Should Camnet and HBS drain battery power?

Started by I <3 U, September 05, 2008, 02:50:45 PM

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Should Camnet and HBS drain battery power?

Both should drain power
3 (23.1%)
Only HBS should drain Power
2 (15.4%)
Only Camnet should drain power
1 (7.7%)
None should drain Power
7 (53.8%)

Total Members Voted: 10

Kurbutti

Just make bullets track one full minute, and hibernate whenever there isn't any activity around them. They'd still be useful in tough spots but wouldn't fail as a forward warning system either.

Gawain

Quote from: Kurbutti on September 11, 2008, 10:56:45 PM
Just make bullets track one full minute, and hibernate whenever there isn't any activity around them. They'd still be useful in tough spots but wouldn't fail as a forward warning system either.
that's a whole new and really interesting timer approach. like energy drain for giving the signal...

Spekkio

Quote from: Rambo on September 11, 2008, 02:33:54 PM
they should still be removable considering how powerful they are on a merc.
They aren't that powerful, and removal is oftentimes very easy to accomplish.

Gawain

Quote from: Spekkio on September 12, 2008, 01:22:42 AM
They aren't that powerful, and removal is oftentimes very easy to accomplish.
so having the merc always on your radar isn't powerful (+hack comm. feature)? oO

Spekkio

It's useful, but not so useful that the mercs need a removal feature that can be performed at any point for an infinite number of times, which oftentimes completely nullifies the gadget.

Also, hack comms is more of a gag feature than something that the spies can really use to their advantage. As merc, though, it comes in handy.

Gawain

it can't be performed at any point, just like getting stuff from your mate's backpack can't if the situation doesn't allow for it. if it couldn't be removed mutually, it would have no weakness at all against aggro and semi-aggro players (they have to taze you anyways) unless you further nerf their duration or amount.

Spekkio

Quote from: Rambo on September 12, 2008, 03:37:25 AM
it can't be performed at any point, just like getting stuff from your mate's backpack can't if the situation doesn't allow for it. if it couldn't be removed mutually, it would have no weakness at all against aggro and semi-aggro players (they have to taze you anyways) unless you further nerf their duration or amount.
Bullets are moot for aggro players because they usually have the mercs somewhere on their screen without needing a radar.

For stealth players, bullets give away your position, and, in the case of taggin the mercs, need to be done from a direct LOS. I think that's a pretty significant weakness, and paired with the limited duration, is all that's necessary.

Gawain

#22
i wouldn't change much tbh. i'd just make them show static mercs and work longer on the ground than they do now. maybe kurbutti's idea would come in handy there, i dunno. i really have too few experience with them to know if and what needs to get changed.

Westfall

I like the idea of tagging a merc with the bullet and leaving it there. Rambo, you can't bring up the VOIP issue of hacking comms when you yourself use teamspeak, as many other people do. If thats a big issue, then why not just take it away from bullets?

Gawain

it's only a minor fun-feature, i just wrote it to bring everything up comprehensively. sorry if it caused confusion.

Spekkio

Quote from: Rambo on September 12, 2008, 04:13:59 AM
i wouldn't change much tbh. i'd just make them show static mercs and work longer on the ground than they do now. maybe kurbutti's idea would come in handy there, i dunno. i really have too few experience with them to know if and what needs to get changed.
So then why are you even posting about this? I do use spy bullets, and the number one thing I'd like to see fixed is having them removed by mercs 5 seconds after you tag them.

If people really want bullet removal to stay, put in a short animation of some sort and limit the removal to 1 per every 2-3 minutes or so, and put it on a global timer so that dying doesn't affect it.

Gawain

i don't like your global timers and amount crap you suggest for bullets and spytraps. it's something quite irrational and hard to grasp for new players (unless you put in like 5 clocks on the hud XD) and a pretty poor way to "fix" something else: on a good map it should come with a significant risk of loosing an objective to meet up as a merc. besides, why not boost bullets simply be giving them a larger timer (especially when they are on the ground)?

Spekkio

#27
Quote from: Rambo on September 13, 2008, 03:32:27 PM
i don't like your global timers and amount crap you suggest for bullets and spytraps. it's something quite irrational and hard to grasp for new players (unless you put in like 5 clocks on the hud XD) and a pretty poor way to "fix" something else: on a good map it should come with a significant risk of loosing an objective to meet up as a merc. besides, why not boost bullets simply be giving them a larger timer (especially when they are on the ground)?
Huh? Hard to grasp?

Tooltip: You may remove spy bullets on your partner, but this may only be done once every two minutes. Then the [insert fancy name for removal device] must recharge.

Tooltip: Tripping multiple spy traps will cause the timers to stack. Your partner can only remove one spy trap at a time every two minutes. Then the [insert fancy name for removal device] must recharge.

What kind of retard can't understand that? I just managed to explain this 'uber complex' idea in two lines of text.

Secondly, infinite timers doesn't fix the main problem with bullets (or traps). The main problem is that they are far too easily and often removed.

frvge

I think my "2nd spy trap kills" idea is better. It might be a bit overpowered, but then again, you wont have the stacking-problem. There will have to be a forced radius where a 2nd spytrap cant be planted (else it'd be overpowered to have two very very close together).
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Quote from: frvge on September 14, 2008, 01:03:32 AM
I think my "2nd spy trap kills" idea is better. It might be a bit overpowered, but then again, you wont have the stacking-problem. There will have to be a forced radius where a 2nd spytrap cant be planted (else it'd be overpowered to have two very very close together).

That idea is terrible.
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