back to wall and rail camping -and other moves

Started by goodkebab, September 05, 2007, 08:50:11 PM

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frvge

Wanted, Geometric Events are an addition by the Ubisoft team to the Unreal engine. They are not 'standard', so if we go that way, we'll have to program it ourselves.
Quote from: savior2006SCDA has more bugs than a rain forest.
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Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

kronf

How about to be able to walk on the rails you will have to move constantly, like if you stop you fall down? Other than that I don't know, cause making separate animation just for that is not practical. Adding new grabbing technique would be also too complex. It also depends on map design as it wasn't much of an issue on most ct maps. 

Wanted_David

Quote from: frvge on September 06, 2007, 01:04:28 AM
Wanted, Geometric Events are an addition by the Ubisoft team to the Unreal engine. They are not 'standard', so if we go that way, we'll have to program it ourselves.
Yeah, I know that, but you'll have to implement GEs in your maps somehow. If you don't somehow make a quick and "semi-automatic" way to implement GEs, then level designers will sure have a bad time putting them... Unless you find another way to implement a code that allows the player to perform those actions...
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frvge

Quote from: kronf on September 06, 2007, 01:13:02 AM
How about to be able to walk on the rails you will have to move constantly, like if you stop you fall down? Other than that I don't know, cause making separate animation just for that is not practical. Adding new grabbing technique would be also too complex. It also depends on map design as it wasn't much of an issue on most ct maps. 
Nice idea :)
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.

AgentX_003

hate to rain on Y 'alls parade but, to be honest , if its gonna be realistic theres no fucking way a merc can sit on a rail with 50 + pounds of kit and be able to balance properly.. though  i will say the ideas are cool , just thought id give my input upon this ;D




-Thanks Murdy for da Sig <3  xD

Farley4Fan

Realism, is that what you just said?  Since when is this game about realism?  I think tight spaces would be good for gameplay, of course it would depend on where they are added, but if they get to some places you wouldn't normally be able to reach then it would be cool. 

What about the crawl move on DA?  Where it is a super low vent and the spy goes into a crawling animation and crawls through whatever lowhanging object or wall it is. 

ESCAPE MOVES!! I forgot about those, one of the only things that I really liked about DA.  It really helped when you were able to swing yourself into a ceiling or jump out of a window.

What about a creep sort of walk?  Like MGS?  You are creeping slowly while standing up, don't make noise but you are pretty visible since you are standing up.  It would be useful for creeping behind a merc but if you are spotted you can easily run away because you are already in a standing position.

How about some kind of combo attack as a spy?  What if you elbow a merc from the front, then you push jump right after the elbow and you jump onto the merc shoulders and jump over him?  That would be cool!  Imagine elbowing a merc, then jumping onto him then over him onto a railing and escaping!  IMO that would rock and wouldn't alter the gameplay that much.

iservealot

I think we should just make it like DA, where the leg physics take over. If The rail you are standing on is thinner than what both of your legs can stand on realistically, it will drop you from the rail, but if you are moving fast and jump on the rail, it will let you stay on, until you stop moving. Then it kicks you off again. lol

Did that make any sense?

InvisibleMan999

Quote from: Spekkio on September 06, 2007, 12:29:10 AM
I agree with Daybreak in general though -- I'd much rather see a counter to railcamping implemented, rather than just disabling the ability to walk on rails altogether.

What if we implemented a little push added to the sticky shocker effect? So in addition to getting shocked, you get nudged a bit. Wouldn't be too significant in general play, but it'd be enough of a move to knock someone off a rail possibly.

goodkebab



I can find a lot of uses for walking along walls -mainly to be able to go where mercs cannot,  without there logically being a vent.  It gives freedom to create corridors just with boxes, or to be able to walk on the outside of a building where Mercs cannot (like 2nd sector Orphanage).

I understand the annoyance of automated movement...especially the trouble it gets you into in CT -auto roll into mines.  Walking along wall is only possible in crouch or a standing walk(never used),  so i do have doubts if it would interfere with normal control.

LennardF1989

#24
Though, I would like to see that the spy can move across the wall like in Singleplayer. I hate it that the SPy goes standing against the wall in CT Versus, without being able to move.

And I dont think auto-walling is a good idea, just use a button, which give you more control when YOU want it.

Bionic-Blob

as long as the button frigging works. in ct i can never get off the damn wall when i need to

Overstatement

Quote from: goodkebab on September 05, 2007, 08:50:11 PM
What do you guys think of "back to wall" like singleplayer -so that when you approach walls you automatically do a back to wall and can then walk along the wall like that. To exit the position you need only move away from wall....so no need for  a key press to do the animations.

Bindings? Just like in the Grab/Bash thread.

seefoo.

inverted grabs - yes please
rails - stop moving = fall off, spies grab ledge
back to wall - use button please
coop - yes (add new one like SCCt coop)
backflip - yes please
escape moves - yes
merc rappel - yes

if you put places above rails (covered and dark) could be a counter to rail walking.  kinda hard to look up and keep moving around shooting.  soon will fall off or something or grabbed w/e.

Gawain

Quote from: seefoo. on September 06, 2007, 01:32:01 PM
inverted grabs - yes please
rails - stop moving = fall off, spies grab ledge
back to wall - use button please
coop - yes (add new one like SCCt coop)
backflip - yes please
escape moves - yes
merc rappel - yes

if you put places above rails (covered and dark) could be a counter to rail walking.  kinda hard to look up and keep moving around shooting.  soon will fall off or something or grabbed w/e.
dito
but im very unsure about the merc rappel, and changing direction on rails should be considered as a stop => fall off.

kronf