[Official] Spy discussion

Started by LennardF1989, November 19, 2009, 01:09:05 PM

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Wh1tE_Dw4rF

Either a bitch slap or a wet finger in the merc his ears.

VaNilla

Quote from: Wh1tE_Dw4rF on December 07, 2009, 12:42:58 AM
Quote from: STON3COLDKILLA on December 06, 2009, 11:42:36 PM
Quote from: Wh1tE_Dw4rF on December 06, 2009, 05:20:16 PM
Remember that the spies are agile, not some bruut that can lift up a merc in armour withour breaking a sweat.

If you fail to see the bigger picture then do not criticise.

My comment is perfectly acceptable.

That's the point, you made the comment when mine was too, I commented like that for you to hopefully see what I was getting at :P.

Wh1tE_Dw4rF

Quote from: STON3COLDKILLA on December 07, 2009, 06:01:17 PM
Quote from: Wh1tE_Dw4rF on December 07, 2009, 12:42:58 AM
Quote from: STON3COLDKILLA on December 06, 2009, 11:42:36 PM
Quote from: Wh1tE_Dw4rF on December 06, 2009, 05:20:16 PM
Remember that the spies are agile, not some bruut that can lift up a merc in armour withour breaking a sweat.

If you fail to see the bigger picture then do not criticise.

My comment is perfectly acceptable.

That's the point, you made the comment when mine was too, I commented like that for you to hopefully see what I was getting at :P.

My point is, criticising a tiny point such as numbers while completely ignoring the rest is useless for both ends. Hence if you can't read all of it and respond to that, do not post about it.

VaNilla

I wasn't "completely ignoring" what you said at all, here's what I said.

Quote from: STON3COLDKILLA on December 04, 2009, 10:32:33 PM
Cool, but unbalanced because if you could grab a merc, wait for 15 seconds, do a taunt move that lasts 20 seconds, and then wait 10 seconds to re-spawn, you're taking out 45 seconds of his playtime.

I read the idea and I think it's cool, but I also thought that the timing of the move was a drawback. I'm not the one who's been ignoring what's been said, ironically enough. It's also not a "tiny point", because as I explained it seriously affects the outcome of the move :).

Spekkio

This thread is kinda shitty.

One note on random insertion points: While the fact that the mercs always know which way the spies are coming from puts the spies at a disadvantage, I do not want a game that is left up to "chance." With random spawn points, certain access configurations are going to be better than others.

We'll see how balance is if the game ever comes out, but if it's anything like now, one thing that could use a looking into is not replenishing the merc's equipment... ever.

Wh1tE_Dw4rF

Quote from: Spekkio on December 10, 2009, 02:20:51 AM
We'll see how balance is if the game ever comes out, but if it's anything like now, one thing that could use a looking into is not replenishing the merc's equipment... ever.

Including ammo? Would enhance a better claustrofobing feeling.

Spekkio

Ammo is Okay, but the total amount of reloads should probably be dropped. You never had to go to an ammo crate w/ the uzi.

frvge

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.

LennardF1989

Which brings back the old idea: Ammocrate that's not infinite, but has a number of reloads per game. Which means if one teammate uses them all, that's a problem for the other.

Wh1tE_Dw4rF

Would such a change introduce an army knife for when the Merc ran out of ammo?

Spekkio

No, ammo should never have the possibility of running out for good. That would just be ridiculous.

I was speaking about gadgets...you know, stuff like mines, nades, etc.

Nothing more silly than a merc loading up the last objective with a ton of mines and stuff and then suiciding for more equipment....or maybe you got necks and then he can do it anyway without suiciding. Either way, he gets more equipment, and the area of coverage becomes a lot harder as the game winds down. This makes your job progressively harder as time goes on, where it should be relatively equal throughout.

Wh1tE_Dw4rF

#86
In that case, spekkio, a merc should never respawn with full gadgets. Instead everytime a merc dies he spawns with 75% of his gadgets. So 5 mines at start, he dies, spawns with 3 -> 2 -> 1. He can however not spawn with zero gadgets so he always has 1 of each minimal.

This will punish mercs suiciding to get more gadgets and makes killing the mercs instead of knocking them unconcious worth it.

This could also count for spies as in both cases it rewards careful playing and makes a succesful rush rewarding.

Farley4Fan

I think that when the merc reloads he loses whatever bullets were left in the clip.  Meaning if the merc had 20 rounds left in his clip, he reloads, the 20 that remained were discarded.  Thus draining the merc's ammo faster to make ammo piles less redundant.

AgentX_003

Quote from: Papa Skull on December 11, 2009, 09:59:35 PM
I think that when the merc reloads he loses whatever bullets were left in the clip.  Meaning if the merc had 20 rounds left in his clip, he reloads, the 20 that remained were discarded.  Thus draining the merc's ammo faster to make ammo piles less redundant.

well To be honest I really think ammo crates the way it is now in chaos is fine , I mean isnt the focus shifting a bit too much from the original mission ?

which was to make something similar but have a more redefined vision :/ ....... ?

Making new gadgets for spies I can see being done and changing things up a bit but as for ammo crates o_o.. Even dblagent had ammo crates to fill up on nades and ammo =/.


-Thanks Murdy for da Sig <3  xD

MR.Mic

I think placeable gadgets should be deactivated 1 minute after the owner dies.

That would partially negate the advantage of suiciding for more equipment, since all currently placed gadgets would be wasted.
The 1 min grace period would be to allow the merc to get back to secure an area after death.
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