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More Ideas

Started by Vega, June 20, 2007, 05:18:32 PM

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Vega

I know we are cloning, but it's still fun talking about other ideas.  I wrote a ton of these a long time ago and like I've said before; this is just brainstorming.  It means nothing.  It's fun to discuss and I like to hear what other people think.

Tactical Rope Ladders - I thought this a long time ago and after searching either the ubi forum or the lamers forum (I don't remember which one) I saw that Daybreak had the same idea.  It would be interesting to see how it would work in-game.  Honestly, I can see this for a mercenary as well.  Or maybe the grappling hook from DA would be better....

Concussion Mine or Grenade - Ever played Team Fortress Classic?  This mine or grenade would be used by the mercenary.  If a grenade; anyone in the detonation area (maybe the radius of a frag grenade) would be "knocked out" as if they just got bull charged.  It would be interesting to chase a spy with these (maybe too powerful).  If a mine; this would be placed like any other mine but when detonated, the spy will be knocked out as if they were just bull charged.  The amount of time knocked out could vary and be lessened. 

Hand-held Device - I have no idea what to call this.  Basically, it would be a gadget that a merc always has (such as the flashlight, visions, laser, etc) and allows the mercenary to "reset" natural defensives.  For example, say you're playing in the bank level and one of the spies just enabled the magnetic field.  The mercenary could go over to the hacked objective and "reset" it so the magnetic field will go back online.  This device would only work for objectives that don't pertain to winning the game.  Hence, you can't reset the time on a laptop.  This could really ruin balance but thought I'd mention it. 

Seeker -  The name of this gadget is lame but it doesn't matter.  This is a fun gadget I thought of when they mentioned the Drone for DA.  The mercenary would throw this gadget into the room (it's quite big) and as it slides across the room it will pop into the air about 15-20 feet (4.57-6.10 meters) high.  While in the air (stationary) it will survey the room 360 degrees in fast sweeps.  It will use motion tracking and EMF at the same time.  It will do this for about 5 seconds and IF it finds a spy - it will fly to it at a moderate speed and blow up.  This gadget isn't about killing a spy, I don't want the seeker to be too fast.  It's about hunting a spy.  This gadget will make a spy run or force him to stay still.  When the seeker first finds the spy, it will shine a laser and flashlight at it so the mercenary can see him right away.

Timed Charge - I like big explosions.  It would make sense to give hired mercenaries some sort of explosive in case they need to "create" an entrance.  Basically, this would be a time bomb that a mercenary can put anywhere.  I can't think of the tactical possibilities and it could very well be worthless.  It sounds cool and I can imagine a mercenary putting this near an objective to deter spies for a short amount of time. 

Gun-Shot Grappling Hook - Yes, that's right.  Batman.  Is anyone curious to how this would actually work in-game?  I know I was when I thought of his gadgets.  If no one is following then I'll explain.  It would be a grappling hook that would be fired from the spy's gun and would attach to whatever surface you fired at (vertical of course).  The spy would then be automatically lifted to the place he fired at.  Yeah, insanely cheap. 

Compact Gliding Wings - I know, I'm really stretching in for the last two.  But seriously, this is something else I thought of.  If a spy had compact gliding wings.....wait....nevermind.  I just imagined a flying spy in factory and almost died of laughter.  Ok, it was cool in my head.  I'll leave this up in case it sparks something awesome in someone's head.

Sound Gun - I question the importance of this gadget but I like the "hunt" aspect in SvM.  This would be a device that a mercenary has and it basically amplifies sound wherever he points it.  This would allow a mercenary to really "feel" for a spy.  Or give him legit EAX haha.  Like this picture but not as big and goofy looking;


Map Idea - A map, such as an abandoned factory or whatever, could be littered with many inactive lights.  Since the level is "abandoned" the lights wouldn't work unless reactivated by a generator.  I thought of an idea where a Mercenary would have to go to some far area and momentarily reactivate the lights in the map.  This would be neat because the overall design of the map would have MANY lights scattered throughout the level - they would just be inactive normally.

Map Defense - This map would have some room that had an objective in it like normal (a laptop or something).  But this room(s) has a natural security system.  Every 20-30 seconds, the room would have some sort of device survey the room for a few seconds.  The device would use motion tracking and EMF at the same time, increasing the risk of finding a spy.  If the natural security finds the spy then an alarm will show and maybe a lock-down will happen (like in Oilrig, yeah innocent).  This would be interesting and different than a camera because a spy would have to time himself so he isn't caught by the natural security all at the same time hoping a mercenary isn't nearby.



Alright that is all for now.  If you're interested in talking about ideas then post away.  If you want to bash or comment then go ahead.  Remember, just because I mention these ideas doesn't mean I necessarily think they should be in-game.  It's just stuff to talk about.





