[Official] Spy discussion

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

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Snakebit.

#150
Yeah , that is what i ment .

But i guess that would be pretty hard to implement due to a lot of coding and animations ?

Nice drawing by the way . I was just lazy to draw anything so i tried to explain it with standard forum punctuation :D .

To make this game more fun you don't need to simplfy it or make it extraordinary tactical by adding tons of stuff .

Add more moves , people will find ways to use them.

frvge

The coding would be done pretty quickly. Animations is a different story ;) We'll be focusing on the Merc's first person anims around the end of February, unless we can find a first-person animator sooner.
Quote from: savior2006SCDA has more bugs than a rain forest.
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Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Snakebit.

Sorry but i doubt that . You would need the legs

1) To not stick into the texture.
2) For it to understand where it can be done and where it cannot be done .
3) Just sticking it on every object would be horribly long , so you would need to automaticly implement it into the editor somehow , like grabing the ledge.


frvge

1: adaptive animation, like foot placement. Dunno if it works on vertical sides, but else we can assume the side is vertical
2: tracing, like ledge climbing
3: see 2.
Quote from: savior2006SCDA has more bugs than a rain forest.
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Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Spekkio

#154
Quote from: WK on December 30, 2009, 12:15:28 PMShouldn'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've said it before and I'll say it again: a game where there's no conflict between players isn't very fun. If it were, you would've seen a lot more people play disk hunt in CT. The only reason you don't see more spy victories via elimination in CT is the plethora of bugs that fuck them over...funny punches, bad jump hitboxes, and then there's partner healing to go with that all.

Designing maps and gameplay so that the spies can win without ever encountering a merc would be friggin boring. Being stealthy doesn't mean you have to be a gay pacifist.

Snakebit.

Well said spekkio , for the game to be fun we need the action and drama also  ;D

Savior20061

Quote from: Spekkio on January 06, 2010, 02:31:53 AM
Quote from: WK on December 30, 2009, 12:15:28 PM
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 ;)
I've said it before and I'll say it again: a game where there's no conflict between players isn't very fun. If it were, you would've seen a lot more people play disk hunt in CT. The only reason you don't see more spy victories via elimination in CT is the plethora of bugs that fuck them over...funny punches, bad jump hitboxes, and then there's partner healing to go with that all.

Designing maps and gameplay so that the spies can win without ever encountering a merc would be friggin boring. Being stealthy doesn't mean you have to be a gay pacifist.
Agreed. As much as I'd rather avoid the mercs than fight them, there has to be action.
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Wh1tE_Dw4rF

Quote from: frvge on January 03, 2010, 12:54:19 AM
Scores for Spies is an original idea. Please start a new thread about the rules for the scoring.

I've been giving it a few thoughts and it's somewhat difficult to come up with a solid score system based on the gadgets that are likely implemented.

For instance; mercs get bonus points for killing a spy without making a mess ( i.e. killing him by poison trap instead of remote mine or even bonus points for a clean kill by a shot trough the head). Every objective untouched (also including no disk stolen from case of instance).

Where as spies would gain bonus points for disabling a mine silently, going trough lazers without deactivating them (forward roll trough) or plain finishing the round with less then X amounts of passive detections trough map's security.


This also means for spies that they won't get full points for going aggro but ofcourse the scoring should be balanced out so that both type of gameplays have a somewhat fair win rating. (stealthplay higher as that should be encouraged) This would mean that good aggro spies have a fair change at winning but neither win instantly due to the score system at the end.

But the best of all. It will keep people's head in the match since the scores are not final untill the round ends. Which from what I can remember spies gave up after they got killed a few times or when mercs were overwhelmed.