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Bomb Disarming

Started by Savior20061, July 17, 2008, 10:25:45 PM

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MR.Mic

Quote from: LennardF1989 on July 18, 2008, 09:43:49 PM
I agree with the first poster, bombs shouldnt be disabled by shooting them, instead it should blow them up making it easier for the spies (tazer won't do a thing though, perhaps delaying the time).

I know this game should be taken with a grain of salt when it is about realism, but I think we should add this kind of realism to the game.

Have you ever seen a movie where it goes like:
"Chief, we have a bomb!"
"So?"
"What do we do?"
"Just shoot it, that will do..."

We all know what happens when you shoot a highly explosive...

I don't know a nice alternate way to disable the bomb (besides having a disable bomb menu entry), but we might think off something.

If you have ever played story, you would know the game would be terribly unbalanced without the ability to shoot off bombs.
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frvge

Agreed with Mic. Shooting is necessary. Mini-games like this are too much.
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LennardF1989

Nothing is unbalanced if you do it good, I hate it that people always alreayd yell "too OP", "imbalanced" before actually knowing how it plays. I think the best is - once we have bombs ingame - to just test it (don't show me goodkebab's list of notes he made, I know what it says, it's just that disabling shooting on bombs takes only 4 characters /*event OnTakeDamage () { Lennard's overawesome code; }*/).

Gawain

actually it could be balanced with less lag and a boosted tazer to stop getting aggroed all the way.

LennardF1989

Everything can be balanced with some testing and logical thinking... Leaving something out because it might give some headaches to balance is not an argument.

Savior20061

Quote from: frvge on July 18, 2008, 09:53:41 PM
Agreed with Mic. Shooting is necessary. Mini-games like this are too much.
Maybe you are right as of the moment. Shooting was necessary in Chaos Theory only because there wasn't always enough time to run across a map to a bombing room, then running across the room to where the bomb was and manually disable.
The thing is as a spy, it really, really, blows to have your bomb (which was two seconds away from winning you the game) get disable by a fucking bullet. The real issue I think is, not so much what's realistic, so much as what's less annoying for the spies. In my opinion the spy's job is frustrating enough, being denied by mercs left and right with a nerve-wracking time limit bearing down on you.
The element of risk for mercenary's is also an important factor. 
Please forgive me for this, but I've gotta bring up Call Of Duty 4. In that game, you really had to stick you neck out to disarm a bomb. In Chaos Theory, you had mercs sniping bombs from the relative comfort and safety of their balconies.
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Quote from: LennardF1989 on July 18, 2008, 11:51:44 PM
Everything can be balanced with some testing and logical thinking... Leaving something out because it might give some headaches to balance is not an argument.

Nothing to really think about, it already is tough enough to shoot the damn things, let alone defuse it.  the only way to "balance" it would be make the bomb timer 30 seconds or more.  But then that messes with the game flow,  makes it too long.  you don't want 20 minute rounds like DA.  You aren't the one using your head because it won't work no matter how much you use head.

Gawain

it all depends on the bomb timer and map desing, and zed is obviously capable of getting it right. placing bombs in zones/radius is already a huge improvement.
disabling the bomb with a bullet is ok with the proper map layout; for instance: station bomb obj. > museum bomb obj.

I <3 U

Quote from: Rambo on July 19, 2008, 12:58:13 PM
it all depends on the bomb timer and map desing, and zed is obviously capable of getting it right. placing bombs in zones/radius is already a huge improvement.
disabling the bomb with a bullet is ok with the proper map layout; for instance: station bomb obj. > museum bomb obj.

There are so many arguments here im not sure which one i favour. I'd like it where mercs have to stick there neck out to disarm a bomb, but then balance issues arise. I don't mind remote stopping of the bomb, but i dont like shooting it. I still think there should be a time delay maybe 3 seconds for the spy to arm the bomb etc. Having thought about the radius thing i think it could prove tricky. For example will a spy be able to plant the bomb really high on the wall provided he is in the bombing radius? I think it could be really hard for mercs to find the bomb, even with being able to hear it. Remember with Smokes chaffs, and flashes going off it's often hard to locate / disarm the bomb on CT atm, purely because you cant scope without getting flashed or elbow hit, necked or smoke.

VaNilla

#39
Would you rather have mercs nade out your mines with ease or do they have to look for it themselves before they can shoot it out? I don't see any balance issue.

Gawain

#40
Quote from: STON3COLDKILLA on July 19, 2008, 03:02:34 PM
I don't see any balance issue.
u must be blind...

i'd say either allow free placement in a radius/area OR force manual disabling, both can't be reasonably balanced and is too much change at once. and i clearly prefer zed's idea.

about the sound: you shouldn't be able to hear and locate the bomb from 20m through a wall XD
it would be ok to hear the beeping when you are getting closer (about 5-10m).

I <3 U

Quote from: Rambo on July 19, 2008, 03:10:20 PM
Quote from: STON3COLDKILLA on July 19, 2008, 03:02:34 PM
I don't see any balance issue.
u must be blind...

i'd say either allow free placement in a radius/area OR force manual disabling, both can't be reasonably balanced and is too much change at once. and i clearly prefer zed's idea.

about the sound: you shouldn't be able to hear and locate the bomb from 20m through a wall XD
it would be ok to hear the beeping when you are getting closer (about 5-10m).

Yeh i know what you mean, i mean as soon as you enter the exe corridor, you can tell where the bomb is, and the noise doesnt increase when the doors are open / your inside the room. If you actually think about it, the bomb beeping is ridiculously loud from a long distance.

Savior20061

#42
Once again I agree Rambo. Both can't be used at once. I think most people who played Pandora would like the radius option over the manual disarming option, since EMF vision would help them find the bomb anyways.
@Freeman, I believe you are thinking about radius in terms of a cylinder, in which the radius is the same at any old height as long as you are only going up or down. I think Rambo is talking about radius in terms of a sphere.
Say that the bombing tracker of a bomb as a range of 10 meters for example. That means that the spy must be within 10 meters of the objective regardless of his position in space. That can mean 10 meters above the objective, below it, or on the same plane as it. EMF would still help a merc find it in due time, but yeah the map layout would be an issue.
The more I think about it, the more I think that free placing would be a better option than my manual disarming idea, since it wouldn't be too much change for CT players and little if any change for PT players.
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Gawain

i'd prefer a freely definable area instead of a radius/sphere/cubus/whatever. this way there is way less room for glitch-using and the map makers can make it more balanced and coherent.

Savior20061

You mean like anywhere in the room of a bombing objective? That might be too difficult for the mercenaries if the room is big enough. And how would somebody be able to glitch a clearly defined radius?
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