camnet and bullets/ snares

Started by neth, February 04, 2008, 02:32:11 PM

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neth

Well, we've discussed camnet, ocp and other things but we haven't done it with other gadgets and this is the reason I created this topic  :) Perhaps we should focus on bullets and snares (and something new?) and not go through all discussed matters.

Wanted_David

Like I said previously, if there were Bullets and OCP Scramblers, they would allow new possibilities and situations that would improve overall gameplay; They would create distractions and confuse the Mercs, allowing the Spies to complete their objectives faster and easier.
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frvge

What about 'Spy bullets' that disable any electronics in... 5 meter radius, including camnet, excluding objectives?
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.

Succubus Dryad Of The Undying Comet

Quote from: frvge on February 04, 2008, 10:54:09 PM
What about 'Spy bullets' that disable any electronics in... 5 meter radius, including camnet, excluding objectives?
Im aggreeing with anything that involves chaffing without using ss or chaffs.

Xris

yes i think a chaff bullet would be sweet, approx same length of time as a spy bullet, maybe shorter if planted directly on a merc, 5 min with no visions would suck ...

B1nArY_001

#20
Quote from: Spekkio on February 04, 2008, 08:52:02 PM
As far as camnet: remove special visions from it and allow the spies to shoot it out (merc sees static for 10 sec). This gives the spies two options:

1. You sneak by with camo
2. You shoot it out. Merc knows where you've been, but not exactly where you're going.

New gadget functions are fine, but from a pure improvement of gameplay function what is suggested here is one of the best solutions to preventing a camera network from becoming overpowered.

There is no need to waste Decoys and ARMs on a camera when you should just be able to shock it and knock it out for a few seconds.

No visions and good camo will provide ample opportunity to bypass the cameras as well.

P.S. We have provided you with the gadget names, couldn't hurt to use them as this isn't SCCT or SCPT  ;)

Edit: Some sort of EM Bullet might prove to be an interesting addition but perhaps a little powerful if used on a Merc. I think a headshot should be the only way to prevent vision or scope use for an extended time period. Takes a little extra time to make sure you got the shot and you get a reward. A bullet is to easy. It could be useful for keeping a camera or a laser disabled for an extended period of time though.

neth

#21
Quote from: frvge on February 04, 2008, 10:54:09 PM
What about 'Spy bullets' that disable any electronics in... 5 meter radius, including camnet, excluding objectives?

I don't think bullets should do this. Spies have chaffs and they should use them for disabling.
When merc is on patrol and he sees "security failure" its easier for him when he sees chaffy things flying around. Spy can ofc shoot everything manually but it takes time and produces sound. Now imagine that he could disable everything with just one shot. It would imo encourage aggro and be overpowered.


Snares can also be used to trigger the alarm by shooting them close to security device. This is used hardly ever because it launches alarm few times and merc usually sees the snare near the device and knows easily that its a trap. What I suggest is to:

1.slightly increase the radius of snare causing alarm when shot near device, so its not that easily spotted
2. Snare should trigger the alarm only once and then, after alarm is over, disappear.
3. Spy should be able to destroy the snare manually from the distance and thanks to it, stop the alarm instantly, so when he i.e. sets a trap for a merc and then neutralizes him, he doesn't have to wait till the end of alarm to start hacking. Now, he has to do it, which is unfair, cause he didn't start the alarm because of his mistake or fault.


QuoteThere is no need to waste Decoys and ARMs on a camera when you should just be able to shock it and knock it out for a few seconds.

I don't agree with this and what Spekkio said. You shouldn't be able to netraulize camnet camera just by shooting it. It is a gadget, not just simple camera and when you sacrifice one gadget spot, you deserve something better than just rubbish thing that can become useless because of simple shocker, which is a part of equipment of every spy

Farley4Fan

Quote from: frvge on February 04, 2008, 10:54:09 PM
What about 'Spy bullets' that disable any electronics in... 5 meter radius, including camnet, excluding objectives?

Like the OCP bullet I suggested a few posts back?  I don't think it should have a radius.  With a bullet you should have to hit the device directly, or within a small radius of like 6 inches or so.  Chaff should disable all electronics within a large radius, not a small bullet.

Take a look back at my post because I think an OCP bullets would be great for gameplay as a new gadget.

