insta healing and insta trap removal discussion thread

Started by Gawain, March 15, 2008, 01:25:44 PM

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Daybreak

Stacking the Spy traps should be enabled.
Currently a spy could quickly survey a hall way or entire floor and just run through disabling all traps almost instantaneously, but only have the last trap register as a hit. That in my opinion is riddiculous, the spy is rewarded by taking down all traps only to have a penalty of hiting one.
The only way time stacking for spy traps would be bad is in this case.

Spekkio

QuoteAs for needles, it would be ok if each spy had 2, had to be refilled at medkit or death. They heal over time.  1 needle can get rid of poision but wont heal you.  Like an antidote.  Mercs should not be able to self heal.  When a spy trap is on the wall, you should be able to see the option to remove spy trap from partner. That is just gay.
If you're gonna do it this way, you may as well not bother changing anything. It's not that hard to make it to a healthpack. It's especially not that hard to make it to a healthpack after you've given yourself or gotten full health instantly from your partner.

As for auto-healing: your reward for making it to safety when a merc is shooting you is that you're still alive and have the opportunity to either go for the healthbox or go back for the objective.

And yes, the fact that spies can purposefully trip all 3 of your spy traps on purpose and get them all removed simultaneously is a little...gay.

InvisibleMan999

What about having just like a 1-2 second animation to heal or remove traps?

Gawain

Quote from: InvisibleMan999 on March 18, 2008, 01:24:43 AM
What about having just like a 1-2 second animation to heal or remove traps?
spies usually remove spy traps in safe-zones anyways so it makes no difference.

InvisibleMan999

Quote from: Rambo on March 18, 2008, 02:43:05 AM
spies usually remove spy traps in safe-zones anyways so it makes no difference.
Well sure it does, at the very least the 2 second timer gives the mercs a chance to see where the spies are and while they've removed the trap, they've also given away the position. Of both spies. Because once you see the trap go off, you know that both spies happen to be there.

So that's pretty important actually.

BurningDeath

Quote from: Rambo on March 18, 2008, 02:43:05 AM
Quote from: InvisibleMan999 on March 18, 2008, 01:24:43 AM
What about having just like a 1-2 second animation to heal or remove traps?
spies usually remove spy traps in safe-zones anyways so it makes no difference.
naah .. it would take the ability to heal away from aggro-spies. They could not quickly heal each other when traced by a merc, which is not the case right now.

Farley4Fan

Quote from: BurningDeath on March 18, 2008, 11:10:02 AM
Quote from: Rambo on March 18, 2008, 02:43:05 AM
Quote from: InvisibleMan999 on March 18, 2008, 01:24:43 AM
What about having just like a 1-2 second animation to heal or remove traps?
spies usually remove spy traps in safe-zones anyways so it makes no difference.
naah .. it would take the ability to heal away from aggro-spies. They could not quickly heal each other when traced by a merc, which is not the case right now.

I don't see a need for a 1-2 second animation.  Just more work for the animators  :D  If a balance issue arises during testing/developing then it could be needed somehow, but I don't really see it happening.