[Official] Spy discussion

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

Previous topic - Next topic

Farley4Fan

Quote from: Savior20061 on December 26, 2009, 09:14:51 PM
It doesn't matter anyways because airdrops can't occur indoors. Unless you want to add 2,000 pound weights to them so they can crash through the ceilings.
And in that case...let's go the Battlefield route and start making destructible environments. Hell, let's make destructible objectives. Spies can't hack that computer or steal that disk if you blow it to smithereens beforehand.
The only place I would ever tolerate that is on rooftop spawn points--which there are actually a lot of.

Could it be?  Rockets for spies?  ohmyfuckinggodfuckyesshitfuckhellfuckyashitlolfuckyamofucks

Savior20061

Quote from: Ambiguous Rocket on December 27, 2009, 07:09:03 AM
we're losing this battle

start fighting, or i'll find someone who can

I already had plans on how to spend that gold. You. Guys. Suck!
http://img152.imageshack.us/img152/7339/savsig2cp5.jpg[/img]
An upcoming novel by me.
Melonie from SC forums made this sig =D

Penguin


Farley4Fan

Quote from: Penguin on December 27, 2009, 09:05:58 PM
ENEMY AC-130 ABOVE!

Nuclear launch imminent

1:00 until destruction (of the 2 mercs)

nubishdubishbone

#109
haha... merc gotta have javelins man, they gotz location lock 2z.

on a side note, will the bomb game mode in PS be like Search and Destroy? that would be kinda cool to mod bomb into 2 modes- original and S&D lo.lz.
Intel i5 3.2Ghz - EVGA Z77 FTW - EVGA GTX 480 - 4GB DDR3 1066MHz - Rosewill Blackhawk SuperTower Case - Antec True Power Quattro 1200W PSU - WD Caviar Black 1TB - Creative Recon3D Fatal1ty PCIe -Logitech Z508 5.1 Surround with "Dialog Plus"

Farley4Fan

search and destroy, cod style, sounds like a fun idea.  Not sure how it would work in practice but at first thought I think it might be worth discussing.

LennardF1989

Quote from: Papa Skull on December 28, 2009, 08:03:12 AM
search and destroy, cod style, sounds like a fun idea.  Not sure how it would work in practice but at first thought I think it might be worth discussing.
Why not create a topic and do so.

Farley4Fan

Well, Lennard, it's quite simple really.  I am not taken seriously on this board and so I do not intend to be serious.  I might need a dummy account.  If you see a new thread about a search and destroy style mode authored by someone with 1 post, then it's definitely not me guys.

WK

#113
Spies that can drag merc around forever and mercs losing ammo when they die... Doesnt sound very fun.
Thought the game was about stealth (From the spy side).
Shouldn't the spy get a penalty for even getting in contact with a merc? The spy aint very stealty if he gets into cqb, is he?
The whole point should be for the spys to stay out of sight. Not just kill everybody to get a few more secs to complete an objective.
Its sure as hell shouldn't give the spies an advantage for killing a merc. If anything they should lose some of theyre ammo doing so.

Just because its possible to takedown a merc shouldn't mean you HAVE to. Only if theres only one way out.
Thought that was why people liked the first Splinter Cells and hated Conviction (Becaues of all the killing).

Merc main objective: Protect objective and seek out the spies.
Spy main objective: Destroy/get objective and stay out of sight.

Thats what I was hopping when I saw Project Stealth. Not Project Kill Stealthy ;)

I know my voice might not be worth much as a new user. But it seems like this is going in the wrong direction... The direction of Conviction action!
But looking forward to see what you'll come up with.

Edit - And sorry for my bad english ;)

LennardF1989

#114
Hi there,

You are right for about 50%. Spy should not try to get in contact with the merc and use his gadget to prevent that too. But, there are two types of play styles in this game, referred to as aggro and non-aggro.

When going aggro, you on purposely seek out the merc whoes searching you with the intention to kill (which is quite hard because your only lethal attack is the neckbreak).

The other way is non-aggro, which is how most people would play Splinter Cell in singleplayer, trying to get past the whole level without having to kill or even knockdown anyone. Unfortunately, real players arent as dumb as AI and won't be tricked that easily with say the sound emitter or keep yelling: What was that? Where are you!? COME OUT WHEREVER YOU ARE?! So sometimes killing or just KOing is the only way to get to your real target.

Also keep in mind that SvM is a completely different take on stealth than it is in SC singleplayer. Therefor, it's never been the intention to put some "dont-kill" rule on the spies, but I do agree there should be some kind of downside for killing (not KOing I think) the Merc, simply because that was not part of your contract (You are send in to steal something, not to kill someone).

So, my question would be: What kind of "downside" do you propose for killing the mercenary? And should KOing also have some kind of downside or is that considered "legal by contract"?

WK

I was just thinking it was looking like you would take the game a step further then the original SvsM.
With 2 spies it should be possible for one of them to trick the mercs to a section of the map so the other can complete an objective without any of them would be seen.
But I do get what you say about people not being as dumb as AI. But atleast no disadvantages for the mercs if they get killed. Maybe get a small advantage as spy if you choose to choke (black out) the merc instead of killing him. Then you have to chooes between the small advantage it would give you or have a bit more time if killing the merc.
Dont know how it should work but it just sounds wrong to punish the merc because the spy aint playing stealthy.

frvge

There are downsides of trying to kill a Merc the aggro-way:
- It takes time, which means less time left to hack objectives -> advantage for the Mercs
- You will probably die trying to get his neck -> advantage for the Mercs
- You use/waste fast-throw grenades, which can be used when escaping

The upside, if you have one grabbed, is that:
- your partner has a few more seconds to hack

And then deciding to kill or KOing him. Both have negatives: killing will probably give back some equipment, but that hasn't been decided yet, and places the Merc in his spawn point, far from the objectives, KOing doesn't place him further away, but the Merc doesn't get any new equip either.

Basically, it's a trade-off. Do you want to risk your life + respawn timer to grab a Merc? If you succeed, you have temporarily an advantage, if you fail, the Mercs are closer to their objective of annihilating the Spy team or defending till the counter is at 0.
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.

WK

#117
Ya I dont know. I might not have tought it all the way thrue ;)
But seems like there's alot of focus on the ways the spies can kill a merc and what advantages it should give.
In my opninion it should diffently not give an advantage other then the time the merc will use on it. Its way to overpowered if the merc start loosing hes advantages (ammo, gadges, visions and so on).

Edit - Just seems like there should be somthing more then time and a single life in play if you chooses to go "aggro". And the spy playstyle shouldn't punish the merc (exept for the life he's still using)

frvge

Please don't look into the crazy ideas thrown around here as "a focus on the ways a spy can kill a merc" :P It's just brainstorming. And from 100 crazy ideas, 1 is usually pretty good and original and can be a nice addition. :) There's no way we're going to have Spies carry rocketlaunchers for example ;).
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.

WK

But theres alot of "That sounds like a good idea" ;)

But lets just say I got hung up on the "Project Stealth" name and thought "wow! Heres a multiplayer game that really tries to be stealth!" (Like in "Try not be seen").
That "aggro" style just reminds me too much of how Conviction sp looks like. Stay in the shadows, jump out and kill who you can, jump back in the shadows. Thats why I was hoppin for something like loosing points or something if the spy kill a merc. Try and force a bit of stealth on the player while still having the option to kill if thats the only way.

I might take things people say a bit to serius... As if they're allready planed.
I've just been hopping for a real stealth multiplayer game for a loooong time and alot of the ideas in here goes the complete other way.
I'll just shut up and see whats going to happen ;)