Suggestion Thread

Started by SoN_RaVeN, March 01, 2010, 06:37:48 PM

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AgentX_003

copied from a thread i made Long ago ...


[06:47] AgentX_003: ok my idea is this :


a gadget that's in design of the modem from the mode sabotage ( for those who remember it from Pt).


Use : Be planted on a wall.   Can only be equipped one  per person because then you would have spies
opening doors everywhere.


Function : Enables the spy to open doors in a more subtle manner. Its range includes that the  Gadget can only be planted on a outer wall close to the  door panel. Device can hack panel through wall.


Trade off : Just like a sticky cam ,a Merc can detect it on Emf and shoot it out.

                                               


other notes :
Hacking in progress warning: Yet to be determined.   


-Thanks Murdy for da Sig <3  xD

Cronky

#31
Quote from: AgentX_003 on March 16, 2010, 11:51:35 AM
copied from a thread i made Long ago ...


[06:47] AgentX_003: ok my idea is this :


a gadget that's in design of the modem from the mode sabotage ( for those who remember it from Pt).


Use : Be planted on a wall.   Can only be equipped one  per person because then you would have spies
opening doors everywhere.


Function : Enables the spy to open doors in a more subtle manner. Its range includes that the  Gadget can only be planted on a outer wall close to the  door panel. Device can hack panel through wall.


Trade off : Just like a sticky cam ,a Merc can detect it on Emf and shoot it out.

                                               


other notes :
Hacking in progress warning: Yet to be determined.   

I believe these are my major ideas with it:

(Just my opinions of course)

-Instead of on the wall Near a Wall Hack. It should be on the wall hack, but blended well. Not invisible mind you (especially in EMV), but not eye catchingly different than what it's on. The sight of the door staying open will be a very clear sign that a hacker is on it.

-Make the spy have to plant it on the hack of choice

-Hack Warning is on the fence to me. I say no hack warning because it does dissipate naturally in your idea much like alarm snares/spy bullets. So it's not a permanent threat.

-About the shape and size of how big the keypad is on the door hacks.

-Perhaps it could tie in with the Wrist Hacker. Exclude that one from my list and just make the animation of the spy typing on a wrist hacker. (Since I believe every gadget should have a physical item upon the spy or merc. Even if it's small. Makes them look more customized and varied depending on your loadout)

-With all this. Do as tigaer said and make it take like 10 seconds to hack. So that you have a time risk also.

-Give the spy probably 2 or find a way to balance them per level. OR Give them unlimited amounts of them, but it can only be used on one door at a time.


That's about it
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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Cronky

#32
Quote from: Cronky on March 16, 2010, 08:32:28 AM
I'll just put all the ones I've gone on about (but not created mind you) in other threads just as a kind of cleaned up list.

-Gadget Variation Rewards (Could also include skins and stuff like that)

"The equivalent to TF2's Current System. Give small variations of Primary Gadgets as a reward for playing the game."

-PT Sabotage

"Modem Hide and Seek"

-Remote Controlled Mines (Merc)

"Another mine to add to the arsenal. You plant, and must manually detonate."

-Air Taser (Merc)

"Alternative to PT/CT Taser. Long Ranged, but easy to Miss"

-Phosphorus Grenades (without Spekkio's Update to them) (Merc)

"My favorite Decoy Grenade" (Didn't really care to use them for what they were meant for)

-Wrist Hacker/DA Spy Glove (Spy)

"Hack Doors from long range. Disables defense like Sticky Shocker Gun, but in a Hacking Sense." (Exactly the same, but without the bullet)

-Network Cams (Spy)

"Variation of Sticky Cams that can be set up and monitored by both teammates. Spies equivalent to Camnet"

-Adrenalin Shot (Merc)

"Momentary boost of Speed. Like Bull Rush Speed, but without the slow down affect, and also takes up a gadget slot"

-Agent's Long Range Modem Hacker (Spy)

"Allow Spies to hack a door for a set amount of time from a set distance away. Will wear off like Spy Bullets/Alarm Snares, but can also be shot off by Merc. Reduces open area hacking deaths (Main C Door in Deftec for example) also to be used as a diversion."

