Suggestion Thread

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

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Ion.67

QuoteA.) Time on these forums means nothing in comparison to opinion. I'd suggest you learn that and stop riding the "Veterans of this forums" Dicks.

Now... I don't even understand what you mean. Are you calling the veterans dicks? Are you calling me a dick and them dicks? Am I riding their dicks? You should try and make your insults at least understandable.

QuoteGames with a partner are fun. I personally played CT with the same partner the WHOLE time I played. That's how I can see this game as fun, instead of worrying about all the technical crap that Spek keeps bringing up (Not thinking technical ALL the time mind you. I haven't suggested the Spy get a Rocket Launcher, or anything to THAT extent). Camnet was fun with a partner you knew, tactics were made in time, and through it all.... I actually had fun instead of it being a competitive atmosphere 24/7.

Sure, have fun if you lose. But I don't want to lose, I don't ever go into a game with the mindset of "I want to lose." Winning is fun to me. So put stuff in the game that assists with that. I am not super competitive, I don't get pissed when I lose, but I don't like it. Camnet worked, but it was pointless. Maybe you should be able to control the normal cameras in the game... I don't know.

QuoteC.)The point of Variation doesn't mean it's constrained to the same exact abilities of it's origin. Grenade and Phos. still hold true because they are both grenades. Both act the same, but are for a different purpose. Such as the difference between Sticky Cams, and my idea for Network Cams.

Why not just combine them? In the early beta of CT that was how it worked, and I liked it. The last sticky cam was always the one it went to when you hit the button. Maybe the last one shot should be the only one that has gas. That way, you can use them as a network OR an offensive/defensive tool.

QuoteD.)Spend my time on things that are more useful? You're idea is already in the game. Revenge mode... +1... Good work! Best 2 out of 3 mode I'd call it. I could imagine it in there, but there would need to be a reason for someone to not just... Quit. Why focus on the subtlest of changes when we can actually think of something that would be different and fun! Trip rope, balanced or not would be fun. Obviously it would be balanced to BE in the game, but in concept right now. It just sounds entertaining. Co-op Gadgets would be fun. SvM Lacked new ideas even once it's third iteration came out.

First of all, revenge mode wasn't overly used and it was just 2 games. This idea would declare a clear winner of those matches. Secondly, I have a feeling the player base of this game is no't going to be huge, and most players will not be asses... Most of us do not quit often. You know what, maybe we should track stats. I think it would be hilarious if the only stat tracked was how many games you have backed out of. Thirdly, having gadgets in the game because they are fun is dumb. Co-op gadgets...why would people take them unless they played with a partner? They wouldn't. Plus, they would have to be way more powerful than tripping a merc and climbing to a spot we can already get to. Then, partners would always stay together and be even extra powerful. When I said staying together should be ideal, I didn't mean that they will have gadgets or special opportunities to exploit that, but merely that the games base should have that be in its basic parameters.

QuoteE.) It was never said that ALL the gadgets were held back with the Rewards idea. Just the new Variations that are only there to give the player more to play with (Such as all these new ideas). I want to emphasize the word Variation because I don't mean to say that there would ever be a time when someone wouldn't have an ability. Such as:

There aren't many gadgets to chose from with holding back. If we have 20 gadgets on each side I will kill myself. People will boost for them. Pro's will boost for them because they don't want to be limited. I don't want to start out with half my arsenal. Hell no.

frvge

Quote from: Cronky on March 19, 2010, 02:08:26 PM
Edit: Didn't see that part about "Within a certain Range" part. That seems like it might be hard to do, or tough to implement from my limited point of view pertaining to making games work. If using Range as a trigger, would you be able to differentiate between range when a wall is in the way? Or a similar situation (Perhaps if it was in the air near the spy, would it blow up? Or would you have to wait for it to touch the ground before it took that information in)

It has to hit something first, be it a Spy or a wall or a static mesh (model). Then it checks if there's a visible Spy in a certain range. Doable in a few lines of code. The mines and security camera work somewhat the same.
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Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Cronky

#77
Quote from: Ion.67 on March 19, 2010, 02:29:30 PM
QuoteA.) Time on these forums means nothing in comparison to opinion. I'd suggest you learn that and stop riding the "Veterans of this forums" Dicks.

Now... I don't even understand what you mean. Are you calling the veterans dicks? Are you calling me a dick and them dicks? Am I riding their dicks? You should try and make your insults at least understandable.

QuoteGames with a partner are fun. I personally played CT with the same partner the WHOLE time I played. That's how I can see this game as fun, instead of worrying about all the technical crap that Spek keeps bringing up (Not thinking technical ALL the time mind you. I haven't suggested the Spy get a Rocket Launcher, or anything to THAT extent). Camnet was fun with a partner you knew, tactics were made in time, and through it all.... I actually had fun instead of it being a competitive atmosphere 24/7.

