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Topics - Vega

#1
Public Discussion / Release Status?
March 21, 2011, 01:11:31 AM
Howdy fellas,

I did a quick check over the topics but I'll admit I'm too lazy to go through all of them and find out the status of this game.  Is it being released in the near future?  Is it still being worked on?  I'm still looking forward to it.
#2
Public Discussion / New Spy: Leopard (WIP)
August 25, 2009, 10:35:11 AM
Project Stealth: Leopard



Hey guys, I've been working on this idea for a while (on and off) and decided to post it and see if any of you have anything to say.  I'm pasting this from my word.doc so it may look a little weird.  As mentioned below, this project is merely for fun and I have no inclinations of the dev team taking this seriously.  This is a work in progress and I was tired of seeing it sit in my document folder untouched, so I'm finally posting it now.  Also, I'm fully aware that many of these ideas are not fleshed out.  I don't even like half of them, a lot of them need to be seriously reworked in order to fill the goal I desire.  For now, they're just on paper for the time being.  They are not balanced, they are not entirely useful, hell this whole project could be scraped simply because it's trying to create an alternative that isn't really needed.  Anyways, enough ramble, read and comment if you like.


What is ââ,¬Å"Leopard?ââ,¬Â
Leopard is the code name given to Mirageââ,¬â,,¢s newest, bio-engineered soldiers.

Mirage Background
Mirage is a high-tech, private military corporation (PMC) that focuses on the development of combat enhancing drugs and composite materials.  Through finite element analysis, advanced hybrid composite topologies using nanomatricies were pioneered to allow for the first time maximum flexibility while simultaneously optimizing structural rigidity under impact loading conditions; meaning, during regular movement the suit remains elastic but when subject to a projectile it hardens acting as body armor.

What does it have to do with Project Stealth?
I wanted to create my own, unique version of a spy using the Project Stealth universe.  My objective was to create a play style that was different to the currently chosen CT-template spy.  I did this by giving the ââ,¬Å"Leopardââ,¬Â a completely new set of gadgets, different innate abilities, and a substitute for the sticky shocker.  My intent is to have this spy theoretically be a formidable and alternative counterpart to the mercenary.  

Creation Notes
I tried to make this spy so it could effectively take on the current chosen design for a mercenary; but more importantly, to do it in a balanced environment.  With that being said, I created this purely out of fun.  I have no intention of trying to push this creation for implementation, but maybe it will spark ideas or create discussion ââ,¬â€œ Iââ,¬â,,¢m posting this simply because I have the desire to.  The images here are the ones I feel fit nicely, have the highest resolution, and look pretty damn cool.  They arenââ,¬â,,¢t perfect, but they work well enough.  

The gadget substitutes and sticky shocker substitute will appear similar to the current sticky shocker and current set of gadgets we already have because they were designed to function the same but to do so in a different way.  They fulfill needed aspects of a spy, such as stealth, reconnaissance, and aggression.  The main problem was coming up with ideas that were different than the current gadgets, but could still accomplish corresponding roles.  Think TF2 with their unlocks: different weapons, but (usually) perform a similar task to the default weapon.

Also, for now on, I'm going to refer to the Project Stealth spy as Shadownet since it'll be easier.  I'm also using some of the stock CT items for reference (such as Spy Trap instead of RF Detector).  I'll change them to their appropriate names at another time.

Vision Modes

One of the big difficulties was coming up with different vision modes for the Leopard.  Probably the best solution is to use the same thermal/night-vision modes as the Shadownet spy.  I feel the spy must have night vision or some other form of illuminating darkness and I find there is no perceivable way to go about this other than simply giving the Leopard night-vision.  I propose the following vision to give the Leopard a different tactical approach to discovering mercenary devices as the thermal vision is used in Chaos Theory.  

Night Vision ââ,¬â€œ As used by the Shadownet spy.

