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in game security

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

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Spekkio

#75
Quote from: Gawain on February 15, 2008, 12:34:09 AM
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).
Dude, your hybrid idea sucks. First of all, spy traps were perfectly fine in PT; ergo, they are not fundamentally broken. There is no reason to revolutionize the way they work because spies can now spam chaff through walls and auto-remove anything they run into.

Second of all, your "hybrid" idea would either reduce spy traps into one mode again or make PDs pretty useless on the whole, and thus it would needlessly remove content from the game.

AgentX_003

Quote from: Spekkio on February 15, 2008, 12:54:42 AM
Quote from: Gawain on February 15, 2008, 12:34:09 AM
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).
Dude, your hybrid idea sucks. First of all, spy traps were perfectly fine in PT; ergo, they are not fundamentally broken. There is no reason to revolutionize the way they work because spies can now spam chaff through walls and auto-remove anything they run into.

Second of all, your "hybrid" idea would either reduce spy traps into one mode again or make PDs pretty useless on the whole, and thus it would needlessly remove content from the game.

I highly doubt that will be the factor anymore that you will be able to chaff threw walls, its not realistic at all and 2ndly  pure lame and cheap how it is now.. =/.


-Thanks Murdy for da Sig <3  xD

Farley4Fan

It's not very cheap.  It's not like you couldn't just bounce the chaff off the floor or another wall and get it to disable the device on the other side of the wall.  And please, agent stfu about realism.   ;D

The stfu part was an inside joke btw, so don't tell me off for saying that to agent.  : /

Gawain

Quote from: Spekkio on February 15, 2008, 12:54:42 AM
Dude, your hybrid idea sucks. First of all, spy traps were perfectly fine in PT; ergo, they are not fundamentally broken. There is no reason to revolutionize the way they work because spies can now spam chaff through walls and auto-remove anything they run into.
Second of all, your "hybrid" idea would either reduce spy traps into one mode again or make PDs pretty useless on the whole, and thus it would needlessly remove content from the game.
i think increasing the amount of simultaniously placable spy traps is a bad idea.
i also think there should be a larger difference between mines and traps (=mines blow up, traps stay)
the pd mode is already pretty weak compared to the laser mode and only good in places to surprise the spy which would work just as fine as it does in ct. heck, you could even lower the size and remove the sound and make it glow up periodically in thermal if you want to boost it or make it unremovable by spies at all.

Spekkio

#79
Quote from: Papa Skull on February 15, 2008, 02:09:52 AM
It's not very cheap.  It's not like you couldn't just bounce the chaff off the floor or another wall and get it to disable the device on the other side of the wall.  And please, agent stfu about realism.   ;D

The stfu part was an inside joke btw, so don't tell me off for saying that to agent.  : /
Yes, but the difference is that quick-throwing chaff through walls can be done while a merc is chasing you around the map.

Quotei think increasing the amount of simultaniously placable spy traps is a bad idea.
Why? This is something you really won't know unless it's tested, considering that no one's played with both 5 spy traps and the ability for your partner to take traps off you. As it stands now, you probably won't have more than 1 merc taking traps anyway. Also, mines are generally stronger than spy traps, so it makes little sense to have the same limit on both of them, even if you used your "hybrid" idea. The hard caps on mines and traps were added because mercs in PT would suicide to place more stuff about the map, which would ultimately make it impassable. They just set the hard cap on traps too low.

Quotei also think there should be a larger difference between mines and traps (=mines blow up, traps stay)
There is already plenty difference between mines and spy traps. Spy traps are generally less noticeable and allow you to track a spy down. Mines are for killing. The only thing that overlaps with spy traps is poison mines, but that can be fixed by making them silent or not heard unless you're right next to it.

PDs can be pretty useful if placed in the right situations, but people rarely take spy traps, let alone use PDs. This is because the meta-game has evolved to such a state where the spies run around most of the time, so PDs (and spy traps) aren't very useful in general. If tweaks are made to make the meta-game more stealthy, PDs would receive a buff by default.

Succubus Dryad Of The Undying Comet

Quote from: Spekkio on February 15, 2008, 03:23:03 PM
Quote from: Papa Skull on February 15, 2008, 02:09:52 AM
It's not very cheap. It's not like you couldn't just bounce the chaff off the floor or another wall and get it to disable the device on the other side of the wall. And please, agent stfu about realism.   ;D
The stfu part was an inside joke btw, so don't tell me off for saying that to agent.  : /
Yes, but the difference is that quick-throwing chaff through walls can be done while a merc is chasing you around the map.
Well, afaik you don't want to get into that situation, and it's your fault for getting into it.
You could take another turn, not show yourself or just taze the merc to get out of the chase.
Everyone is responsible for their own trouble.

Spekkio

QuoteWell, afaik you don't want to get into that situation, and it's your fault for getting into it.
You could take another turn, not show yourself or just taze the merc to get out of the chase.
Everyone is responsible for their own trouble.
Are you agreeing with me or arguing with me. It sounds like you're trying to argue with me, but what you said supports my POV since chaff through walls gives you a get-out-of-jail free against a spy who is responsible for getting into his own trouble.

frvge

What about a Proximity Sensor (c'mon guys... PS names!) which doesn't alert the Spy? This is a huge buff for it.
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

I am against the 'chaff through wall is not cheap' stance (Papa), because it enforces mindless running around and aggroing the shit out of the merc's eyes (Flash, really hurts on CRT monitors).

Farley4Fan

chaff through walls leads to flashing merc?  It doesn't lead to mindless running.  Although mindless runners may take advantage of this, it doesn't mean non mindless runners won't.

Spekkio

Quote from: Papa Skull on February 15, 2008, 05:07:03 PM
chaff through walls leads to flashing merc?  It doesn't lead to mindless running.  Although mindless runners may take advantage of this, it doesn't mean non mindless runners won't.
Yes it does. Boot the game on your PC and any number of people will show you.

Ion.67

Quote from: Papa Skull on February 15, 2008, 05:07:03 PM
chaff through walls leads to flashing merc?  It doesn't lead to mindless running.  Although mindless runners may take advantage of this, it doesn't mean non mindless runners won't.

If I can chaff through the wall, I will be able to get into such room infinitely quicker than if I actually had to take some time to get in.

Succubus Dryad Of The Undying Comet

Quote from: Ion.67 on February 15, 2008, 05:50:40 PM
Quote from: Papa Skull on February 15, 2008, 05:07:03 PM
chaff through walls leads to flashing merc?  It doesn't lead to mindless running.  Although mindless runners may take advantage of this, it doesn't mean non mindless runners won't.

If I can chaff through the wall, I will be able to get into such room infinitely quicker than if I actually had to take some time to get in.
Exactly.

OT: Would leaving thermal traces be cool?? Like the spy does a back-to-wall for 2 seconds, then the spy silhuette would stay on themal on the wall. Kind of a nice to have.

Westfall

Quote from: Papa Skull on February 15, 2008, 12:46:08 AM
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.

or it still acts like a presence detector....

Farley4Fan

Yeah I just didn't understand how you came to that conclusion.  It must only come up in a few situations then.  In my experience chaff can be both an aggro and stealth tool.  If a stealth player uses chaff it doesn't always lead to an aggro assault on the merc with flash bangs.