Sure, have fun if you lose. But I don't want to lose, I don't ever go into a game with the mindset of "I want to lose." Winning is fun to me. So put stuff in the game that assists with that. I am not super competitive, I don't get pissed when I lose, but I don't like it. Camnet worked, but it was pointless. Maybe you should be able to control the normal cameras in the game... I don't know.

QuoteC.)The point of Variation doesn't mean it's constrained to the same exact abilities of it's origin. Grenade and Phos. still hold true because they are both grenades. Both act the same, but are for a different purpose. Such as the difference between Sticky Cams, and my idea for Network Cams.

Why not just combine them? In the early beta of CT that was how it worked, and I liked it. The last sticky cam was always the one it went to when you hit the button. Maybe the last one shot should be the only one that has gas. That way, you can use them as a network OR an offensive/defensive tool.

QuoteD.)Spend my time on things that are more useful? You're idea is already in the game. Revenge mode... +1... Good work! Best 2 out of 3 mode I'd call it. I could imagine it in there, but there would need to be a reason for someone to not just... Quit. Why focus on the subtlest of changes when we can actually think of something that would be different and fun! Trip rope, balanced or not would be fun. Obviously it would be balanced to BE in the game, but in concept right now. It just sounds entertaining. Co-op Gadgets would be fun. SvM Lacked new ideas even once it's third iteration came out.

First of all, revenge mode wasn't overly used and it was just 2 games. This idea would declare a clear winner of those matches. Secondly, I have a feeling the player base of this game is no't going to be huge, and most players will not be asses... Most of us do not quit often. You know what, maybe we should track stats. I think it would be hilarious if the only stat tracked was how many games you have backed out of. Thirdly, having gadgets in the game because they are fun is dumb. Co-op gadgets...why would people take them unless they played with a partner? They wouldn't. Plus, they would have to be way more powerful than tripping a merc and climbing to a spot we can already get to. Then, partners would always stay together and be even extra powerful. When I said staying together should be ideal, I didn't mean that they will have gadgets or special opportunities to exploit that, but merely that the games base should have that be in its basic parameters.

QuoteE.) It was never said that ALL the gadgets were held back with the Rewards idea. Just the new Variations that are only there to give the player more to play with (Such as all these new ideas). I want to emphasize the word Variation because I don't mean to say that there would ever be a time when someone wouldn't have an ability. Such as:

There aren't many gadgets to chose from with holding back. If we have 20 gadgets on each side I will kill myself. People will boost for them. Pro's will boost for them because they don't want to be limited. I don't want to start out with half my arsenal. Hell no.


A.)Wrote the insult while riding a very nice buzz. Sorry if it came out a little sketchy, but after a nice little bit o' research I notice You've been here since 2007. I see how the insult could be misconstrued with such info at hand, so let me re-iterate.

Stop stroking your E-Peen because you think Time on Forum == Weight of Opinion. :)

B.)I have to wonder why everyone seems to connect, "Playing for fun" and "Losing" in the same area. Winning is fun universally. You don't PLAY to lose, but you don't have to PLAY solely to Win. Games are an entertainment. This game being a great example of a perfect situation because if the game lacks fun, they can change it. Fun isn't equal to how good you are at a game (For everyone...), if that was the case then nobody would play Multiplayer Games... Because you're bound to find people that are better than you. You can still make and think up tactics while having fun with the game. You can still Win all of your games.

I kept with a constant partner because he wanted to play the game for fun too. We got better as we played more. Not everyone does this, but I recommend it. The game becomes much funnier when you don't HAVE to take is seriously because you know your partner well enough to know what need be done.

If Camnet was pointless then HOORAY, we have an excellent example of why extra gadgets CAN be added. (Note the word Can, not Will) I do like the idea that Normal Cameras = Camnet Cameras. Just makes too much sense. Though I understand that if that was the case, either there would be a lack of cameras or TOO many places to be able to see. Being able to take them out with the gun though would be cool, but perhaps give away positions too easily.

C.)Sticky Cams and Network Cams COULD be combined. That's why it was just a Suggestion. I'd like to see more gadgets take a different shape then the exact same thing we've seen before. I just suggested a new gadget version of it, cause... Who would want to waste 2+ Sticky Cams and lose their ability to Gas with any of them?