Succubus Dryad Of The Undying Comet

The grappling hook sounds nice.... but it would ruin the game ;D

Gawain

i like:
-sound gun
-new type of map defenses like periodically moving lasers etc
-seekers similar to the ones in 'minority report'

but tbh we don't need new gadgets, some are already very underused.

Daybreak

#3
LOL

My idea was for spies to have ropes, so that they could make zip lines where ever possible or a trip hazard for mercs. The rope was never for mercs. Unless they could do this:

Succubus Dryad Of The Undying Comet

Quote from: Daybreak on June 20, 2007, 06:48:00 PM
LOL

My idea was for spies to have ropes, so that they could make zip lines where ever possible or a trip hazard for mercs. The rope was never for mercs. Unless they could do this:

omfg ur a genious - the merc will have to camp at one objective, while the others are being hacked... WTF !?

Vega

Quote from: Daybreak on June 20, 2007, 06:48:00 PM
LOL

My idea was for spies to have ropes, so that they could make zip lines where ever possible or a trip hazard for mercs.

hahha I know that.  I just remember you talking about rope/rope ladder for spies because you were mentioning the boondock saints when he was like "why did you have to bring your damn rope?!"  damn..awesome movie.

Daybreak

wow. That's way back. Good memory.
In any case it made me find the Fun Weapons for SC4 thread which had some great little drawings.

goodkebab

technically...the most realistic to implement is a trap for the spies that behaves like a the merc gadget laser.

we have to avoid complex coding until we have the person to do it.

InvisibleMan999

Here are some other gadget ideas... they'll probably never make it in, because the designers have enough coding to do as it is and I'm not sure of the balance effects of these gadgets, but oh well... just throwing ideas around for like sometime way down the line.

most of them are ripped off from double agent single player.

Spy Flash Mine: Set a mine as a spy. When the merc sets it off, it explodes like a flashbang, temporarily blinding him.

Spy EMP mine: Like the flash mine, but when it goes off produces an effect similar to a merc getting shot in the head by the shocker.

Spy EMP bullet: When fired at a static defense, such as a camera or laser emitter, the EMP bullet permanently disables that defense (or until end of spy life).

Spy Noise gun: Like the sonic thing in DA, the noise gun creates a ping on the merc's reticule whereever you fire it. Similar to alarm snares, only the noise gun has infinite shots, produces sound only when fired and doesn't make any sound itself when you shoot it.

Merc Anti-tamper lock: Place it on a non-objective hackable and the spy must disable the lock before he can hack the panel. Disabling the lock takes about 10 seconds.

Merc false mine: This mine sounds like a proxy or laser, and appears similar to one of those mines (with some difference seen at close range), but it doesn't actually explode when triggered. Instead, it explodes only if a spy attempts to remove it.

Merc handcuffs: If a spy is knocked down, instead of doing the merc humiliation move, you can handcuff the spy. This causes the spy to twitch around on the ground, still alive, for a while before he can escape. Basically the use is to waste some time off the clock so the spy can't respawn. It can also backfire if the spy's partner comes to rescue him and prevents you from killing him when the handcuffs expire.

Gawain

i like most of these invisibles's ideas, but falso mines must not result in a guessing game. there should be an optical difference, but very hard to see. flash/emp mines would be awesome for an ambush or covering oneself. the anti-tamper lock would have to last at least 20s disabling it, as it uses 1 gadget slot. handcuffs sound like a bad idea to me.

the noise gun could be really interesting, because it's a tactical alternative to snares (just like spy bullets <=> heart beat sensor), and it could be attached to the weapon just like hbs :)

frvge

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.

Gawain

i like the idea of the molotove cocktail which would help against run>hack>tazer>hack-1s>run>wait12s>repeat tactics, but there are already plenty other ways to do so (and this strategy takes much time for the spy).

in general, i want more security just like in the good old pt days. and i'd love the camo to help bypass them.

Succubus Dryad Of The Undying Comet

Yeah, and i want spies to not be able to roll between lasers - it makes the game too aggro

Gawain

Quote from: Kok4f4n on June 21, 2007, 03:09:05 PM
Yeah, and i want spies to not be able to roll between lasers - it makes the game too aggro
agreed. but there is already the option to quick-throw a chaff. if ps follows the fix list, chaff will no longer work through walls, so mines finally do their job and actually slow down spies XD

personally, i want to see more bypassable cams like the ones in the corridors on factory.
i know this has been discussed before, but what why shouldn't we give the camo suit a second use, like the possibility to walk through cams/lasers/past motion tracking without setting of the alarm? we should balance out the gadgets so that each is equally useful, and even with the eax bs fixed, camo is way too weak, and i like more than one application for a gadget.

Vega

#14
The molotov cocktail is the same idea I had for an incendiary/napalm grenade.  Except it makes more sense to have that type of grenade than a bottle of alcohol and some cloth. ;D

EDIT;typo