Electromagnetic Wave Vision (EMW) ââ,¬â€œ When using this vision, mines, spy traps, and presence detectors give off a bluish aura.  This vision recognizes these auras when the Leopard is near them (about 4 meters). The size of the aura is debatable; the point is that this vision greatly warns the Leopard of their presence before itââ,¬â,,¢s too late.  This draws heavily upon the userââ,¬â,,¢s energy when in use.
Differences to Thermal Vision: EMW can only be used for a limited time as it draws the userââ,¬â,,¢s energy.  It is not effective at illuminating the map as thermal is (you can easily navigate the entire map with thermal on) besides for mercenary devices ââ,¬â€œ it should be hard to navigate with this vision on.  Thermal is overall more versatile, but EMW is better suited for finding mercenary devices as they give off the aura that is easily recognizable if within 4 meters, regardless of how well placed they are.  Also, 4 meters is relatively close, and one should realize that thermal can pick up mercenary devices from quite a distant if the spy has line-of-sight.Lastly, thermal is better used for identifying mercenaries in darkness or through smoke.

Iââ,¬â,,¢m fully aware of how this is essentially a broken vision mode, most likely too powerful, and too direct in its purpose because it essentially is a ââ,¬Å"hard counterââ,¬Â to mercenary devices ââ,¬â€œ even well placed ones.  However, in the heat of battle, EMW vision is dangerous to use because of the energy drain.  

Sticky Shocker

I have yet to decide on a replacement of the sticky shocker.  I've tried the no-shocker alternative, giving the Leopard instead special abilities that allowed him to escape easier, but I found then that a fight between a mercenary and spy would be even more of a cat and mouse game than it already is.  Without a sticky shocker, a spy would have to constantly be on the run.  So, right now this topic remains untouched.

Coop Moves

I proposed two coop moves on this forum a while back, and Iââ,¬â,,¢ve decided to put these in here for varietyââ,¬â,,¢s sake.  Theyââ,¬â,,¢re not groundbreaking, but they could prove useful perhaps.  The Leopard knows the following:

Coop Camera Disable - spy stands on the shoulders of the other spy, giving it the needed height to disable a camera, silently.  The camera goes inactive for a period of time, but it is not revealed to the mercenaries that it has happened.  It is disabled silently as the spies are manually hacking the camera instead of violent shocking it with their sticky shocker.
Problem:  Not all cameras within maps are within "2 spy height" distance.


Coop Laser Disable ââ,¬â€œ Each spy holds a square device over the laser, which reflects the laser.  Basically, the spies then switch to the other side of the door, essentially going through the laser field untouched, silently, and without triggering the lasers.  More importantly is that is allows the spies to go through the lasers with no need of rolling.  
Problem:  Rolling is much easier and faster.  But, in some levels (such as factory), rolling through a laser field will often result in being noticed by a camera immediately.  
Solution:  By doing this coop move, you can easily go through a laser field without going the extra distance that is applied from rolling through.


Gadgets

As with the Shadownet spy, the Leopard will choose four of the following gadgets.  I plan on having at least eight created when I'm done.

Chameleon Skin ââ,¬â€œ When the spy is standing still, crouch walking, or moving slowly, his suit will start to imitate and change according to the background.  If standing near a brick wall, the suit will start to blend into the brick wall, ultimately creating a higher degree of camouflage.  When the spy runs, his suit will slowly fade and appear its normal gray color.  This ââ,¬Ëœchameleon skinââ,¬â,,¢ is undetected by EMF, but MT will detect a moving spy as normal.  This gadget is always active, cannot be turned off, and does not drain energy.

Sonic Grenade ââ,¬â€œ The spy may drop this at his feet or throw it for distance.  After it lands, a timer will start to beep quickly.  After 2-3 seconds, it will explode causing all destructible objects to be instantly shattered.  In addition, it will knock any players caught in the radius; just as if they had been bull charged (or elbowed, still deciding).  No physical damage is caused to the affected individuals.  Affects spies and mercenaries alike.