D.)Revenge mode wasn't used and that is a good point to your option you are proposing. Why would someone use it when they could just as easily just play the game? Making it Revenge Mode +1 is saying that the people playing are Committed to 3 games. There is nothing wrong with just quitting in this idea so far. The Stat Tracking for it would be incentive not to do it (Which I like), but maybe also add something like a... "Suspension" of playing games if they back out of... 3 or so games with that option turned on. That's a drastic move right there, but would give a reason for your idea to work.

E.)Lastly, the variation reward isn't perfect. There will ALWAYS be people that will Boost if given the option to. Always be people that will feel that they NEED said items because their gameplay is "Ruined" by lack of options. That's the extreme. There will also be people who will just play the game. Enjoying a new gadget when/if they get it, or... Not Caring about it. Obviously things that were held back would only be held back if they were just "Extra". Thought WOULD go into exactly what would or wouldn't. PLUS I only use Gadgets instead of say... Skins, because it's more dramatic with something you can actually use. TF2... I was more excited to get the Huntsman for the Sniper than I was getting the Hat.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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Cronky

Quote from: frvge on March 19, 2010, 02:52:57 PM
Quote from: Cronky on March 19, 2010, 02:08:26 PM
Edit: Didn't see that part about "Within a certain Range" part. That seems like it might be hard to do, or tough to implement from my limited point of view pertaining to making games work. If using Range as a trigger, would you be able to differentiate between range when a wall is in the way? Or a similar situation (Perhaps if it was in the air near the spy, would it blow up? Or would you have to wait for it to touch the ground before it took that information in)

It has to hit something first, be it a Spy or a wall or a static mesh (model). Then it checks if there's a visible Spy in a certain range. Doable in a few lines of code. The mines and security camera work somewhat the same.

That's very understandable then, and sounds like the best of all worlds.

When thinking back it seemed like CT (or perhaps PT) had something along the lines of this, but it felt like it was more of a glitchy grenade when that happened. Sometimes blowing up quickly, other times just bouncing off of Spies/Stuff and sitting till regular explosion time.

So as long as this idea played consistently the same, then I'd be just fine with it.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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tigaer

Network Cams sound ridiculously overpowered if used right. How about merging Hacking Bullets and Network Cams together, making it where in addition to hacking panels automatically, you can use Hacking Bullets on Camnets and be able to view through the affected cams (all cams with a Hacking Bullet on them) like a Merc for the duration of the Hacking Bullet. That would be a worthwhile and useable gadget in my opinion.

Cronky

#80
I like the idea!

Hacking bullets sounded a little weird when first brought up because of such limited use. In your thought would the Camnet that is Hacked be viewable by the Merc still? Or is it the "Spy's Camera" for the duration that the bullet lasts?

Keeping the limited number of hacking bullets a spy would have it seems like it may also be possible to have it able to hack other defenses. Not in the sense that you don't get caught by them, but in the sense that Mercs could also be caught by them. So you could get a heads up via motion detector if the Merc was coming up to you as an example. The Merc might not be Warned that he's been caught by it, but still the motion detector in the example would blink (Like it does when it catches a spy). So an aware Merc would know it's hacked.

Again keeping in mind that they dissipate naturally, can be shot, and also that you only have a certain amount of them. So you couldn't go around and just hack EVERYTHING.
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tigaer

Quote from: Cronky on March 19, 2010, 03:25:40 PM
I like the idea!

Hacking bullets sounded a little weird when first brought up because of such limited use. In your thought would the Camnet that is Hacked be viewable by the Merc still? Or is it the "Spy's Camera" for the duration that the bullet lasts?

Keeping the limited number of hacking bullets a spy would have it seems like it may also be possible to have it able to hack other defenses. Not in the sense that you don't get caught by them, but in the sense that Mercs could also be caught by them. So you could get a heads up via motion detector if the Merc was coming up to you as an example. The Merc might not be Warned that he's been caught by it, but still the motion detector in the example would blink (Like it does when it catches a spy). So an aware Merc would know it's hacked.

Again keeping in mind that they dissipate naturally, can be shot, and also that you only have a certain amount of them. So you couldn't go around and just hack EVERYTHING.

I think the Merc should get static when he tries to view the camera, so then he has to go shoot off the bullet. I think giving the Hacking Bullets too many uses will make them pretty overpowered when hacking an objective, kind of how the Network Cams would be, you could basically know where the Mercs are 90% of the time and hack accordingly.

Cronky

#82
Static is good. Shows an aware Merc that something is up. Also gives the Spy a good diversion if he wants to make the Mercs THINK they are in that area.

And yeah, I was just thinking of how the Bullet could work into more stuff.

