Co-op, but with a twist.

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

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VaNilla

No because all they do is open new sections within the map. It doesn't actually effect your play style in any substantial way, nor does the environmental complexity change in any substantial way. The actual way you would get into the new stages though, yes.

Wh1tE_Dw4rF

Yeah that was what I meant. The stages in the maps.


Gawain

stonecoldkilla, the only new thing about your concept is giving more eq for every stage.
u should really make a list with all the differences to ct versus and to ct coop and exactly explain your idea. there are already station-based maps in ct, even moving spawn points to the front exist in ct (orph). what kind of objectives do you wanna see accomplished? does every map have a progressing story? etc

Succubus Dryad Of The Undying Comet

The thing that Stone is talking about is the Station concept (zones). Just with a few tweaks.

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.

VaNilla

#35
It's not just a 'few tweaks' nor is it just 'more gadgets',  is there a filter on firefox to block the mentally challenged? CANT ANYONE FUCKING READ? Thanks Frvge by the way to get that from a member of the team rocks :P.

My advice is to read the first post to anyone who wants to reply to this, because I have trouble with idiots who say 'All you have is extra gadgets' or 'Wow this is like station', and I have trouble with people asking me to make comparisons between modes. There is no point whatsoever in doing so because you should just explain what YOUR mode is, and I have done.

Quote from: Rambo on July 08, 2008, 03:16:43 PM
get a brain, seriously.

Gawain

so after ur edit there are 2 properties of your idea in the op:
-mercs start with no/few eq and get more as the game progresses through it's map stages
-environment of each stage gets bigger to compensate for that

Farley4Fan

#37
Quote from: Wh1t3_Dw4rF on July 08, 2008, 11:31:17 AM
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?

In that post I said spies would get pistols. -_-

EDIT:  I know MGS is the devil, to probably most of you guys, but I like that series a lot.  It's a different kind of stealth.  SOME ideas could be worth bringing over here, lol cardboard box would be awesome.  But think of the Mk22 pistol with a sleeping round.  Meaning you shoot them with your pistol and they fall asleep.  It could be a weapon for spies that really helps with the stealth and really could add to the gameplay for this mode.

Wandering_Youth

#38
Hmm...

A interesting idea. I can just imagine it now.

Spies approaching a facility they have to infiltrate but they have get past the gate area first guarded by Mercs and passive security. At this stage all items/gadgets are usable, but as soon as the Spies get inside the facility everything changes. The Spies must disable the security on one of the gates to get inside but that activates internal security measures. Due to the nature of the facility there is now heavy EM interference within the building that jams or makes some of the Merc/Spy gear unusable. The Mercs weren't inform of this security measure so their gear is not properly shielded from the EM interference/jamming. At this point Spies must make good use of what gear they have left that is not being affected by the jamming and of course their stealth and acrobatic skill, while Mercs must now be on full alert checking corners, ceilings and vents and focusing on their senses of sight and hearing to spot the intruders. Mercs will be relying heavily on their senses, torchlight, close quarter combat training and flares to spot and stop the Spies.

At this point the Spies must try to turn off the cause of the EM interference if they want to use their devices to hack pass the vault/door holding to get a hold of their objective. When the interference has been neutralized they are free fully use their gear again to advance toward the last objective however since the jamming is down, passive security systems are back online so Spies must take extra care when approaching the target. Mercs now can fully utilize the internal security system to track/deter the intruders from trying to get at the last objective.

I <3 U

Quote from: Wandering_Youth on July 09, 2008, 03:34:48 AM
Hmm...

A interesting idea. I can just imagine it now.

Spies approaching a facility they have to infiltrate but they have get past the gate area first guarded by Mercs and passive security. At this stage all items/gadgets are usable, but as soon as the Spies get inside the facility everything changes. The Spies must disable the security on one of the gates to get inside but that activates internal security measures. Due to the nature of the facility there is now heavy EM interference within the building that jams or makes some of the Merc/Spy gear unusable. The Mercs weren't inform of this security measure so their gear is not properly shielded from the EM interference/jamming. At this point Spies must make good use of what gear they have left that is not being affected by the jamming and of course their stealth and acrobatic skill, while Mercs must now be on full alert checking corners, ceilings and vents and focusing on their senses of sight and hearing to spot the intruders. Mercs will be relying heavily on their senses, torchlight, close quarter combat training and flares to spot and stop the Spies.

At this point the Spies must try to turn off the cause of the EM interference if they want to use their devices to hack pass the vault/door holding to get a hold of their objective. When the interference has been neutralized they are free fully use their gear again to advance toward the last objective however since the jamming is down, passive security systems are back online so Spies must take extra care when approaching the target. Mercs now can fully utilize the internal security system to track/deter the intruders from trying to get at the last objective.


Nice example, sounds neat-o.


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

mgs flashes: pure awesomeness  ;D

VaNilla

Quote from: Rambo on July 08, 2008, 10:59:04 PM
so after ur edit there are 2 properties of your idea in the op:
-mercs start with no/few eq and get more as the game progresses through it's map stages
-environment of each stage gets bigger to compensate for that

To add complexity too, yes. But what you fail to realise is I made that edit after the second post... check my post which I responded to Frvge with, the fact you didn't notice makes that comment a huge fail. There isn't just two ideas there by the way, in comparison to another mode there still isn't, but again there's no point in making those comparisons... god.

Gawain

yes, there is. if you wanna introduce a new gamemode, there must be some differences to standart story mode. don't try to argue with me about when i saw ur edit, you know that i'm right that you didn't explain the properties of your new mode suggestion properly. just for clarification: i'm not against new modes, but in order to discuss a new mode, one should know what it'll be like.