Signal Disrupter ââ,¬â€œ This is a tiny, disruptive device that is shot from the spyââ,¬â,,¢s gun.  It emits signals that disrupt security cameras, laser fields, EMF/MT visions, and causes gun malfunctions, making reloading and sniping difficult.  When shot near a security camera or laser field, they will be disabled until the device is shot off, removed, or until it expires.  If shot at a mercenary, it will stick to him and cause an initial 5 seconds of disruption, and after every 5 seconds thereafter will cause disruption for a short amount of time.  The device lasts for 25 seconds and is capable of being removed by a mercenary teammate.  

Flea ââ,¬â€œ Used for reconnaissance and intelligence gathering, the Flea is a tiny robotic camera that is used to watch the mercenariesââ,¬â,,¢ movements.  When shot at a mercenary, the Flea will crawl towards the front of the body, which it will then transmit a live feed directly to the spy ââ,¬â€œ essentially giving a first-person view of all the mercenaryââ,¬â,,¢s actions.  This is useful for determining where the mercenary is, where he has planted mines or traps, and various other bits of information.  If shot at the surrounding terrain, the Flea will act as a standard sticky camera but without the gas-launching properties.  The Flea can be removed (if on the mercenary or a wall/object) or shot off (only if on a wall/object).  I would like to note that a portion of the spyââ,¬â,,¢s screen will be dedicated to this live-feed; meaning, a spy does not have to switch back and forth like the old sticky cam.  However, the spy has the option to maximize this view with a click of a button, or disable the corner video if he so wishes.  *Balancing would require this gadget to be used in the same manner as a sticky camera.  Tiny window most likely provides too much recon with little drawback.  Thanks to lochang for pointing this out.*

EMG (Electromagnetic Grenade) ââ,¬â€œ The electromagnetic grenade may be dropped at the feet or thrown for distance.  Once used, the grenade produces a powerful magnetic field that causes all metal objects to gravitate towards the device.  Because mercenaries are loaded with metal objects, including their armor, the EMG will effectively stop or severely slow a mercenary, although it is not powerful enough to pull him towards the center.  The device lasts 5 seconds.  Spies are unaffected due to a demagnetized suit.

Climbing Gear ââ,¬â€œ The spy is fitted with anti-gravity gloves and footwear, allowing him to scale walls and anything with a flat surface.  When active, this constantly drains energy from the suit.  When the energy bar is completely depleted, the climbing gear will shut off immediately.

Innate Abilities/Gadgets

Due to the nature of Project Stealth, there will be many similar innate abilities/gadgets between the Leopard and the Shadownet spy.  The following list includes, but is not limited to:
1.   Sticky shocker equivalent.
2.   Adversarial moves: Grab, neck snap, knockout, elbow, drop tech.
3.   Partner moves: Infinite coop health needles, coop jump boost (and human ladder), coop laser disable, coop camera disable.
4.   Movement (list included for reference): Run, silent walk, crouch, jump, dive roll, climb, ledge hang, wall-scale (for added height, I.E. hard to reach vents), wall flip.
5.   Gas, Flash, Chaff/EMG Grenade immunity.
6.   Binoculars (hacking feature included).
7.   Removing of mercenary devices: Spy trap, mine.  This also includes the ability to remove these devices when activated on a spy (such as removing a spy trap from a partner.)
8.     I want the Leopard to have some special hand-to-hand combat move but nothing excessive or flashy.  It would serve a purpose rather than just visual effect.

References

-The images posted are the conceptual art of the ââ,¬Å"Hunterââ,¬Â class for the game Hellgate: London.
-Mirage is a general and fitting term, but I probably would not have thought of it if I didnââ,¬â,,¢t look at Armored Core, the PS2 mech game.
-My engineering friend came up with the bitch of a second sentence under ââ,¬Å"Mirage Background.ââ,¬Â


Checklist (this is here for my own use)
1.   At least eight gadgets.
2.   One-two vision modes (excluding normal vision).
3.   Sticky shocker replacement.


