Extended Co-Op Manouvers?

Started by scope2005, May 17, 2007, 05:51:45 AM

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scope2005

Sorry in advance if this topic has already been posted, but I really cannot recall a time it has...

After the initial clone has been completed, are there any plans to extend the number of co-op manouvers available to the spies?

The manouvers in the 2 player co-op of Choas-Theory were excellent fun, rapelling, tomo-nage, and my favourate - Lowering your opponent Mission impossible style from above by his feet to hack objectives :)

I can just picture a map with a secure server room filled with lazers which requires you to lower your partner in, to be so much fun.

Of course the manouvers would all have to be tweaked...

Tomo-Nage should only be usable for passing gaps or groups of low lazers with a set geometirc event, so it cant be used just anywhere to knock out mercs.

Rappelling/lowering speed should be very speedy, to allow quick decents/ascents so that you aint owned by snipers. Should also give an option for either spy to 'release' themselves from the rope, as another means to avoid easy snipes, would totally blow to die knowing you were stuck on the rope and couldnt just let go and take a little falling damage instead of a headshot.

I dont know if its all of this is too complex to pull off, but would be cool to see... should it be in? should it stay out?

Discuss.

InvisibleMan999

Honestly seems like it'd be too many animations required and too much complexity to really be worth it. I could see maybe a group lower (sort of a reverse climb), to land on a surface below without making noise. That's really about it. We don't really need rappeling it'd make the spy way too vulnerable and be very time consuming to put in.

Bionic-Blob

hacking while hanging from the ceiling would be awesome

Gawain

I like all the coop move ideas as it's all about interaction, teamplay and new gameplay elements. It should be possible to implement them in a later state of development, shouldn't it? Afaik we have a ton of people for fancy graphics n stuff, so when all the scct animations are done, goodkebap could animate some new moves ;P

LiVe.To.Di3


scope2005

Quote from: InvisibleMan999 on May 17, 2007, 06:07:31 AM
Honestly seems like it'd be too many animations required and too much complexity to really be worth it. I could see maybe a group lower (sort of a reverse climb), to land on a surface below without making noise. That's really about it. We don't really need rappeling it'd make the spy way too vulnerable and be very time consuming to put in.

Complex, perhaps.

But If you consider the quality of kebabs spy model, wouldn't most people have said that was also too complex to make before they actually seen the finished product?

I think it would be too complex and time consuming for a developer with a deadline like ubisoft, who are more interested in making a few bucks during the winter holidays than producing a quality game.
But when we have a team of modders who dont really have a deadline, and are doing it purely off the love of the Splinter-Cell multiplayer experience... Im sure they would not discount trying to implement something that could benefit gameplay, simply because it sounds like too much fuss.

Also, I adressed vulnerablity with my original post. Making rapelling/vertical ascent pretty speedy and giving the option to release from the move at any time would make the spies less vulnerable.

At the end of the day its down to kebab, frvge and the rest of the PS team and if it really is too much trouble I respect that as I know how time consiming this could be to animate.

But it really could benefit gameplay, rewarding players for the use of teamwork encourages players to work in teams instead of going off solo trying to break necks or be sam fisher.

InvisibleMan999

Quote from: scope2005 on May 18, 2007, 12:18:02 AM
I think it would be too complex and time consuming for a developer with a deadline like ubisoft, who are more interested in making a few bucks during the winter holidays than producing a quality game.
But when we have a team of modders who dont really have a deadline, and are doing it purely off the love of the Splinter-Cell multiplayer experience... Im sure they would not discount trying to implement something that could benefit gameplay, simply because it sounds like too much fuss.

It's not that we couldn't do it, it's just that it'd be time consuming with in my opinion, little gained.

It's just not particularly worth it though as I don't feel it adds much to the game.

Rappelling and such is a cool manuever, but it's not particularly useful. There's little that you'd need a rappel for that you couldn't do with just a standard coop lift move. Given that I suspect animations will be the most difficult things in this project to program and get right, I don't see the gain of adding more animations unless they're absolutely necessary.

Thus far I'm really not convinced it would improve the game much.

scope2005

Quote from: InvisibleMan999 on May 18, 2007, 08:32:40 PM
Quote from: scope2005 on May 18, 2007, 12:18:02 AM
I think it would be too complex and time consuming for a developer with a deadline like ubisoft, who are more interested in making a few bucks during the winter holidays than producing a quality game.
But when we have a team of modders who dont really have a deadline, and are doing it purely off the love of the Splinter-Cell multiplayer experience... Im sure they would not discount trying to implement something that could benefit gameplay, simply because it sounds like too much fuss.

It's not that we couldn't do it, it's just that it'd be time consuming with in my opinion, little gained.

It's just not particularly worth it though as I don't feel it adds much to the game.

Rappelling and such is a cool manuever, but it's not particularly useful. There's little that you'd need a rappel for that you couldn't do with just a standard coop lift move. Given that I suspect animations will be the most difficult things in this project to program and get right, I don't see the gain of adding more animations unless they're absolutely necessary.

Thus far I'm really not convinced it would improve the game much.

You are right in some ways, but I was thinking more of rappelling downwards from great heights only rather than upwards, it has its uses especially if the team are thinking of making thier maps more vertical which I recall being mentioned. If it gives a quick way down off the tops of buildings that would mean death to jump from, or a slow and hazardous descent then I think its a plus.

Lurch

Rappeling wouldn't be very useful. As long as the height would not instantly kill the spy (and those heights are rare in CT), and both spies wanna get down there (you said it, they'll move together) they can just jump down and heal each other.

Tomoe nage could actually be more useful, and I don't think it shouldn't be able to knock down a merc (except if he charges at the flying spy or berserks). After all, spies can KO mercs with cams and tomoe nage would just save one of your cams with the price of requiring 2 spies to do it. Remember that it would certainly be slower, harder to time the move with the merc coming around the corner, and you could only do it from up close, instead of a cam being a tool used in all ranges. Man i just wonder what it would look like when you tomoe nage your partner down the stairs as the merc is coming up. I guess it could be used at medium range too.   ;D I think the animation could just be a spy diving like in CT but faster.


Valserp

Tomoe nage would be cool, but I'm not sure it is needed for gameplay.
Oh and the KO time from a Tomoe should be really short IMO.

Gawain

i welcome each new possibility to knock out a merc. host quickcams and grabs are very overused, and jumps aren't always an option. furthermore, there is nothing in an open area beside an excellent quickcam (or hostcam  ::))  that can knock out a good merc. maybe we could desing the tomonage to work especially well in open areas (maybe it should get a really good range so that it can be combined with camo, but it can be dodged if it's too obvious)  ;D
(tbh i'm a player who usually doesn't knock out the mercs enough, but it gets necessary towards the end of the game)