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Traps

Started by Cronky, August 15, 2010, 02:53:45 AM

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Succubus Dryad Of The Undying Comet

Quote from: monterto on August 16, 2010, 03:42:31 AM
Quote from: Succubus Dryad Of The Undying Comet on August 16, 2010, 02:49:55 AM
That game was WAY better than CT.
HAIL Pandora Tomorrow :D
No
Yes. It even had better graphics for some strange reason.

VaNilla

#31
Quote from: Cronky on August 15, 2010, 05:26:10 PM
Quote from: STON3COLDKILLA on August 15, 2010, 02:46:12 PM
Interesting idea. So you're saying if I were to run up to a health pack and tap 'heal' without paying attention, a mine could explode? I think it's problematic in that people would learn to check after the first 2 or 3 times, making those mines redundant.

Not saying you're wrong, it would become redundant, but there is no difference between this "Trap" and any popular mine spot on any map.

It's a Trap, so it's not ALL about killing the Spy, but instead limiting their options. People may start to look, but that doesn't mean their mind is faster than their hand when they've got little health and a Merc close behind. ;)

Plus, this takes up a Mine. So not everyone would use this all the time. There are many more places to put a mine when you are limited to putting 3 down at a time. (Also many more Medboxes alternatively)

But you see, it is different. The reason that we placed mines in or besides healthpack's is that spies could be rushing for health at any given time; during a rush these mines are hard to spot, especially when they could be placed into the box. So strategic placement into the box was a key skill you needed to learn; if your suggestion was implemented, this skill would become redundant. And also, the risk of running towards a healthpack is gone, because the mine wouldn't set off unless you use the interaction menu, and it's extremely easy to look at a menu to see 'trap' vs 'heal', even in a rush. So really, what's the advantage of your suggestion? To me it's a gimmick, which is worse alternative to the current situation.

monterto

Quote from: Succubus Dryad Of The Undying Comet on August 16, 2010, 11:01:49 AM
Quote from: monterto on August 16, 2010, 03:42:31 AM
Quote from: Succubus Dryad Of The Undying Comet on August 16, 2010, 02:49:55 AM
That game was WAY better than CT.
HAIL Pandora Tomorrow :D
No
Yes. It even had better graphics for some strange reason.
I don't want to hijack the thread but the game was broken as shit and was a pain in the ass. I love it to death but SCCT is just leaps and bounds better and allows for way more strategy. The only strategy from PT that doesn't work in CT is SS+DJ.
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Cronky

#33
Quote from: STON3COLDKILLA on August 16, 2010, 01:43:07 PM
Quote from: Cronky on August 15, 2010, 05:26:10 PM
Quote from: STON3COLDKILLA on August 15, 2010, 02:46:12 PM
Interesting idea. So you're saying if I were to run up to a health pack and tap 'heal' without paying attention, a mine could explode? I think it's problematic in that people would learn to check after the first 2 or 3 times, making those mines redundant.

Not saying you're wrong, it would become redundant, but there is no difference between this "Trap" and any popular mine spot on any map.

It's a Trap, so it's not ALL about killing the Spy, but instead limiting their options. People may start to look, but that doesn't mean their mind is faster than their hand when they've got little health and a Merc close behind. ;)

Plus, this takes up a Mine. So not everyone would use this all the time. There are many more places to put a mine when you are limited to putting 3 down at a time. (Also many more Medboxes alternatively)

But you see, it is different. The reason that we placed mines in or besides healthpack's is that spies could be rushing for health at any given time; during a rush these mines are hard to spot, especially when they could be placed into the box. So strategic placement into the box was a key skill you needed to learn; if your suggestion was implemented, this skill would become redundant. And also, the risk of running towards a healthpack is gone, because the mine wouldn't set off unless you use the interaction menu, and it's extremely easy to look at a menu to see 'trap' vs 'heal', even in a rush. So really, what's the advantage of your suggestion? To me it's a gimmick, which is worse alternative to the current situation.

Let me clarify that I don't think this idea is better than planting mines outside of Medboxes (Or significantly worse). Also that planting mines outside would still be possible in my vision of implementing this.

I'm taking a lot of assumptions as to how the game will play out differently than CT in the sense of mine placement also. CT had a funky way about it that let to some mine spots that shouldn't have been possible, be possible. While strategically good, again, shouldn't have been possible. Mines "In" the boxes, Mines "In" rails, Mines "In" a lot of stuff, it all will (I assume) get fixed with PS.