That's all for now.  If you have any criticism, go for it.
#3
Public Discussion / A different take on flares
November 01, 2008, 06:43:40 AM
What are people's thoughts on making the flares illuminating radius smaller and their burn time shortened, but have them as a standard(innate) piece of equipment for the mercenary?  He still chooses four gadgets, but he also starts with 'x' amount of flares (5?).  As usual, when the mercenary dies, his flares refill just as it happens for your other gadgets.  I bring this up because flares in CT were pretty worthless as a gadget slot, but they could definitely serve a purpose as an innate gadget.  Question is: how powerful would it be? 
#4
General / Off-Topic / spekio....
October 03, 2008, 08:15:02 PM
no one understands :-\
#5
Public Discussion / New Coop Moves
October 01, 2007, 06:24:19 PM
I thought of two coop moves that could be added to the game (later of course).  I'll admit that they ARE NOT extremely useful but they do change the game slightly.  But my main question is this; would it hurt the gameplay to add them?

New Coop Moves

1.  Coop Camera Disable - A spy stands on the shoulders of the other spy, giving it the needed height to disable a camera, silently.  The camera goes inactive for a period of time, but it is not revealed to the mercs that it has happened.  Problem:  Not all cameras within maps are within "2 spy length" distance.


2.  Coop Laser Disable - Each spy holds a squarish device over the laser, which reflects the laser.  Basically, the spies take turns going through the lasers, while they each hold their "end" up.  What does this do?  It allows spies to go through laser fields undetected and with no need of rolling.  Problem:  Rolling is much easier and faster.  But, in some levels (such as factory), rolling through a laser field will often result in being noticed by a camera immediately.  Solution:  By doing this coop move, you can easily go through a laser field without going the extra distance that is applied from rolling through.



I know these aren't revolutionary or even useful, but they do add a stealth aspect to the game that I wouldn't mind using.  How often would I use them?  I don't know, they could prove to be totally useless.  If you're going to comment, don't forget to give your input on whether they will hurt gameplay or not!
#6
Public Discussion / NEW IDEA!!!
September 27, 2007, 03:15:46 AM
HEY GUIS I JUS TAUGHT OF A REALI GUD IDEA.  TEL MEH WAT U THINK KLOL.

GET THIS.....A SPY INTERROGASHIAN ROOM.  OK LISTEN, THIS IS GREAT:

When a spy is knocked down you have a couple of options;
1.  Kill the spy and make everyone happy
2.  Completely stop the game, change rooms, and go into the "interrogation room."

Obviously option #1 is way too quick and normal for the game, so I thought the interrogation room would make it really interesting!  I also thought of a mini-game of "tighten the zip-tie on spy's hands" where you use the up and down arrow keys to determine how tight the zip-tie handcuffs are.  If you want to make the game even more interesting, you can only put the zip-tie cuffs on slightly so the spy has a chance of escaping which takes you to a really cool pre-rendered cut-scene! 

So anyways, back to how you play "interrogation room."  As you circle the spy, each key on the controller has a specific command (BTW interrogation room only works on xbox).  As rules imply, you need to always ask in chat "WHAT ARE YOU TRYING TO STEAL?" or "WHY ARE YOU HACKING ORPHANAGE?" or "WHY WERE YOU PLANTING A BOMB IN THE AQUA TECHROOM?"  If the spy doesn't respond (this usually doesn't happen as everyone wants interrogation room to end immediately), you can "loosen him up," if you catch my drift (this is the fun part).  If you press;
A - Slap the spy in the face (this will usually get the spy to role-play)
B - Put duck tape over his mouth (the spy looses all ability to talk which usually results in a disconnect for the other side, pretty cheap I don't recommend)
X - Shoot him in the leg (loses 1/2 health, use wisely)
Y - Lower FPS to 5 for all players.  This is a favored option of mine as it's a form of low-gravity.