-Spy/Merc Berserk Stalemate Scenario

"Sweet Spot on Merc's Head will negate MAJOR effect of Berserk (KO). Hard to achieve, requires precision, and with health penalties, but it gives Spy a very slim chance of evading instant kill."

-Challenges

"Small Achievements that are recorded in your Stat Profile that have no associating physical rewards."

-Stat Tracking

"Stats... Need I say more?"

Adding in:

-Co-Op Gadgets:
"In two forms:

Type A: that only one person brings, but both can use. (Such as Network Cams*)

Type B: that both players must have equipped. (Closest thing to this is that CT Co-Op EMP Gun)"

*Clarification of Network Cam use is that only the person who Brought it can physically set them up, but both players can monitor them.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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Farley4Fan

To kind of build upon what Agent said, instead of a huge panel that would take time to set up, I'm thinking about what Bioshock 2 did with hack darts

It would shoot out like a spy bullet or alarm snare. 

Maybe it would auto-hack those wall panels (doors/lights/windows etc.) and could manually hack terminals from a distance of around 30 feet. 

When hacking a terminal with these darts it takes double the time to hack and you have to do it manually (some mini-game like Bioshock 2 or CT's single player hacking game). 

The spy would be looking at his arm band and maybe be able to move very slowly while hacking.  If the spy moves out of range the hacking stops and a hack dart is wasted.

Maybe the spy would be able to plant a hack dart, go away, and come back later to commence the hacking.  *Push X to start hacking* that sort of thing...

The spy would show up on EMF obviously.  I'm trying to think of how to make it useful but balanced.  Maybe you guys could think of ways to help this.

This would be an alternative idea to the already talked about remote hack glove. 

Farley4Fan

Cronky, for "Type A" coop gadget, I still like the grappel rope.  A spy can throw a rope over an edge (like from the top of a coop spot) and then each spy can shimmy up them.  It would be very useful, depending on the map ofc, and the merc's could still see it and shoot it down.  Seems balanced but who knows.

I <3 U

Quote from: FarleyFan on March 17, 2010, 02:04:42 AM
Cronky, for "Type A" coop gadget, I still like the grappel rope.  A spy can throw a rope over an edge (like from the top of a coop spot) and then each spy can shimmy up them.  It would be very useful, depending on the map ofc, and the merc's could still see it and shoot it down.  Seems balanced but who knows.

then you could get to co-op only spots, on your own.

Spekkio

Quote from: I <3 U on March 17, 2010, 02:48:50 AM
then you could get to co-op only spots, on your own.
This illustrates exactly why these gadget suggestion threads are useless and silly.

Ion.67

Exactly... focus on changes to gameplay and balance more than new gadget and implementations.

CurdyMilk

Quote from: FarleyFan on March 17, 2010, 02:04:42 AM
Cronky, for "Type A" coop gadget, I still like the grappel rope.  A spy can throw a rope over an edge (like from the top of a coop spot) and then each spy can shimmy up them.  It would be very useful, depending on the map ofc, and the merc's could still see it and shoot it down.  Seems balanced but who knows.
Yeah I agree with the others that it would not be useful considering the only difference between this and an actual coop is that the top spy just a rope instead of go hang on the ledge.  On the other hand, it could be useful in places where coop is not possible.  One scenario would be in the hall at Lakehouse where one spy on a higher floor could drop a rope for his mate to get to the second floor faster.  Of course there are many places this could work in future maps as well.  
It could also be used in vent areas to replace poles and ladders just to add some variety.  But with this requires more physics when the spy is shaking back and forth as he climbs.  It could be worth it depending on the complexity of making it.  
The idea of a rope could be made into a coop gadget with a couple of purposes.  First, it could be handy for easier transportation of climbing or crossing horizontal sections.  Second, it could be used as a trip rope (I mentioned this in another thread) if both spies grab either end near a door or hallway.  Considering this, there is potential for a personal gadget section where each spy picks 4 gadgets for themselves (the normal ones) and also one coop gadget of either the rope or cam network (if we could think of any more coop gadgets then they could be added to this list).  This could work if balanced correctly.  The only issue would be teammates fighting over which to take...

