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in game security

Started by AgentX_003, February 10, 2008, 12:31:36 PM

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AgentX_003

Quote from: Gawain on February 10, 2008, 01:16:53 PM
the pt soundtrack was so fucking awesome that i can't imagine the ps team can do as well, but who would have thought that they create models etc in this professional quality? i'd really like the option to change the sound tracks to my own (so that i can use the pt ones), is this possible?


How in the world can you say such a Negatory comment like that, seriously, if you don't think they can pull it off , which they are getting a professional composer i might add, then Your an idiot.


2. the reason why Pandora's music was soo good it was because of the composer whos name is Lalo schifrin  , same composer as for the movie Mission impossible, thats why Chaos theorys music is no match.

heres his official site .   http://www.schifrin.com/


-Thanks Murdy for da Sig <3  xD

Farley4Fan

Quote from: Tidenburg on February 11, 2008, 01:32:07 AM
Same. My Ps3 is gathering dust and waiting for that beauty to be released (which i've no idea when it will be). Once it comes out then it will be my xbox's turn to be lonely in the corner.
Toggling shadows should be in. Cool idea.

I was thinking about buying a PS3 JUST for mgs 4.  That game is going to be so freaking awesome.  But luckily, my friend got it even though I told him he should have gotten a 360.

Spekkio

#17
Quote from: frvge on February 10, 2008, 03:18:37 PM
What about a gadget, selectable by only one Merc, that enables extra (random?) security lasers, when selected?
You mean like spy traps lol!

Quotefor passive security i suggest moving cams (bypassing them needs timing and some time) and the kind of motion detectors that are on cinema (you can bypass them with slow-crouch).
the amount of lasers (and the possibility to roll through etc) depend on the sound implementation.
Lasers are good, too, just don't be dumb and put them 1 meter in front of an objective.

frvge

Meh, not like spy traps.
More like the amount of lasers in the Data in Vertigo, aka: a lot.
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.

mentalmars

I like the idea of selectable security

1) More lasers that gives more choke points to get to a opjective
example a lasergrid in the beginning from a hallway
PLUS a lasergrid at the end hallway as bonus

2) A extra laser on the basic lasergrids that makes diving through a lasergrid impossible

3) maby that you can make 1 room (opjective) very hard, creating somekinda "Vault" security
More lasers, closing doors when alarm is triggered.

(moving lasers would be nice) 

Gawain

this looks like the right place to discuss about spy traps. it's quite ridiculous how easy it's to disable them in the most spots especially with chaff going through walls (or some aggro teamplay), and mines are always better because they actually kill. i first thought about simply increasing their number, but now i have a better idea:

-increase number of simultaniously placable traps to 4
-add new selectable trap type: laser gives security alert just like passive security; can't be removed at all (besides with frags/rifle bullets/mine explosion)
-allow traps to be placed in every angle (while placing them you can switch into another perspective which allows you to aim wherever you want to which would also take more time to set it up)
-allow traps and presence detectors to be placed on the floor (vertically)

these changes would allow a more customized map control not depending that much on the map design and way more placement possibilities keeping it all fresh.

Spekkio

Quote from: Gawain on February 11, 2008, 02:31:56 PM
this looks like the right place to discuss about spy traps. it's quite ridiculous how easy it's to disable them in the most spots especially with chaff going through walls (or some aggro teamplay), and mines are always better because they actually kill. i first thought about simply increasing their number, but now i have a better idea:

-increase number of simultaniously placable traps to 4
I was lobbying for 5...
Quote-add new selectable trap type: laser gives security alert just like passive security; can't be removed at all (besides with frags/rifle bullets/mine explosion)
I like this one
Quote-allow traps to be placed in every angle (while placing them you can switch into another perspective which allows you to aim wherever you want to which would also take more time to set it up)
Eh, too complicated. They should just be able to be placed on any surface; ergo, they will be set at the normal to the surface.
Quote-allow traps and presence detectors to be placed on the floor (vertically)
I don't see how placing them on the floor would be helpful.
Quote from: frvge on February 11, 2008, 11:44:45 AM
Meh, not like spy traps.
More like the amount of lasers in the Data in Vertigo, aka: a lot.
I was just pointing out that the mercs already have the capability to place more "random lasers" in the map through spy traps, laser mines, and poison mines.

BurningDeath

Quote from: Spekkio on February 11, 2008, 03:29:49 PM
Quote-allow traps and presence detectors to be placed on the floor (vertically)
I don't see how placing them on the floor would be helpful.
Think of vent-shafts. ;)

Farley4Fan

And that's about it Burning.  But think about placing mines on floors, eww.  That would be a bitch for spies.  Depends on how it's implemented.

Gawain

there's a simple solution: don't let yourself get trapped in vents or use chaff.
i don't think that a free angle for spytraps would be too complicated as you could place them normally as quickly as now.

Spekkio

Yea, being able to place mines and spy traps everywhere in the map no matter what could be a little dangerous. I wouldn't mind trying it out, though.

I like the idea of the laser trip spy traps, but if the spy can't remove it, then the merc shouldn't be able to, either. It's like you're planting your own passive defense for the map.

Gawain

#26
Quote from: Spekkio on February 11, 2008, 06:23:44 PM
I like the idea of the laser trip spy traps, but if the spy can't remove it, then the merc shouldn't be able to, either. It's like you're planting your own passive defense for the map.
that was exactly my thought.
spy/merc can't already remove presence detectors after it detected something which is fine because they are harder to locate.
we could also make a hybrid:
-can't be removed
-gives alert for crossing the laser
-shoots a tracer projectile that needs to be refilled by the merc after each shot; without it it works just like a normal passive defence laser until the merc refills it

atm the problem with spytraps now is that you got too few and those few get destroyed way too soon so that the combination spytraps+camnet is pretty weak compared to spytraps+backpack or even camnet+backpack except for some rare op spots on some maps.
i also think that making traps irremovable is a good balance choice and separates traps more from mines. mines are more lethal but they can only work once and can be removed.

Cyntrox

Unremovable spy traps is fine with me as long as you can chaff/shoot them to temporarily disable them.

Gawain

Quote from: Cyntrox on February 11, 2008, 06:41:50 PM
Unremovable spy traps is fine with me as long as you can chaff/shoot them to temporarily disable them.
yeah of course XD

Succubus Dryad Of The Undying Comet

Yeah, maybe disabling spytraps when ssing them, instead of removing them would work out??