Block, up, up - Perform a toasty on spy.  Mercenary loses his gas-mask, flashlight, and both visions for the rest of the game.  His standard vision is also non-existent due to the loss of eyes.  Armor factor of the head increases by +10 (headshot only deals 1/4 damage) because of bony carapace.

Codes;
Up, down, left, right, hold A and Start - level select!!!  Everyone instantly teleports to a new level and the game is reset.


I hope you guys like my idea, it will add a lot to gameplay.  If you find out any more codes than e-mail them to me please.


#7
Public Discussion / More Ideas
June 20, 2007, 05:18:32 PM
I know we are cloning, but it's still fun talking about other ideas.  I wrote a ton of these a long time ago and like I've said before; this is just brainstorming.  It means nothing.  It's fun to discuss and I like to hear what other people think.

Tactical Rope Ladders - I thought this a long time ago and after searching either the ubi forum or the lamers forum (I don't remember which one) I saw that Daybreak had the same idea.  It would be interesting to see how it would work in-game.  Honestly, I can see this for a mercenary as well.  Or maybe the grappling hook from DA would be better....

Concussion Mine or Grenade - Ever played Team Fortress Classic?  This mine or grenade would be used by the mercenary.  If a grenade; anyone in the detonation area (maybe the radius of a frag grenade) would be "knocked out" as if they just got bull charged.  It would be interesting to chase a spy with these (maybe too powerful).  If a mine; this would be placed like any other mine but when detonated, the spy will be knocked out as if they were just bull charged.  The amount of time knocked out could vary and be lessened. 

Hand-held Device - I have no idea what to call this.  Basically, it would be a gadget that a merc always has (such as the flashlight, visions, laser, etc) and allows the mercenary to "reset" natural defensives.  For example, say you're playing in the bank level and one of the spies just enabled the magnetic field.  The mercenary could go over to the hacked objective and "reset" it so the magnetic field will go back online.  This device would only work for objectives that don't pertain to winning the game.  Hence, you can't reset the time on a laptop.  This could really ruin balance but thought I'd mention it. 

Seeker -  The name of this gadget is lame but it doesn't matter.  This is a fun gadget I thought of when they mentioned the Drone for DA.  The mercenary would throw this gadget into the room (it's quite big) and as it slides across the room it will pop into the air about 15-20 feet (4.57-6.10 meters) high.  While in the air (stationary) it will survey the room 360 degrees in fast sweeps.  It will use motion tracking and EMF at the same time.  It will do this for about 5 seconds and IF it finds a spy - it will fly to it at a moderate speed and blow up.  This gadget isn't about killing a spy, I don't want the seeker to be too fast.  It's about hunting a spy.  This gadget will make a spy run or force him to stay still.  When the seeker first finds the spy, it will shine a laser and flashlight at it so the mercenary can see him right away.

Timed Charge - I like big explosions.  It would make sense to give hired mercenaries some sort of explosive in case they need to "create" an entrance.  Basically, this would be a time bomb that a mercenary can put anywhere.  I can't think of the tactical possibilities and it could very well be worthless.  It sounds cool and I can imagine a mercenary putting this near an objective to deter spies for a short amount of time. 

Gun-Shot Grappling Hook - Yes, that's right.  Batman.  Is anyone curious to how this would actually work in-game?  I know I was when I thought of his gadgets.  If no one is following then I'll explain.  It would be a grappling hook that would be fired from the spy's gun and would attach to whatever surface you fired at (vertical of course).  The spy would then be automatically lifted to the place he fired at.  Yeah, insanely cheap. 

Compact Gliding Wings - I know, I'm really stretching in for the last two.  But seriously, this is something else I thought of.  If a spy had compact gliding wings.....wait....nevermind.  I just imagined a flying spy in factory and almost died of laughter.  Ok, it was cool in my head.  I'll leave this up in case it sparks something awesome in someone's head.