Farley4Fan

I think I didn't describe the rope well enough.  You could only throw it down from a ledge.  You'd have to use coop once to get up there.  Then you could throw down a rope so you could get up there solo.

Cronky

Quote from: Ion.67 on March 17, 2010, 03:40:46 AM
Exactly... focus on changes to gameplay and balance more than new gadget and implementations.

Don't go there Ion...

As if to say that you want to change something that is already in the game has been responded with any more optimism than this inkling of an idea is just... wrong.

Spekkio may have made it sound all nice, but he's still using the same cards.

Good job Spek, you managed to say, "All these ideas are stupid" without sounding like an asshole. Again not progressing or evolving the discussion with alterations to the ideas you read. You can keep to your balancing of already made Gadgets in your recent posts in another thread. Some of us though would like to see more than what has already been made and balanced by previous games.

:)
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I <3 U

the rope would also make designing balanced levs difficult, and it's just generally not needed.

Farley4Fan

I <3 U, that's a good point that I've thought of before.  It could make designing maps difficult and that may be reason enough to forget about this.  But then again it might not be that much of a pain especially if mercs check the important coop spots for a rope hanging there.  More things on the merc To Do List helps to prevent camping.   :)

I <3 U

Quote from: FarleyFan on March 17, 2010, 03:48:49 PM
I <3 U, that's a good point that I've thought of before.  It could make designing maps difficult and that may be reason enough to forget about this.  But then again it might not be that much of a pain especially if mercs check the important coop spots for a rope hanging there.  More things on the merc To Do List helps to prevent camping.   :)

also make it pretty damn hard to cover the objectives aswell, especially if the ammo box things for spies gets implemented, mercs will be all over the place. I just think it's not really needed tbh.

Spekkio

#44
Quote from: Cronky on March 17, 2010, 07:51:23 AM
Quote from: Ion.67 on March 17, 2010, 03:40:46 AM
Exactly... focus on changes to gameplay and balance more than new gadget and implementations.

Don't go there Ion...

As if to say that you want to change something that is already in the game has been responded with any more optimism than this inkling of an idea is just... wrong.

Spekkio may have made it sound all nice, but he's still using the same cards.

Good job Spek, you managed to say, "All these ideas are stupid" without sounding like an asshole. Again not progressing or evolving the discussion with alterations to the ideas you read. You can keep to your balancing of already made Gadgets in your recent posts in another thread. Some of us though would like to see more than what has already been made and balanced by previous games.

:)
My comment was made because there are a good portion of people on these boards that like to make up gadget ideas just because they can. Then they'll spend 10 pages defending their dumb ideas because they must be good by virtue of the fact that the person thought of them. Never mind that most of them clearly show no thought into how they'd have ripple effects into other aspects of the game or if they'd even be useful in the context of the game.

Case and point: a rope. Not once was I like "gee, I really wish I could hang a rope down from this ledge!" in CT. It's just not something that would be useful, especially since you can just hang off the ledge and give your partner a leg up.

There's nothing wrong with wanting to see more new stuff implemented into a game, but doing so would probably require redoing the gadgets from the ground up. There just isn't that much room for abilities that weren't already covered that would not be either completely useless or utterly OP.

Threads like this on the Ubi forums are why we have friggin camnet in CT. Some douchebag 10 year old was like "omg, wouldn't it be cool if we could like, look into a network of cams or something" (go ahead, Agent, dig up that old thread) and some idiot Frenchie at Ubi thought that was a good idea.  So now you have a gadget that allows mercs to camp in some safe spot in the map and search for spies without making himself vulnerable. Hooray!