Cyntrox


Gawain

Quote from: Spekkio on February 04, 2008, 08:52:02 PM
As far as camnet: remove special visions from it and allow the spies to shoot it out (merc sees static for 10 sec). This gives the spies two options:
1. You sneak by with camo
2. You shoot it out. Merc knows where you've been, but not exactly where you're going.
i'm vehemently against the ability to shoot it out. it makes camnet not only quite weak with tons of map designs, but also quite weak against aggro. one of the interesting things with camnet is to help your mate when he's in trouble especially if he's unsure if there are both spies in his area so this would take out one of the core uses of camnet that actually require/reward teamplay.

after thinking on it for a while i don't think giving gadgets more features is the right way to go. if a gadget is too weak, improve its specific ability, for instance lower the snare shooting noise and make the noises slightely less frequent.
what could get interesting is a gadget that allows disabling electronics, hacking etc from distance. it may sound unbalanced, but could get quite balanced with certain restrictions. how about that:
-range 20m
-allows disabling of mines/security/etc (only) while aiming at them not creating any security alerts, working through walls
-hacking laptops: speed dependant on distance, 1m=>75%, 10m=>50%, 20m=>25% of hacking speed without it
-hacking merc's visions/radar/security break messages etc for 10s without him knowing after aiming 4s at him
-giving you information on the merc's health, equipment instantly when aiming at him
-the gadget drains quite some energy (making camo+this not op for stealth players), like only usable for 10s with full energy
-you appear on emf using it
it actually sounds quite balanced to me considering that you only get 5s normal hacking time with it from 10m distance after which you have drown all your energy. it has also some other advantages:
-with a gadget like this, we can remove the ability of chaff to work through walls (maybe increase the radius to compensate, especially the vertical one)
-totally new stealth teamplay possibilities
-...
this may actually sound weird coming from someone like me, but with enough balance work this could be the improvement we learned from scda. i also think a presence detector could work if it's implemented in a balanced way...
-

Westfall

Quote from: Gawain on February 05, 2008, 12:35:27 AM
Quote from: Spekkio on February 04, 2008, 08:52:02 PM
As far as camnet: remove special visions from it and allow the spies to shoot it out (merc sees static for 10 sec). This gives the spies two options:
1. You sneak by with camo
2. You shoot it out. Merc knows where you've been, but not exactly where you're going.
i'm vehemently against the ability to shoot it out. it makes camnet not only quite weak with tons of map designs, but also quite weak against aggro. one of the interesting things with camnet is to help your mate when he's in trouble especially if he's unsure if there are both spies in his area so this would take out one of the core uses of camnet that actually require/reward teamplay.

after thinking on it for a while i don't think giving gadgets more features is the right way to go. if a gadget is too weak, improve its specific ability, for instance lower the snare shooting noise and make the noises slightely less frequent.
what could get interesting is a gadget that allows disabling electronics, hacking etc from distance. it may sound unbalanced, but could get quite balanced with certain restrictions. how about that:
-range 20m
-allows disabling of mines/security/etc (only) while aiming at them not creating any security alerts, working through walls
-hacking laptops: speed dependant on distance, 1m=>75%, 10m=>50%, 20m=>25% of hacking speed without it
-hacking merc's visions/radar/security break messages etc for 10s without him knowing after aiming 4s at him
-giving you information on the merc's health, equipment instantly when aiming at him
-the gadget drains quite some energy (making camo+this not op for stealth players), like only usable for 10s with full energy
-you appear on emf using it
it actually sounds quite balanced to me considering that you only get 5s normal hacking time with it from 10m distance after which you have drown all your energy. it has also some other advantages:
-with a gadget like this, we can remove the ability of chaff to work through walls (maybe increase the radius to compensate, especially the vertical one)
-totally new stealth teamplay possibilities
-...
this may actually sound weird coming from someone like me, but with enough balance work this could be the improvement we learned from scda. i also think a presence detector could work if it's implemented in a balanced way...
-

Kind of like a scrambler on the spy's gun. I don't think it should be able to hack. The spy should have to hack manually.....not set-up a laptop in the vent above the objective, connect to the objective wirelessly,  click a button,  and have it hack. That is the thing I disliked about DA. You could eat bits an pieces off, which was cool, but how does your glove retain the information hacked?

I think we need to start thinking of a new style of SvM, where (when time runs out) objectives blow up. This creates more purpose as to why spies are hacking these terminals that some random mercenaries are covering. The terminals are bombs, the mercs are making sure everything goes accordingly, and the spies are the outside resistance.

Gawain

oh i don't think that hacking objectives should be possible through walls, but disabling mines/traps should be. a vent next to an objective is bad map design anyways (as are many vents)...

Westfall

Quote from: Gawain on February 05, 2008, 12:44:01 AM
oh i don't think that hacking objectives should be possible through walls, but disabling mines/traps should be. a vent next to an objective is bad map design anyways (as are many vents)...

LOL...yea they are. I'm for disabling traps/mines through walls. The thing is, a chaff nade shouldn't be able to pass through walls. Ideas?

Xris

new thought, on chaff bullet, what if every 30sec? the bullet shoots of a new round of chaff, so that the mercs can see the chaff, also it would be able to shoot out, chaff would go off when the bullet hits too, the only dif between this and chaff nade is that if they dont find it it keeps going off and it can be used as a good distraction. know what i mean?

Farley4Fan

No one has anything to say about my OCP bullet idea?