Sound Gun - I question the importance of this gadget but I like the "hunt" aspect in SvM.  This would be a device that a mercenary has and it basically amplifies sound wherever he points it.  This would allow a mercenary to really "feel" for a spy.  Or give him legit EAX haha.  Like this picture but not as big and goofy looking;


Map Idea - A map, such as an abandoned factory or whatever, could be littered with many inactive lights.  Since the level is "abandoned" the lights wouldn't work unless reactivated by a generator.  I thought of an idea where a Mercenary would have to go to some far area and momentarily reactivate the lights in the map.  This would be neat because the overall design of the map would have MANY lights scattered throughout the level - they would just be inactive normally.

Map Defense - This map would have some room that had an objective in it like normal (a laptop or something).  But this room(s) has a natural security system.  Every 20-30 seconds, the room would have some sort of device survey the room for a few seconds.  The device would use motion tracking and EMF at the same time, increasing the risk of finding a spy.  If the natural security finds the spy then an alarm will show and maybe a lock-down will happen (like in Oilrig, yeah innocent).  This would be interesting and different than a camera because a spy would have to time himself so he isn't caught by the natural security all at the same time hoping a mercenary isn't nearby.



Alright that is all for now.  If you're interested in talking about ideas then post away.  If you want to bash or comment then go ahead.  Remember, just because I mention these ideas doesn't mean I necessarily think they should be in-game.  It's just stuff to talk about.




#8
Public Discussion / Breaking the mold
November 28, 2006, 06:25:39 PM
Alright guys, tinweasele and Daybreak were talking about alternatives for the game when it came to completing objectives.  I've been thinking the same thing for the past month or so while trying to think up of a CT map.  We all know there is the standard hacking (terminal), bombing objective, and extraction.  I thought of some new ones that could be done to add some flavor.

Dual/Coop Hacking â€" This is a type of hacking that requires two or more players to do.  It is basically a “coop move” hack where both players have to hack terminals at the same time.  The terminals would be right next to each other or very close.  This hack would add variety.  I thought that if two spies were able to hack something together, that they should get rewarded.  Subsequently, the dual/coop hack will take a shorter amount of time due to the danger that both of them are in (1 frag = 2 deaths).

Multi-Tiered Hacking â€" Different from the standard hacking which that when one terminal is finished, a new objective/door is revealed that allows another hack to be accomplished.  Cooperative hacking might be included with this.  Basically, you hack one objective, it opens a new room to hack another objective.  It's sort of like a reward system.  These types of hacks will be obvious and would best be used with team work and possibly aggro.

Security-Clearance Hacking â€" For maps that have this objective, all mercenaries will carry a special security card that allows them to go in and out of certain special areas.  These special areas will contain objectives that can only be reached by having a security card.  Dead mercenaries drop security cards that can be obtained by the spies which then can use them to get into the special areas.  You can kill a merc to get his card or follow him stealthy (this will be hard since there is only one way in) into the "special area."  This adds yet some more flavor to the game by adding another way of entering an area full of objectives.  What's great is that how hard it is to get into this room.  I'm thinking that the only way to get into this room is the main door that requires the security card.  No vents to get into.  It's suppose to be a hard place to get into but if done then it's rewarding.

NATURAL SECRUITY (stuff like cameras and lasers):

Touch Sensitive Floors â€" The floors are touch-sensitive and will set off an alarm if stepped on (only if a spy steps on it, objects like grenades do not count for balance purposes).  To disable, a button or special terminal must be activated.

Heat Sensitive Room â€" The room is heat sensitive and any spy who enters the room will set off the alarm.  To disable, a spy must have a special thermal suit or activate a button or hack a special terminal (same  type of terminal to shut off lights in bank, open doors in club, etc).


