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Escape Move

Started by Test-Subject, December 20, 2007, 11:15:47 PM

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InvisibleMan999

Quote from: Gawain on December 28, 2007, 10:07:13 PM
vents etc right next to objectives is poor map design.

the thing that scda did better was rewarding patroulling. if you found a spy, he couldn't simply SS and run away. in ct there are a lot of situations where you don't exactly know where the spies are so you camp in a central spot because patroulling is not worth the risk.

Yeah. Well the DA proxy sensor kind of forced you to patrol, because it gave you more information as to where the spy might be. Most of the time you didn't really see the spy except when he was stopped to hack anyway, so you had to rely on your proxy detector as pretty much your only means of finding him.

If you want to encourage patrolling, the easiest way to do that is not to have objectives close together and make it so there's always an objective that's open. If the mercs can't be at all the objectives at once, then they must patrol. It's really that simple.

Farley4Fan

That's true.  Also, there should be multiple ways to get into the room with the objective.  There needs to be a bunch of ways so a merc doesn't just have to camp there and defend just one hallways or vent.  He'd have to patrol the room.  Of course the objectives should be spread apart, atleast further than Aquarius ffs.  ::)

Gawain

the proximity sensor was kinda necessary because of the insane amount of vents and no other tools like traps,camnet, mines, sound indicator, etc, yet large maps in a certain svm game.

Farley4Fan

I don't just mean an insane amount of vents, I just mean there should be atleast 3 ways to get into a room with an objective.  Of course that depends on how close the objectives are to eachother, and how the map is designed.  But I'd rather not have maps like Aqua where you can just camp in one spot and see most or all of the entrances into the room.  Maybe you could make some more concealed entrances, like in more shadows or behind cover.

InvisibleMan999

Quote from: Gawain on January 04, 2008, 02:19:16 PM
the proximity sensor was kinda necessary because of the insane amount of vents and no other tools like traps,camnet, mines, sound indicator, etc, yet large maps in a certain svm game.

Well honestly in DA, even if you did make sound and had mines and stuff, it wouldn't even matter. Most of the spy routes were on a totally different level that you couldn't even reach. you'd need a drone that could plant mines/traps to even start to defend some of those spyroutes.

Unlike in CT, in DA, the spies didn't even go remotely the same way as a merc, so you wouldn't be able to catch anyone except a total newb using CT style merc tactics.

On a side topic, what if we replaced the disk radar with a DA style prox sensor instead (working only on the guy who was holding the disk). That might add a bit more stealth to disk runs, instead of them just being a run and shock affair.

Farley4Fan

That's actually a great idea Invisible.  It would involve more finding the spy than it does now.  Right now it's just figure out where he's going using your radar and cut him off, or just defend the drop off. 

frvge

See? There are quite some original ideas coming :)
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.

neth

IMO very good idea. Im all for it.

Gawain

you don't appear on the radar in slow mode in ct. this is actually a better solution since stealth should be slower and the range is already limited by the radar hud size.

Succubus Dryad Of The Undying Comet

Yet you still know where the spy is going if he's outside of your radars range and running. Imo the arrow on the radar could be removed.

Gawain

sounds ok to me.
another idea would be to make the spy appear on radar every 7s.
though i really think besides the need to add a slow climb move nothing is broken with disk hunt.

Farley4Fan

God, I hate disc hunt...  Anywho, I think that your radar could bleep every 4 or 5 seconds.  The arrow should be gone.  Anything that it picks up on the radar only stays on the radar for a split second.  Meaning that the bleep goes away very quickly.  With more open maps and more passages it would be easier to sneak around a merc.  If you get close to a merc, he'll know you are around because he basically has a Presence detector on his radar.

Gawain

this doesn't work for diskhunt. if you get close to the spy, he tazes and flash/smoke/chaff you and is gone. once again, you lack experience. the only change that might be good is removing the arrows.

Farley4Fan

I wasn't talking about disc hunt, I was talking about extracting the disc on story mode.  I should have made that a little more clear.

Westfall

Proximity detector for disk extraction is a great idea. Only flaw: merc will know when you are near the drop off points. They are usually close to each other, so the merc can scan a patch in b/w to hear the pings. Drop offs would have to have separate routes that came from opposite angles of the main routes.