in game security

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

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Tidenburg

Papaskull, I got the 360 first and then my mum got a Wii but never used it so I got that aswell. Then I saw MGS and ratchet and clank (Don't look at me like that, its a good game!) were coming out on the PS and I couldn't resist no matter how much the MS fanboy inside me told me not to.

Spekkio

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.
If I'm thinking of what Gawain is, it'd be a third type of spy trap that functions as if it were a passive laser, ie it won't tag you.

Succubus Dryad Of The Undying Comet

Yeah, but then make it a second gadget, and give 10-20 (huge exaggeration here) of those, so it makes the game much more random. Also there should be a limitation, so you could not just place all 10 one next to the other, so no spy can get through. There should be a ~50cm radius around the laser, so you can't do this.

Cyntrox

Quote from: Liqu1D_133 on February 11, 2008, 10:12:39 PMAlso there should be a limitation, so you could not just place all 10 one next to the other, so no spy can get through.
Uh, one chaff would take them all out...

Spekkio

Quote from: Liqu1D_133 on February 11, 2008, 10:12:39 PM
Yeah, but then make it a second gadget, and give 10-20 (huge exaggeration here) of those, so it makes the game much more random.
No.

Succubus Dryad Of The Undying Comet

Care to explain??
I thought that we all here aggreed that randomness caused by the players was good, while built in random factors were bad.

Ion.67

Why not just use 5 secondary spy traps, instead of 20 gadget trips?

Vega

You said "huge exaggeration," but how many traps are we talking about?  Sorry, but I don't find adding a bunch of placeable defenses making the game more "random and fun."  Mercs already have spy traps and mines, isn't that enough for now?  Not to mention camnet.

Westfall

Quote from: Vega on February 12, 2008, 05:09:53 AM
You said "huge exaggeration," but how many traps are we talking about?  Sorry, but I don't find adding a bunch of placeable defenses making the game more "random and fun."  Mercs already have spy traps and mines, isn't that enough for now?  Not to mention camnet.

Depends on the size of the maps. 5 spy traps seems like a bit too much. I like the idea about the spy trap being vertical. I'm not really for the non-removable security trap, they are already in the map and it only acts like a presence detector.

Farley4Fan

The only places where I can see that would work well with vertical traps is the entrance/exit to vents.  And that's not a lot of use.

BurningDeath

Quote from: Papa Skull on February 12, 2008, 08:00:49 AM
The only places where I can see that would work well with vertical traps is the entrance/exit to vents.  And that's not a lot of use.
It's enough, imo.

mentalmars

back in the days that you could place vertical spytraps
they wherent used a lot but when they where uses they where really effective.

specially for me becase i didnt bring my chaff
so there was no way of disarming them becase you couldnt get the angle to shoot them

a few examples
cinema -> vent next to the cafe terminal
krauserlab -> room before the lab where the spies need to get of the sealing
warehouse -> sector1 where the spies can hang on the pipe next to the bridge

---

I do think that there should be a limit to placing the spytraps/mines vertically
only able on opjects, not on the ground.
or els you can place them everywhere and it would not be possible for spies to leave a vent
so chaff will became a gadget that you need to take with you to be able to play the game

BurningDeath

Quote from: mentalmars on February 12, 2008, 01:42:16 PM
I do think that there should be a limit to placing the spytraps/mines vertically
only able on opjects, not on the ground.
or els you can place them everywhere and it would not be possible for spies to leave a vent
so chaff will became a gadget that you need to take with you to be able to play the game
Nah .. not really. The mercs most likely won't bring backpack or camnet then. You can use that for your advantage. Plus, there is still the possibility to let your mate take the trap off.

Farley4Fan

Actually, this could be op.  Think about it, the spies can't look that far down to disable the device with their ss gun.  For people without chaff it could basically block vents.  Putting poison mines shooting up into vents where people can't disable them without chaff sounds dumb imo.

Spekkio

#44
QuoteDepends on the size of the maps. 5 spy traps seems like a bit too much.
For me, it depends on how they will go about changing spy traps to begin with. If the spies have a limit on removing them from their partner and chaff no longer works through walls, then yes I can see 5 traps being too much. If the game allows 5 slots or gives mask + 4 slots, I can see 5 spy traps being too many because more teams will be able to have both mercs take them.

If the game plays exactly as it does now, even 5 spy traps wouldn't be that many.