Game mechanics

Started by a3c0i3d, August 08, 2007, 05:33:38 PM

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Farley4Fan

^Agreed^ But there a few aspects that might prove useful in PS.  Not too much though.  WTF was ubi thinking even releasing DA?!

InvisibleMan999

The thing is that DA MT wasn't a replacement for CT MT, it was a replacement for the sound detector. It was a way to punsih spies for running and that's it. Otherwise you'd never even have to worry about DA MT. 

The presence detector was much closer to a replacement for CT MT.

Farley4Fan

Mmmhmmm.  Well what if, DA MT with limited range was a replacement to CT MT in Project Stealth?  Wouldn't that give MT a little less godness and a little more weak points?

InvisibleMan999

#108
Quote from: Papa Skull on August 31, 2007, 06:34:41 AM
Mmmhmmm.  Well what if, DA MT with limited range was a replacement to CT MT in Project Stealth?  Wouldn't that give MT a little less godness and a little more weak points?

DA MT didn't have weak points, it was your standard vision that you had on all the time. As a non-toggleable option, it was like asking what the weak points of the sound detector are in CT.

DA MT is also virtually useless in CT. Spies already don't run because of the sound detector and you don't run into those absolute darkness areas in CT maps like you do in DA, so the white outline wouldn't even help much. Since it doesn't work in 360 degrees, you can't know if someone is coming up behind you either, so basically all it does is let you see someone slightly more clearly than you normally would be able to. But big deal because you could probably see them already.

So really, what does it do? Outline running spies you can already see and hear? It's basically the equivalent of taking MT out of the game and replacing it with something that nobody even cares about.

Gawain


Farley4Fan

#110
DA MT DID have weak points.  Correct it wasn't toggle able but it couldn't detect spies who were crouched and moving.  If we kind of morph CT's MT and DA's MT together, then we might have a more balanced vision than we currently do.

If we put them together it would work something like this:

Doesn't detect spies who are slowly moving in light.
Has a range of 75-100 ft.
Detects movement of mercs, grenades, running/jumping/falling/rolling spies, opening and closing doors.
It has the box outline and not the white outline.
Detects movement through smoke or gas.
Doesn't work in Chaff.
Is a vision that you turn on, is toggle able as well.
Doesn't work as a night vision like CT had.
Merc's faceplate turns red, so does the merc's HUD.
Detects movement like running or rolling in dark areas, but not slow movement or someone moving while crouched.  Doesn't have its night vision effects, but can detect fast movement in the dark.

Since it is a possibility that there may be destructible lighting, it means that there will be darker parts on maps.  If a spy is running around in a dark room because he knows mercs can't easily find him he would be detected on MT.  If a spy is slowly moving around a merc who has MT on, the merc wouldn't detect him.

This way, MT has its weaknesses, isn't a godly vision, but still has good use.  I think it would be much more balanced this way.  Thoughts? 

The other day I was playing MGS, strange game  :D, and I remembered that it has this slow walk kind of feature.  You are standing up, but you are sort of creeping quietly and slowly.  It doesn't create noise but you are pretty visible because you are standing up.  I thought that it would be interesting to implement that into the spies abilities.  It would be useful if you are creeping behind a merc, but if you are detected then you are able to quickly run away because you are already in a standing position.  But it would be balanced by the fact that you are more visible while standing up and using this feature.  Thoughts?


Gawain

thoughts? u suck, and so does your spam. ditch this bullshit.

Gui Brazil

Gawain, stop being a retard already.

Succubus Dryad Of The Undying Comet

Yeah, Papa Skull suggest something and you flame him for his good will...

And yeah, i'd like to MT made as Skull said, just give it less range - say 18-20 meters?

Gawain

Quote from: Gui Brazil on September 01, 2007, 04:04:43 PM
Gawain, stop being a retard already.
i was just posting the obvious.
papa skull postet much spam with no new useful suggestions at all. there's nothing to discuss about it. maybe you guys should learn to read the stuff that has been posted before and in other threads.

Gui Brazil

Quote from: Gawain on September 01, 2007, 06:13:11 PM
Quote from: Gui Brazil on September 01, 2007, 04:04:43 PM
Gawain, stop being a retard already.
i was just posting the obvious.
papa skull postet much spam with no new useful suggestions at all. there's nothing to discuss about it. maybe you guys should learn to read the stuff that has been posted before and in other threads.


Maybe you should learn to live with other people's opinion.

Quit being a prick, really.

Overstatement

I haven't played DA but it sounds like DA MT is a replacement for the lack of "long distance" spy detection. In CT, you always assume the merc can hear you (until proved otherwise). In DA, you always assume the merc can't detect you (until proven otherwise by spotting him).

HeroFromHyrule

I would like to correct something, DA MT did work in 360 degrees.  I've played games against friends of mine and I've used that to my advantage.  You can run aorund behind a merc and their MT does go off.

Gawain

Quote from: Gui Brazil on September 01, 2007, 07:29:15 PM
Maybe you should learn to live with other people's opinion.
Quit being a prick, really.
papa skull and you are the pricks here. learn to live with my opinion.

Farley4Fan

#119
Gawain.  Please.  gtfo.  You are saying I spam?

You didn't respond to my post or anything I said in it.  You just went: " OMGF PApA SkuLL PoStEd IT So IMMA BE aN A$$holE!!! "  That is spam you fucking idiot.

Give me one good reason why my suggestion is bad, other than me posting it.

And Kok4F4n, 20 meters is about 60 feet.  And I agree lol