in game security

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

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Farley4Fan

You could maybe chaff them, but in garden there are these ledges from other doorways that you can put traps on and they extend a long way.  You can't ever ss them, maybe chaff them, but if you don't have chaff it is completely blocked.  All this will make people do is bring chaff 100% of the time, and that will ruin variety in the game.

Gawain

spy traps should and probably will get less range.

Farley4Fan

Eh, maybe.  Can't see why other than previously stated reasons.

Ion.67

Spy traps should disappear when a spy goes through them.

Farley4Fan

They do.  On console atleast, on PC, I don't know.  But I can't see why that even matters.

Ion.67

Are you not following this discussion at all? Someone said spytraps should stay and be more like passive defenses, while I said that they should disappear. Got it now?

When you have the possibility of 9 traps all together, there is no reason that 5 or 3 should stay the whole game. Just wait until one is tripped, and place another one.

Farley4Fan

By dissapearing traps I thought you meant that when traps are triggered they dissapeared.  I was following it, maybe missed a post or two.  That's probably where I went wrong.  And yes, you are right, traps should disappear when a spy triggers them.  I agree.

Gawain

Quote from: Ion.67 on February 14, 2008, 06:07:50 AM
Are you not following this discussion at all? Someone said spytraps should stay and be more like passive defenses, while I said that they should disappear. Got it now?

When you have the possibility of 9 traps all together, there is no reason that 5 or 3 should stay the whole game. Just wait until one is tripped, and place another one.
i guess you didn't read my suggestion properly, too. i suggested a new type (or a hybrid) that remains after triggering it but doesn't track the spy on radar.
9 traps?? how do you come to that number?

Farley4Fan

9?  Lemme see...  If you are talking about 2 mercs taking the gadget, it could be even greater than 9 right?  If you give them 4, and they take backpack (considering you could refill the gadget), there are 16 total spy traps that don't disappear and are placeable by mercs themselves.  That to me sounds very overpowered.  Even if you only gave them 3 traps a piece that's still 10.  Still overpowered.  Especially if the mercs can place them at a height where you can't roll over them.  And even if you have to refill them, they are still going to be an extremely overpowered gadget against people w/o chaff.  Not everyone takes chaff.  If this were to be in the game, you would see a staggering increase in the amount of chaff used and a staggering increase in the amount of spy traps carried.  But, if chaff increases, then the spy traps might be not used as much.  Too early to tell for sure but it would be overpowered and ruin some variety.

Spekkio

I personally like the way that the primary spy trap works, and I don't want to see that disappear. I don't like the idea of permanent placements that you refill because it takes away the ability to move them, and smart spies are good at figuring out the trap layout of the map. But I don't think that the way spy traps work are fundamentally broken.

I would much rather the devs take the approach of doing something to insta heal/trap removal (also goes for spy bullets), the fact that you can run through multiple traps and set them all off, and the amount you can carry.

Papa: first of all, the amount of spy traps per merc are hard-capped. While he might have 16 in his inventory, if he can only place 3-5 then the rest aren't very useful at the moment.

InvisibleMan999

I've always thought it woudl be nice to divorce traps from the backpack, in the sense that you get 2 traps, and you can constantly refill them at the ammo box (only 2 trap can be placed per merc). traps work the same as they do now under this system.

So the advantage of traps over mines is that you can use them all and they're not gone. Even if a spy shoots one out, you can just go back to the ammo box and get more. You can only have 2 at once as opposed to 3 mines, but in a long drawn out game, a spy is going to probably have to deal with those two traps a lot more often.

We could even try this at 3 traps if 2 proves to be too weak. I figure start at two though, just to try things out.

Farley4Fan

Interesting.  As long as you can still only place 3 at once.

Spekkio

Quote from: InvisibleMan999 on February 14, 2008, 10:55:27 PM
I've always thought it woudl be nice to divorce traps from the backpack, in the sense that you get 2 traps, and you can constantly refill them at the ammo box (only 2 trap can be placed per merc). traps work the same as they do now under this system.

So the advantage of traps over mines is that you can use them all and they're not gone. Even if a spy shoots one out, you can just go back to the ammo box and get more. You can only have 2 at once as opposed to 3 mines, but in a long drawn out game, a spy is going to probably have to deal with those two traps a lot more often.

We could even try this at 3 traps if 2 proves to be too weak. I figure start at two though, just to try things out.
I would say start at 3, but that's an interesting solution.

Gawain

i have another suggestion: the refillable hybrid i suggested but with a change: you have 3 traps and can always take one and put it somewhere else. it would make sure you can always make use of 3 traps, change their position, they still have some use after the spy running into them, and going to them (=leaving your position) allows you to refill the tracer projectile (which is similar to replacing them).

Farley4Fan

no to the hybrid.  actually, a maybe.  Needs some discussion but I can't see a whole lot coming from it.  I don't like the idea of placeable security traps because it basically stops all non chaff users in their tracks.