Antidote/Adrenaline

Started by B1nArY_001, December 03, 2007, 10:46:26 PM

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B1nArY_001

This is just simply for feedback and the durations and affects may not be balanced. This is also something that has not been discussed by all of the other Devs.

Additional gadget for Spy - Adrenaline/Antidote: Injectable syringe with a 2 second application time while remaining immobile. Affects on teammate as antidote are removal of poison from poison mine and full health Affects on self as Adrenaline are minor movement speed increase including climbing speeds and immunity to charge knockdown (still receive damage and cancels all actions E.G. hacking).

5 Syringes administrable only as Adrenaline on self and Antidote on teammate.
(Health boxes would no longer cure poison)
(Berserk will still incapacitate spy)
(Charge does not knock down but it still knocks back, cancels actions and takes half health)

Application time: 2 seconds while immobile
Duration of Adrenaline affect: 6 seconds

Feel free to flame it to hell and back, just a random thought.

Cyntrox

Quote from: B1nArY_001 on December 03, 2007, 10:46:26 PM
(Health boxes would no longer cure poison)
It sounds good, although it would have to be tested of course, except for this point. I don't think you should be depending on it to cure poison.

Overstatement

No offense to this idea but why can't we start thinking of gadgets that help stealth and intelligence instead of surviving interactions with the merc and teamwork (teamwork is great, a gadget based mostly around teamwork isn't IMO).

Cyntrox

It won't be based on teamwork if you can use it on yourself.. Backpack, for example is way more based on teamwork since you have separate equipment for your partner.

SITHDUKE

#4
Sorry to say but I don't like it at all. Charge immunity sounds like aggro godmode. Syringes like DA being a gadget could be alright but the problem is CT has gadget slots, you can't change back and forth mid-game meaning you're losing gadgets.

Spekkio

Quote from: Overstatement on December 04, 2007, 01:18:12 AM
No offense to this idea but why can't we start thinking of gadgets that help stealth and intelligence instead of surviving interactions with the merc and teamwork (teamwork is great, a gadget based mostly around teamwork isn't IMO).
QFT

Farley4Fan

It shouldn't take the health pack's ability to heal poison away.  But it should heal someone about 3/4 of the way and you get 4 or 5 of them.

B1nArY_001

Hey if no one likes it no big deal, was just thought.

my thoughts were it would promote teamwork, make poison mines a bit more effective and NOT create an aggro godmode because you still take damage/get knocked backwards by a charge making it impossible to just run up and neck. My thinking is that were I to use it I would probably use at as a tool while guarding my partner as he hacked. Watch for the merc from cover, inject timing it for maximum up time in the encounter then ambush him to slow him down. Not really needed but I thought it might make a nice pretty balanced addition to the spy's arsenal. With knockback still happening I don't imagine it would make it easier to get a neck but rather give you maybe 2 shots at it instead of one or just make a good escape tool. Injection time would force the usage to be more strategic and avoid just popping it in the middle of an encounter. You would also have to decide if it should it be saved for poison mines. You would no doubt see them more as they would be more useful if a healthbox can't cure it.

Anyhow, like I said, just a thought  :)

Spekkio

It could work, but taking away the ability to heal poison at a healthbox would just make the gadget too essential.

B1nArY_001

Quote from: Spekkio on December 04, 2007, 03:57:12 AM
It could work, but taking away the ability to heal poison at a healthbox would just make the gadget too essential.

Yeah suppose it would have to become a staple which would mean we would have to create an extra slot. I suppose the antidote side would be best left off and it just be adrenaline.

Farley4Fan

What about an adrenaline shot that give spies extra speed or something for a short while?  Or a morphine ( I think that's how you spell it ) shot that makes bullet wounds hurt a little less everytime you are shot for a short while. 

What about that?  That could be great for gameplay!

neth

Quote from: Overstatement on December 04, 2007, 01:18:12 AM
No offense to this idea but why can't we start thinking of gadgets that help stealth and intelligence instead of surviving interactions with the merc and teamwork (teamwork is great, a gadget based mostly around teamwork isn't IMO).


Exactly, but our problem is that no one has given any nice idea for a gadget since the beginning of creation. I think new gadgets would be totally great and they could add something new to the game but hell, there are no ideas.

Gawain

there's no need to boost aggro besides making flash bangs reliable; spies move already faster than mercs.

Farley4Fan

Quote from: Gawain on December 04, 2007, 03:23:53 PM
there's no need to boost aggro besides making flash bangs reliable; spies move already faster than mercs.

Yeah but I thought they would work better for escaping anyways.

SITHDUKE

Quote from: neth on December 04, 2007, 12:02:00 PM

Exactly, but our problem is that no one has given any nice idea for a gadget since the beginning of creation. I think new gadgets would be totally great and they could add something new to the game but hell, there are no ideas.

There are plenty of ideas but most of them aren't thought through enough and just get bounced back. I'm sure everyone agreed they wanted the OCP to be a selectable alternative to the sticky shocker. It works like in CT coop where it disables a single electronic device without a security failure until you drain your battery or holster the OCP. A single OCP on its own isn't going to defeat laser tripwires and wont let you get very far past things like motion sensors since as soon as you holster your gun or run out of energy it turns back on. However if like in coop your partner OCPs while you run you can get one or both spies past alot of defences that you can't in CT.