[Official] Spy discussion

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

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frvge

Your idea about Spies losing points when they kill a Merc is another idea. Could be used for an Extreme Stealth option, on a per-lobby basis. Kill a Merc -> lose 40 seconds of time or something. Some people, like you, will probably like it. I doubt it's balanced, because sometimes grabbing a Merc is easier than escaping, or grabbing a Merc gives your partner the chance to hack the final seconds of the objective, but in theory, almost everything is possible. That's the great thing about making our own game ;).
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Savior20061

I think it's a terrible idea. Don't punish the spies for getting the drop on the mercenary. Their job is extremely difficult already :(.
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LennardF1989

#122
Quote from: WK on December 30, 2009, 01:57:56 PM
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 ;)
As developers, it's not our task to approve every idea just like that, therefor we oftenly just say: Sounds like a good idea, as in: It will be discussed internally. And trust me, we really do.

As said, there is nothing that forces you to NOT kill the merc, but also nothing that forces you to kill him, it's the players choice, which has been the same in every SC game (you could go killfrenzy if you wish in there, too).

And no, you shouldn't. The main aim of this project is to at least have a classic story mode like SCCT, but thats that. A newer version of the classic mode could enforce pure stealth and punish for pbreaking that. As a Lead Programmer it's my task to keep it adaptable in such a way, and trust me (again), we can make the weirdest gametypes now, including mixed teams with different weapon loadouds, spies with mercenary guns, etc.

Besides that we've just been through the new netcode we are going to implement, although its complete potential isn't proved yet, again due to the limitness of UnrealScript ;)

MR.Mic

Quote from: LennardF1989 on December 30, 2009, 09:42:54 PM
The main aim of this project is to at least have a classic story mode like SCCT, but thats that.

I'd like to emphasize that.
We WILL have a CT-type game mode that emulates CT story gameplay as faithfully as we can get. (minus exploits, glitches, and unbalances)
This is still our main and primary goal.

I won't discount alternative gametypes with different ideas added, but there will be a mode that adheres to CT story gameplay.
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Farley4Fan

I liked your post but this is wrong.
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your only lethal attack is the neckbreak

LennardF1989

OK... CT also had the "drop boxes on the head of the merc to kill him" moves...

MR.Mic

#126
Quote from: LennardF1989 on January 01, 2010, 02:14:45 PM
OK... CT also had the "drop boxes on the head of the merc to kill him" moves...

Also, the jump on top of the merc's head to remove half his health move.

And the shoot mines out when merc walks by...

And the pull a merc over the ledge move...

And the punch the merc off a really high ledge move... (or into the ocean, if on offshore oilrig)
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LennardF1989

Alright alright, there is not JUST one way, but it's very limited and really depends on the situation your in. Happy now?!

VenomousNinja

Hmm, actually, I was just thinking about this.

Maybe make a game mode where it would be beneficial to be stealthy instead of killing. I'm not saying it would directly punish you, it would just be an annoyance to kill off a merc instead of waiting for him to go by/knocking him out.

Maybe have a game mode where, if the mercs are killed, all the objectives lock for 20 seconds and the place the merc died shows up on the other merc's radar. It'd be kind of like the lasers in the regular game, and the way to disable this move would be to either A) Be patient. It's a stealth game, or B) Grab the merc and knock him out.

This seems a bit unbalanced though, although an easy way to balance it would be to make it so the objectives are locked for 10 seconds, and the radar stays on for 20. That makes killing more of an option, but still with a major downside, especially in the presence of better alternatives.

VaNilla

I don't see why the spy should be punished for his actions, it would undermine giving the spy his abilities in the first place.

Succubus Dryad Of The Undying Comet

Quote from: STON3COLDKILLA on January 02, 2010, 01:51:41 PM
I don't see why the spy should be punished for his actions, it would undermine giving the spy his abilities in the first place.
Agreed.

The spies actions should punish the mercs, and vice versa. In a balanced manner, of course.

VenomousNinja

It would be so that the spy has the option of breaking the Merc's neck and losing precious stealth, or the option of waiting/knocking the merc out and keeping the stealth(the first option does better at this then the second one, seeing as how the knocked out merc would be alerted to your presence).

Succubus Dryad Of The Undying Comet

Quote from: VenomousNinja on January 02, 2010, 09:28:27 PM
It would be so that the spy has the option of breaking the Merc's neck and losing precious stealth, or the option of waiting/knocking the merc out and keeping the stealth(the first option does better at this then the second one, seeing as how the knocked out merc would be alerted to your presence).
Meh. The mercs punishment for being grabbed should be balanced between the two, imo.
Eg. the merc gets:
- Necked: 15second respawn time, full eq.
- KO'd: 5 second "revival or whatever" time and no eq refill.

Wh1tE_Dw4rF

Perhaps adding a score system like in the SC singleplayer missions. Where successfull stealth actions award points and aggressive actions add negative point. Depending on the mission style (hack or break in and extract) the outcome will be "defenite" at the end of the round.

This allows players who haven't screwed up being stealthy to have room for aggro if neccessary but going all aggro means they will lose.

I don't think that tweaking KO time and respawn time will effect any of the players play style thus a scoring system will have a better impact.

Succubus Dryad Of The Undying Comet

Quote from: Wh1tE_Dw4rF on January 02, 2010, 11:20:12 PM
I don't think that tweaking KO time and respawn time will effect any of the players play style thus a scoring system will have a better impact.
I think you are wrong on that one.