equipment amount decrease every respawn (and related stuff like mask)

Started by Gawain, August 21, 2008, 02:33:15 PM

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Blank Man

I didn't read anybodies response, but queer idea. Oh and I thought you guys were working hard for aggro to be next to suicide? So it shouldn't be an issue.

*edited out a word which is perfectly fine, but in this context used as a not-so-nice word. Because I am in a bad mood and stuff*

MulleDK19

What about: Equipment amounts based on the number of enemies you kill.

Suicide without killing anybody = No new equipment :P

If my heart ever heals, I will make sure it'll never break again.

Gawain

what i don't like about refill boxes is that they feel quite strange on the spy side. the best system i can think of so far is:
>  "8-1/respawn" for the spies (and/or maybe a refill box at the spawn)
>  refill boxes for the mercs similar to the ammo boxes, but in slightely more afield places (unlimited ammo, refill for gadgets of the amount matching with one respawn)
>  mask becomes a permanent gadget

I <3 U

Quote from: Rambo on September 03, 2008, 03:18:33 PM
what i don't like about refill boxes is that they feel quite strange on the spy side.

Do spies actually need EQ refills, i mean its not often as a spy u run out of eq unless aggroing or covering, which Is fine. Thinking about it, hardly ever, well for me anyway. Question is:

Do Spies run out of EQ enough to grant EQ refills?

Gawain

tbh, i don't run out of eq that often because i die of lag charges, soundloss-mines and all the other bullshit that won't be present in ps. let's see how the dying-rate turns out in the beta.

Succubus Dryad Of The Undying Comet

As far as i know, it's not because of soundloss (whatever it is), but it's because the sound emmiter can be put behind the wall where the mine is, and since the beeping sound can't go through walls, you can't hear it.
^Someone correct me if I'm wrong.

Gawain

you're wrong. with eax superhearing i can hear stuff at the other end of the map, one wall would be np XD
however there are some spots that always fuck up the sounds location like the lamps on club.

Succubus Dryad Of The Undying Comet

Quote from: Rambo on September 03, 2008, 06:12:36 PM
you're wrong. with eax superhearing i can hear stuff at the other end of the map,
If you hear mines, then you're right.
If you only hear player actions, then you're wrong (player sounds aren't affected by volumes).

I <3 U

I can hear mines through walls. I can also hear players walking around through walls.

Spekkio

I don't understand this line of thinking...

Complaint: Mercs get too much equipment via backpack and suiciding for more equipment.
Suggested solution 1: decrease equipment per respawn

*useless banter*

Suggested solution 2: Put ammo boxes in the map that would allow mercs to refill the same equipment as before, but without the penalty of dying.

Wtf  ???

Someone please explain how that makes any sense at all. The problem isn't that mercs get new equipment with suiciding; it's that merc elimination is too difficult to achieve against good players. Fix that imbalane, and you this issue will resolve itself.

Succubus Dryad Of The Undying Comet

Quote from: FR33M4N on September 03, 2008, 08:56:03 PM
I can hear mines through walls. I can also hear players walking around through walls.
I can't hear mines further than about 10 meters away, and I can't hear them through any walls (i have eax on).

Gawain

@spekkio: i wasn't aware that merc elimination is too hard, afterall it's story mode oO
so you're solution is to have mercs dying regularily; that's certainly not the game i wanna play.
if you want mercs suiciding for eq (particularily mask) and careful spies running out of eq you're right that there's nothing to fix.
i however think there are certain imbalances and some bullshit evolving out of tradition (like 4/5 as the only gadget numbers) in the eq system and that it's time to fix it. i have to admit that i don't know a really good solution yet, but hey, this is the place to discuss ideas...

Succubus Dryad Of The Undying Comet

Quote from: Rambo on September 03, 2008, 11:12:56 PM
i however think there are certain imbalances and some bullshit evolving out of tradition (like 4/5 as the only gadget numbers)
I don't get the bold part.

Spekkio

Quote from: Rambo on September 03, 2008, 11:12:56 PM
@spekkio: i wasn't aware that merc elimination is too hard, afterall it's story mode oO
so you're solution is to have mercs dying regularily; that's certainly not the game i wanna play.
if you want mercs suiciding for eq (particularily mask) and careful spies running out of eq you're right that there's nothing to fix.
i however think there are certain imbalances and some bullshit evolving out of tradition (like 4/5 as the only gadget numbers) in the eq system and that it's time to fix it. i have to admit that i don't know a really good solution yet, but hey, this is the place to discuss ideas...
If the mercs weren't intended to be killed, then the spies wouldn't be able to win by elimination and spies wouldn't be given lethal capability.

However, the amount of games won strictly by elimination is exceptionally low. So low that the penalty of trading a life to gain more equipment is a lot less of a gamble than it ought to be.

Westfall

Quote from: Spekkio on September 03, 2008, 09:49:26 PM
I don't understand this line of thinking...

Complaint: Mercs get too much equipment via backpack and suiciding for more equipment.
Suggested solution 1: decrease equipment per respawn

*useless banter*

Suggested solution 2: Put ammo boxes in the map that would allow mercs to refill the same equipment as before, but without the penalty of dying.

Wtf  ???

Someone please explain how that makes any sense at all. The problem isn't that mercs get new equipment with suiciding; it's that merc elimination is too difficult to achieve against good players. Fix that imbalane, and you this issue will resolve itself.

Honestly, I said put ammo boxes in to counter the idea Rambo came up with, and people started liking it. I was just trying to kill the thread and it only got bigger.

Merc elimination isn't supposed to be inevitable. They are supposed to be stronger than the spies....pretty sure bullets would rape someone any day compared to a small tazer. Its not an imbalance....it makes sense.