The idea of hacking defenses (and Network Cams too) merely being passive ways to get to know your surroundings. When it comes to actually fighting the Mercs/hacking (blowing up, or extracting) the objectives you'd have an upper hand knowing WHERE they were, but at a loss of a gadget slot or two in the means of HOW to get them. Since in the example of Network Cams, it wouldn't have the Gas. Meaning it would be purely for surveillance.
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CurdyMilk

Can someone explain was the advantage of a phosphorus grenade would be?  I know it shoots out white phosphorous to produce a smoke screen and a potentially lethal explosion, but what makes it any different or unique compared to the standard nades we already have?  I don't really have an idea of what this would look like...

Farley4Fan

Well Curdymilk I thought that it would be nice if they blew up on impact with the ground, a wall, or a spy.  The spies wouldn't really be able to dodge them easily if the merc was a good shot.  Instead of firing a frag while in a fight with a spy you could launch a spy.  If he escapes you can easily track him down.  Also, they can still be used as decoy frag nades.  The spy will likely try to leave the area when he sees the phos nade coming his way, and hopefully the gas cloud will be made big enough so that he will have a hard time not getting tagged by the gas. 

Farley4Fan

Quote from: tigaer on March 19, 2010, 03:17:22 PM
Network Cams sound ridiculously overpowered if used right. How about merging Hacking Bullets and Network Cams together, making it where in addition to hacking panels automatically, you can use Hacking Bullets on Camnets and be able to view through the affected cams (all cams with a Hacking Bullet on them) like a Merc for the duration of the Hacking Bullet. That would be a worthwhile and useable gadget in my opinion.

I think that's a great idea.  When I first brought up network cams I couldn't think of too many uses.  Maybe if you shoot one on a merc it gives them a temporary system mal?  It could be longer than the ss head shot system mal.

Maybe that could be too op.  Here's what I'm thinking with the hack darts.
-Instantly hack wall panels
-Manually hack terminals from a distance, there is a max range - have to maintain a view of the terminal, goes slower than usual
-Hack bullets allow you to look through a camnet or even have security cams give you intruder alerts.

With all these uses I'm thinking that you may only be allowed to have 3 at a time.

tigaer

Quote from: FarleyFan on March 19, 2010, 11:34:58 PM
Well Curdymilk I thought that it would be nice if they blew up on impact with the ground, a wall, or a spy.  The spies wouldn't really be able to dodge them easily if the merc was a good shot.  Instead of firing a frag while in a fight with a spy you could launch a spy.  If he escapes you can easily track him down.  Also, they can still be used as decoy frag nades.  The spy will likely try to leave the area when he sees the phos nade coming his way, and hopefully the gas cloud will be made big enough so that he will have a hard time not getting tagged by the gas. 

I lol'd.

Anyway, I don't think them hackig terminals would be good, aswell as hacking panels instantly, it should double the duration that it would take to hack normally. The system mal sounds interesting, could be pretty overpowered for aggro spies though.

tigaer

#87
Jammer
Equips like camo but is like gas mask with limited energy. Makes it where you can't be detected by MT or EMF aswell as passive defenses as long as equipped and activated. Possibly undetectable by mines/spy traps too. Counter all you damn MT whores, even though I'm guilty lol.

frvge

Reeks like being overpowered. What's the downside?
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.

Farley4Fan

Quote from: tigaer on March 20, 2010, 12:07:45 AM
Quote from: FarleyFan on March 19, 2010, 11:34:58 PM
Well Curdymilk I thought that it would be nice if they blew up on impact with the ground, a wall, or a spy.  The spies wouldn't really be able to dodge them easily if the merc was a good shot.  Instead of firing a frag while in a fight with a spy you could launch a spy.  If he escapes you can easily track him down.  Also, they can still be used as decoy frag nades.  The spy will likely try to leave the area when he sees the phos nade coming his way, and hopefully the gas cloud will be made big enough so that he will have a hard time not getting tagged by the gas. 

I lol'd.

Anyway, I don't think them hackig terminals would be good, aswell as hacking panels instantly, it should double the duration that it would take to hack normally. The system mal sounds interesting, could be pretty overpowered for aggro spies though.

I was like wut?  Then i lol'd.  Hard.

You'd have to manually hack terminals with a minigame on your armband.  Like bioshock or something.  Remember CT's single player hacking mini game?  Maybe something like that.  It also takes double time to hack the terminal and you can only hack 5 seconds off of it with one dart.  So, it takes 10 seconds for a 5 second hack.  

It's not like it's terribly hard to hack panels and get away with it.  I don't see a big problem with the darts insta-hacking panels.

The jammer idea left a bad taste in my mouth after DA.  The idea of a jammer just sort of makes me weary.  You know?  I see what you are describing is kind of different the only problem is that I don't know what the drawback is.