Good? Maybe

Bad? Well on a Gameplay stand point, no.

Now this idea was simply giving you another option in your arsenal of things you could do. It plays on a slightly different part of the players "Abilities" than it's outside the box alternative.

Mines weren't invisible, and on the PC version of CT Mine placement was even more strict. How many times did you see a mine the split second before it exploded? How many times did you fall for the same Mine afterwords in that round? This "Trap" idea plays on the same logic. Given all the time in the world, any player can disarm either mine. Caught off guard though, any player can also be caught by both.

The advantage of this idea (in my eyes) is not something it does particularly BETTER than the alternative, but simply that the variety of having both options makes it work.

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Also, just to point out. I actually didn't mention my real intentions for starting this. I actually wanted more ideas for "Traps". Whether environmental (Aquarius: Water Tank), or Gadget Oriented (This Medbox Trap).

These ideas don't really affect gameplay on a MASSIVE scale like trying to discuss a new gadget, or weapon. So I think a lot more is possible, and easier to "Approve" of within the community.

So shout out some ideas ;)
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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DreadStunLock

#34
To be honest if a mercenary is after you all you need to do is taze, hold shift and scroll down once with your scrolling ball thing inside your mouse thing...thing...

Cronky

#35
I imagine in my little brainular that this option only pops up when:

A.) You have Mines as your active Gadget

and

B.) You are standing in front of the medkit

So for a Merc the Medkit interaction box would look like...

Quote
>Heal
>Trap
>Cancel

Quote from: DreadStunLock on August 16, 2010, 08:36:17 PM
To be honest if a mercenary is after you all you need to do is taze, hold shift and scroll down once with your scrolling ball thing inside your mouse thing...thing...

You edited your post and made it DIFFERENT! (Or I'm just crazy) (Probably both)

Yes, it's REALLY simple to disarm it. That's the point, it's a minor inconvenience simply because... if it wasn't. It wouldn't be a trap.

Depending on the circumstances of being at said Medkit you might be perfectly able to disarm it without any reprecussions, or you may have to run and find health elsewhere. It's like the original mine placement, but this one shows it's face once you get to it. Instead of giving signs far beforehand (Beeping mine, blinking lights, etc). Neither one "Better" than the other, but each unique upon approach.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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DreadStunLock

Yeah sorry about the edit I just wanted to post something because I was bored and my internet is being a real bitch and i can't play CT and if I do play CT there are always people either like Mazen or .... I shall not say his name... So then I read the whole thread and I got the answers ><

Cronky

Ah, It's all good. Got me to feel like I'd just imagined things for a bit. Fun mindset.

More importantly though.

What other kinds of Traps should there be? With the bar already set, what with CT making a pretty good amount of level specific deathtraps.

No need for a LEVEL built around it, but say for example you explained Aquarius's Water tank.

"A room full of water that is drain-able by a nearby button. A door opens up when it is fully drained allowing you to enter the room. Now either a Merc or a Spy can press the button outside to fill the room back up. Thus drowning the occupant inside".

Sounds a little sadistic, but the more trap ideas the better in my mind. ;D
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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xFire:Cronkbot | Steam:Cronky

VaNilla

My point's not that you could place things in objects, because I also think you shouldn't be able to place mines in objects. But what I do think is that it's not really an alternative worth exploring, for the reasons I gave beforehand :P

DreadStunLock

Another really great example is Pyrocryptic, but that one is really difficult because you do not know if it's on or not, but the trap is very scary >< You get killed thinking WTF?!

Cronky

Quote from: STON3COLDKILLA on August 16, 2010, 10:28:27 PM
My point's not that you could place things in objects, because I also think you shouldn't be able to place mines in objects. But what I do think is that it's not really an alternative worth exploring, for the reasons I gave beforehand :P

That's true. I did kind of go off on an unrelated tangent.

I also understand that it's not really "Worth" the effort to make something that does basically the same thing already implemented.

I just like choices. New moves. A couple of those "Oh Crap" moments where you jammed on the action button and at the last second saw the "Disarm" option. Much like all the other "Traps" already in CT that I've mentioned about 4 times on this page.

This one made more sense cause it doesn't involve anything Extra being made. So I can only assume it would be "Easier" to implement.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
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