Gadget ideas/concepts.

Started by shadowNET, October 09, 2007, 02:53:07 AM

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shadowNET

EMP Grenade - Spy
Replacement for chaff. Turns off passive defenses / lights permenetly or untill the merc can reset them.

Smoke Grenades - Spy
It explains itself. Instead of grey smoke, make it BLACK, so you can't be seen in shadows when you drop them.

Holo Pod - Spy
Dropped like the jammer in DA, it emits a fake hologram of a spy that runs in the direction the player was looking when it was dropped for 10 seconds, even through walls. then, resets and repeats for 30 seconds or untill destroyed.

Jammer - Spy
Dropped like the holo pod. Jams the mercenarys radar and sound redicule when they are in its range. By jamming I mean making them appear zippy, unreadable and give off false readings.

Flare - Merc
Launchable bright red light flare, bounces just like a fragmentation grenade. Does not stick like a CT flare and lights up a way bigger radius and brighter, like a real flare would, but its red so it will be alot harder to make out s spys movement.
Stays active for 1 minute.

Cam-System - Merc
Instead of the current camnet in CT, instead of having tp go into fullscreen to view the cams, theres a little window on the top left of your hud that lets you view out of the selected camera even when the camnet is not the selected gadget. You can at any time go into full screen just like CTs camnet, but first you have to select it from your gadgets like CT before you can.


Leave me your feedback on what I have so far.

frvge

I like the EMP grenade.

Smoke is standard.

I dont understand the holo-pod. Does it do nothing for the first 10 seconds and then run for 30 seconds? How long does 1 iteration of a loop take?

Flare doesnt differ enough from a 'normal' flare.

Cam system might be too powerful, because you can see at 2 places at once. Which downsides does it have?
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.

Vega

EMP and Smoke are standard stuff but slightly modified.  I don't really like the idea of the EMP permanently disabling lights and defenses regardless if a mercenary is able to reset them.

Holo Pod is pretty cool and I can see it being used. 

Jammer is interesting although I don't know if I'd like it to be a replacement for snares.

Flare still seems useless.

Cam system is too powerful.  We are currently having a discussion of the camnet gadget in the "modified gadgets" thread.

Overstatement

I feel like ignoring these new gadget idea threads. It's hard to keep the gameplay and have a bunch of new ideas that all seem to be about making every gadget stronger in very cliche ways. No offense to these specific ideas, they just came too late and I'm suffering an overload.

Westfall

Quote from: Overstatement on October 09, 2007, 04:10:35 AM
I feel like ignoring these new gadget idea threads. It's hard to keep the gameplay and have a bunch of new ideas that all seem to be about making every gadget stronger in very cliche ways. No offense to these specific ideas, they just came too late and I'm suffering an overload.

Then shouldn't you ask different questions or give us better topics to discuss? No topics = us repeating old topics.

Overstatement

There seems to be some people in the community with photoshop skills and the UI thing was pretty successful. Maybe it's time to design some maps.

Farley4Fan

I'd love to design some maps, maybe not the actual maps, but blueprints of the maps to give devs a good idea. 

On Topic -  THe holo pod would be awesome!  The hologram would have to give off some sort of fuzz like a real hologram would, that would be a sweet gadget.




shadowNET

Quote from: Vega on October 09, 2007, 04:05:08 AM
EMP and Smoke are standard stuff but slightly modified.  I don't really like the idea of the EMP permanently disabling lights and defenses regardless if a mercenary is able to reset them.

Holo Pod is pretty cool and I can see it being used. 

Jammer is interesting although I don't know if I'd like it to be a replacement for snares.

Flare still seems useless.

Cam system is too powerful.  We are currently having a discussion of the camnet gadget in the "modified gadgets" thread.

The downside to the camera would be that it cant be controlled, you have to watch it move side to side, you cant move it like the camnet in CT. So the spies would be able to run past when its looking the other direction.

And, the holopod would activate instantly and play 1 loop of the spy running every 10 seconds, for 30 seconds. And, yes it would have a slight zip in the image to it every couple seconds.

Gawain

the only reasonable suggestion is a holo pod, and this one already got suggested several times...
i could shred all other suggestions easily, but i got better things to do.

shadowNET

Quote from: Gawain on October 09, 2007, 10:50:03 PM
the only reasonable suggestion is a holo pod, and this one already got suggested several times...
i could shred all other suggestions easily, but i got better things to do.

Dude, I dont understand what your problem is, but I'v been looking at these forums for awhile and your the biggest bitch to everyone on this forum.
I have never seen somebody so bitchy to everyone before.

InvisibleMan999

I don't see the cam thing being all that big a deal. Picture in picture is great for obvious stuff, but for detecting spies, it's just not going to cut it unless the spy walks around in plain sight and right in front of the cam.

The emp grenade is like chaff, but better. And how would a merc "reset" the defenses anyway? You could have an EMP bullet the merc had to shoot off... but there's no way to reset a camera or laser projector normally.

B1nArY_001

Reseting defenses could be done just by having a switch the merc has to activate. I.E. CTs River Mall fan and waterfall lights etc.

Farley4Fan

Have you ever played a map like aquarius on deathmatch?  After spies turn off the lights, mercs can turn the lights back on by pushing a button on a panel.  There could be a main generator, that only the mercs can access, that turns on the backup power and turns on all disabled lights or devices.  Of course that generator should be able to produce back up power a few times, like say 3 or 4 times.  This way, mercs will have to be careful how many times they turn the power back on.  Sound good?  Could add a little strategy and depth into it.

Gawain

we already have these kind of thing with the hack panels for lights, fans, shutters, cameras, etc which add enough possibilities for most map layouts.
i was always wondering how the generator in missile strike disk drop room could be implemented better. it works like this: switching it on makes loud enduring noises, but enables lights, too. i like this kind of tactical decisions with drawbacks on each side. maybe mercs and spies should be able to switch the generator whenever they feel like.

Westfall

The power generator that was in DA would probably work just fine in this situation. You had to "turn it on" for a certain amount of time. Maybe if there was a way to load up like halfway. Have to hack 4 different panels for 3 sec a piece in order to turn all electricity to the complex of the map. Of course this doesn't have to be in every map, just a few. Whatcha think?