I honestly think this stuff could be added to newly created maps if you wanted to spice up the current way of playing.  Feel free to bash or comment on the ideas, I don't mind at all.
#9
Public Discussion / Some Mercenary Ideas
November 21, 2006, 04:35:21 PM
I wrote down lots of ideas last night, some good and some bad.  Remember, I'm just brainstorming so it's not that I feel all these ideas are full-proof and balanced/completely useful.  BTW, one thing that does relate to my ideas is a new "gadget option" idea.  I'm not exactly sure if this would be needed but I would like one of two things;  More available gadgets or more default gadgets on a merc (like how a merc has a flashlight as default), make another gadget slot that has special gadgets that define your merc in a certain way (such as giving him special ammunition).  This special gadget slot would be pretty important because all the gadgets allowed in this box would really be helpful.  Just a thought.

Anyways, here goes;

Alternate Tazer - To make the tazer more useful I thought of a couple of things.  One is a drastic change.  Make it the type of tazer in the modern world that uses two hooks that are connected to wires and upon contact with a human body, the wires deliver the shock.  Doing this for SvM means the range of the tazer would be increased but slower rate of fire.  It would still be as deadly as ever just a little slower to fire and longer range (not PT long).  The wires are quickly recoiled back to the gun for additional use when it misses it's target. Of course the tazer would still be built into the gun.

Oh yeah the other idea is to use the normal tazer but make it a tad longe range  ;D

Handgun - People have mentioned this before, don't know if it's really needed nor do I really care but it's something to spark conversation.

Allowance of Guns - A merc can carry more than one gun such as a rifle and a dumbed-down shotgun possibly.  This would severley change gameplay, again just something to talk about.

Attachments - Zedblade mentioned this a while ago on SC Lamers and it got me thinking.  We could solve the variety of guns problem (uzi lag and all that shit) by putting that stuff as attachments on the standard gun.  I thought of a couple of things; launcher for all your grenades (if you don't have the launcher attachment, you throw the grenades instead but it's not as fast or far range), shotgun, Foregrip (better accuracy), and anything else you can think of.  Attachments would change gameplay quite a lot for a merc.

Gun Properties - Allows a merc to change the properties of his gun in-game.  He can change the gun from an assault rifle to more sniper oriented (or other options).  Each change takes 5-10 seconds to complete.  Would be interesting.

Strap/Harness - Steadies accuracy, would be a passive gadget.

Bayonet - Increases close combat damage.

Special Ammunition - Merc has a limited amount of special ammunition such as Incendiary and depleted uranium.

Bandolier - More ammo for EACH clip, not TOTAL ammo (to make it useful). 

Flash Resistant Goggles - Merc's goggles are more resistant to flash effects.

Incendiary Grenade - Grenade that once fired, explodes in the area and leaves a fire (like the one in steelsquat with the petrol gas bomb) for 5-10 seconds.  This would be good to clear objectives.

Remember, not all these ideas I think should be in the game.  Just ideas to talk about.  More on spy later.
#10
Join Us / Tester
November 15, 2006, 12:09:31 AM
Same boat as Covert except I can't even draw well.  I would love to test.
#11
Public Discussion / Amount of players?
November 13, 2006, 08:48:08 PM
I know we're cloning CT but I can't help but feel a lot of the excitement from DA is the 3v3 aspect.  I always liked the idea of 3v3 and welcome it.  I love 2v2 as well.  So, with Project Stealth, is 3v3 going to be included in some maps or not at all?  I know it could be done with certain maps but most likely they will have to be custom made.

Just curious how it's going to work.
#12
Public Discussion / cloning ct?
November 13, 2006, 04:18:07 PM
So we ARE allowed to clone CT exactly or no?  I thought that was against copyright?  If not, hell yeahhhhhh  :-* :-* :-* :-*
#13
Public Discussion / The Excitement
November 13, 2006, 06:39:48 AM
This is going to be one hell of an awesome game :)  No more BS!  YES!