Variable speed vs. invariable speed

Started by Spekkio, December 08, 2007, 06:15:29 PM

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Bionic-Blob

Quote from: neth on December 08, 2007, 09:45:16 PM
Adding this would mostly hurt stealthy spies - which is a paradox, because it would make them move  slower - this means they would have to move slow altough they already move slow enough. Aggro spies dont care about if they're heard or not, so it would not make such a difference for them.

on the contrary, it could allow you to run silently across very soft surfaces (ie, fluffy carpet :D)

Farley4Fan

ie wet dirt or  grass.  We are going to have some outdoor maps with foliage right?  We should make maps with many different types of floors without overdoing it.  It would make the maps seem more alive and real.  I think varied speeds would nice for this.

SITHDUKE

I think I prefer it the way it is in CT but that's because I'm just used to it. I don't dislike the idea though...

Test-Subject

If we choose the 4-5 speeds, the differents surfaces and the 3 sound zones around the merc... then the merc have to be able to know about how far the noise comes from... we need to be coherent with are-selfs

Succubus Dryad Of The Undying Comet

Quote from: Test-Subject on December 08, 2007, 11:38:27 PM
merc have to be able to know about how far the noise comes from...
Wrong. They already know which direction it comes from and that's enough.

FlamingGimp

Quote from: Spekkio on December 08, 2007, 07:34:23 PMYou could also add a line on the sound meter that, when crossed, sets off the reticle (kind of like when crossing the line in SP made the NPCs detect you). Makes it much less arbitrary and takes guesswork out of whether or not you made noise.

That guesswork should not be removed.  The opportunities for clever mercs to surprise ambush spies was largely based on an inability for all but the most aware spies to know whether or not they've just made noise, and I think that was a great part of CT.  I'm a huge advocate of all the tiny, micro-esque, actions in CT that determined whether you made the slightest of noises, and I don't really want to see that removed.

Fix EAX and I don't think movement speed/surface noise would be so much of a problem.  You could slow walk, walk normally, or roll depending on the speed you wished to go, and the noise level escalated accordingly. 
I fail to see why the spies need to be more aware.  Granted I don't browse this forum to often, so I'm unaware if the mercs have been equally adjusted, but I also remember there being talk about adding visor color to the back of the mercs helmet as well.

kronf

that system was such a bithc in pt, i wouldnt want it back

Farley4Fan

There won't be visor color added to the back of the head of the mercenary. 

neth


badwisdom

Many good ideas here, but I'm still for 2 speeds, no more. The biggest problem for making CT more popular was the long learning curve, and if PS is even more complicated, I'm afraid that it will end as the elitist club for PT & CT veterans...

InvisibleMan999

Quote from: badwisdom on December 09, 2007, 02:45:50 PM
Many good ideas here, but I'm still for 2 speeds, no more. The biggest problem for making CT more popular was the long learning curve, and if PS is even more complicated, I'm afraid that it will end as the elitist club for PT & CT veterans...

If the sound meter is done right, it should be fine. I mean, single player sound stealth in CT was pretty easy for people to figure out. Half the problem with multiplayer was that you didn't have anything on your hud to help you know what was making sound and what wasn't.

Spekkio

#26
Quote from: FlamingGimp on December 09, 2007, 06:36:49 AM
Quote from: Spekkio on December 08, 2007, 07:34:23 PMYou could also add a line on the sound meter that, when crossed, sets off the reticle (kind of like when crossing the line in SP made the NPCs detect you). Makes it much less arbitrary and takes guesswork out of whether or not you made noise.

That guesswork should not be removed.  The opportunities for clever mercs to surprise ambush spies was largely based on an inability for all but the most aware spies to know whether or not they've just made noise, and I think that was a great part of CT.  I'm a huge advocate of all the tiny, micro-esque, actions in CT that determined whether you made the slightest of noises, and I don't really want to see that removed.

Fix EAX and I don't think movement speed/surface noise would be so much of a problem.  You could slow walk, walk normally, or roll depending on the speed you wished to go, and the noise level escalated accordingly. 
I fail to see why the spies need to be more aware.  Granted I don't browse this forum to often, so I'm unaware if the mercs have been equally adjusted, but I also remember there being talk about adding visor color to the back of the mercs helmet as well.
Your point is valid, but the way I see it is this: the "pros" of the community already knew what makes noise and how loud it is, and whenever you ping the reticle as spy you hear the merc's reticle noise (note: Mr.Mic swears he doesn't hear that sound, but a lot of people do). The only guesswork that remains is how good your opponent's EAX/sense of hearing is. All a sound detector does is allow the newer players to see via a meter what the good players already know. I remember going into a server with just a spy and a merc multiple times to test out what does and doesn't makes noise. That laborious process doesn't need to exist.

Quote from: kronfthat system was such a bithc in pt, i wouldnt want it back
The PT system was a bitch because there was absolutely no indication what speed you were going, and you could easily accidentally over or under flip the mousewheel. If you add a speed meter or some sort of indication what speed you're dialed into, the "bitch" part from PT will be removed.

Quote from: badwisdom on December 09, 2007, 02:45:50 PM
Many good ideas here, but I'm still for 2 speeds, no more. The biggest problem for making CT more popular was the long learning curve, and if PS is even more complicated, I'm afraid that it will end as the elitist club for PT & CT veterans...
As stated above, the presence of a sound meter would lower the learning curve. A sound meter with 4 or 5 speeds would be easier to learn than no sound meter and two speeds.

Quote from: Bionic-Blob on December 08, 2007, 10:06:11 PM
Quote from: neth on December 08, 2007, 09:45:16 PM
Adding this would mostly hurt stealthy spies - which is a paradox, because it would make them move  slower - this means they would have to move slow altough they already move slow enough. Aggro spies dont care about if they're heard or not, so it would not make such a difference for them.

on the contrary, it could allow you to run silently across very soft surfaces (ie, fluffy carpet :D)
Exactly, it goes both ways.

goodkebab

#27
Ct style makes sense right now....you really need to have on-off control when dealing with proxies or MT.  Multiple speeds are really a redudant feature unless we can see a use for it.

Spy was designed with the light tubes on the arms behaving like a sound meter.  They flash when spies make sound that pings merc reticles. 


Mercs do not see it,  but as a spy when you are all lit up it gives you the feeling that you are exposed.

Spekkio

 
QuoteCt style makes sense right now.
As in, you won't consider adding this element to the game?

kronf

I wouldn't want to use mouse wheel for such precise thing as speed movement for spy, maybe give it at least a choice of mapping it to buttons or to one button which toggles them. Just try mouse wheel in ct for gadget selection without using 1, 2, 3, 4 buttons. Not only it takes 3x times more time to do that, but you can accidentally choose wrong gadget, which usually means death.