Should Camnet and HBS drain battery power?

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

Previous topic - Next topic

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

frvge

Why? Spies will need to be on the look-out for Trackers (that's good). Makes them more aware. They can trip one and they'll show up on the HUD.

Or maybe: if you trip the 2nd one, your health decreases at rate x, then trip a third one and it decreases faster. So 1 is no real problem, 2 acts like a dioxin mine, but with tagging capability? It's punishment, I know, but IMO it's not overpowered at all.
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.

MR.Mic

[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
Website: http://studentpages.scad.edu/~ctripp20/index.htm][/size]

Succubus Dryad Of The Undying Comet

How about decreasing max battery when 2+ spytraps are tripped?
Say, instead of 10 shocker shots, you have a max of 6 (until the spytrap wears off).

MR.Mic

#33
Let me tell you guys a story.

Once upon a time, there was a game called Tribes 2, where the developers did everything that the vocal community wanted.
The game turned out to be total shit, until they later realized their fault and reversed the changes.


Spy traps should serve a single function, and that is to alert the mercenaries to your position.
The removal of spy traps could possibly be nerfed, but that is for much later when we actually have test trials of the game.
[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
Website: http://studentpages.scad.edu/~ctripp20/index.htm][/size]

Spekkio

Quote from: MR.Mic on September 14, 2008, 01:23:47 AM
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.
Concur

Gawain

QuoteHuh? Hard to grasp?
you'd need a new hud element and a tooltip for something you need in 1 game out of 5 only because balance is screwed somewhere else.

QuoteSecondly, 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.
the main problem is that no good players runs into them unvoluntarily in the first place. it's more like: *switching on tv for 1 seconds" - oh there are some spytraps - oh my mate is close - why waste chaff i'm gonna harvest them. if you can see them that easily they only work in a couple of doorways/vent openings/windows in which you can't jump over them (unless you wanna waste two). and in those situations it's rather a gadget-counter chaff-vs-traps thingy.

QuoteSPY...TRAPS...SHOULD...NOT...DAMAGE...YOU!
affirmative.

QuoteThe removal of spy traps could possibly be nerfed, but that is for much later when we actually have test trials of the game.
i'm happy to see that at least one of the devs has a conservative standpoint. a lot of changes could improve gameplay, but most stuff suggested on this forum would do serious damage. it's way better to do experiments one by one after getting a beta running.



Spekkio

#36
Quoteyou'd need a new hud element and a tooltip for something you need in 1 game out of 5 only because balance is screwed somewhere else.
Don't fucking dodge the issue. You said that it'd be hard to understand, not that it'd be hard to implement. Besides, what you list is 5 minutes worth of work -- adding two lines of text to the equipment description and, if you really think it's necessary, drawing some kind of 2-D indicator for when you can perform a trap removal.

Quotethe main problem is that no good players runs into them unvoluntarily in the first place. it's more like: *switching on tv for 1 seconds" - oh there are some spytraps - oh my mate is close - why waste chaff i'm gonna harvest them. if you can see them that easily they only work in a couple of doorways/vent openings/windows in which you can't jump over them (unless you wanna waste two). and in those situations it's rather a gadget-counter chaff-vs-traps thingy.
You're way off the mark. I've caught plenty of good players with spy traps. Additionally, I have no problems with a spy being able to see a trap if he's being careful or whatever. The problem is that a player can see the trap, acknowledge it, and proceed to ignore it due to the instant removal.

Seriously, use this stuff a bit before you decide to engage on lengthy subjects about where something's weakness is.

Gawain

there's a difference between "weakness" and gameplay imbalance. imo spy traps should rather track spies than block pathways. if i want to block a doorway, i can put a mine there.

Westfall

Quote from: Rambo on September 14, 2008, 03:07:19 PM
there's a difference between "weakness" and gameplay imbalance. imo spy traps should rather track spies than block pathways. if i want to block a doorway, i can put a mine there.

mmmm...you track spies with it, but most "good players" know that if you have a trap in a doorway, it will too block the doorway. Especially if chaff doesn't work through walls.

Blank Man

The only changes that COULD but don't necessarily HAVE to be made to equipment are changes that don't dramatically change the game play. I want to consider PS a splintercell. Stupid ideas to somehow change the spy trap or whatever... DISAPPEAR!