extraction & disk hunt?

Atleast this will help us have a reasonable debate.

Simple, disk hunt, you search for an amount of disks. If you die in the process the disks will drop on the ground. If a mercs picks them up, they will go back to their original spot.

Extraction is like getting a tube from a box, with the tube you have to get to the spawn spot of the spy to drop it off.
Similiar like the disk you steal in story mode but the safe case to return them in is at the spawn point and not somewhere unlogically placed on the map.

Gawain

this whole thread is a joke as long as stonecoldkilla doesn't make a list with all the differences.

VaNilla

#28
There is no fucking point in listing the differences it has with CT co-op mode because those differences aren't what makes the mode fun, it's what the mode itself is - and I've already said that, many times. Why should I cater for people who don't bother to read, I'm not typing up what I've said in the first post because people are too lazy to read.

The spies keep a certain gadget set as the stages progress, but their environment becomes more complicated, however - the amount of equipment mercs have at their disposal increases, this makes things more complex without de-balancing either side, see how the progression plays towards the advantages of each side? There should be only a few routes through each stage, but enough to make it not a straightforward hit for mercs to accomplish - so it actually is stealth dwarf, not the 'Let the mercs run around like mad chicken looking for corn (spies)?' situation you describe.

Papa, I was thinking like 6 sections :P. But thank god for people who can read like you, you actually caught onto the idea :P.

Wh1tE_Dw4rF

So it will be kinda like the maps: Missile, Orphanage, Warehouse, Station?