Project Stealth

Forums => Public Discussion => Topic started by: Vega on November 01, 2008, 06:43:40 AM

Title: A different take on flares
Post by: Vega on 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? 
Title: Re: A different take on flares
Post by: ChickenSkin on November 01, 2008, 12:17:55 PM
I see no reason why they shouldn't be compulsory. The lakehouse map did look VERY dark, and I think mercs will have a hard enough time just patrolling as it is, so flares could come in useful here. I actually didn't mind the burn time, and brightness of the flare in CT, just that there were too many of them. Set it to three flares per life and it will force mercs to be more conservatory with them, and use them wisely. Could prove for some interesting gameplay.
Title: Re: A different take on flares
Post by: Spekkio on November 01, 2008, 02:47:54 PM
Eh, I'd rather have the gasmask as an innate piece of equipment. Flares really don't serve much of a purpose when the mercs have a lot of other tools available to them to see in dark spots.
Title: Re: A different take on flares
Post by: ChickenSkin on November 01, 2008, 03:13:46 PM
Quote from: Spekkio on November 01, 2008, 02:47:54 PM
Eh, I'd rather have the gasmask as an innate piece of equipment. Flares really don't serve much of a purpose when the mercs have a lot of other tools available to them to see in dark spots.

Why not just make frags & GM innate gadgets for story mode? I don't see the point in making them 'selectable' gadgets because EVERYBODY takes them for story mode. This would leave the other 4 gadget slots open, which
means not all player will take the same old 'BP, Mines, Nades, Mask' or 'Traps, Mines, Nades, Mask' combo. Obviously some may say its too OP, mercs having so many gadgets, and may require some gadgets to be rethought or even new ones created, but it will certainly make the game more interesting.
Title: Re: A different take on flares
Post by: Vega on November 01, 2008, 05:26:06 PM
I'm partial to the gas mask as an innate piece of equipment since it's only use is to counter another gadget, but it still takes up a valuable gadget slot.  That being said, I find it great testing material.  Even if it were to be implemented, I see no reason why flares and gas mask couldn't both be implemented -- assuming flares and gas mask weren't too powerful.

I don't think we should add frags as innate because they're a bit different than flares and gas mask.  Gas mask exists solely to counter cams, flares only illuminate areas, but frags kill spies.  I find frags too powerful to just give them to a mercenary for free; unless we were to allow them only 3 gadget slots.
Title: Re: A different take on flares
Post by: Gawain on November 01, 2008, 08:20:05 PM
yeah, give mercs flares and mask permanently and only 3 free slots.
make flares refillable at ammo stations for a limited number of refills or an appropriate timer.
with no more emf ghosting and mt nightvision, mercs definitely need another tool for lighting up areas (especially if the maps get rather dark like lakehouse which is a good thing) if you don't wanna give them car flood lights on their helmets.
additionally add ph. nades to the selectable gadgets.
Title: Re: A different take on flares
Post by: Westfall on November 03, 2008, 05:32:06 AM
Quote from: Spekkio on November 01, 2008, 02:47:54 PM
Eh, I'd rather have the gasmask as an innate piece of equipment. Flares really don't serve much of a purpose when the mercs have a lot of other tools available to them to see in dark spots.

QFE
Title: Re: A different take on flares
Post by: LennardF1989 on November 03, 2008, 12:48:11 PM
Speaking about ammo crates, how about the exhausting ammocrates?

You know, those things that can refill everything (flares, grenades, etc) but once the resources are up, you have to find an other crate.

And how about ammofill crates (also exhaustable) for the spy?
Title: Re: A different take on flares
Post by: Westfall on November 03, 2008, 04:05:20 PM
Quote from: LennardF1989 on November 03, 2008, 12:48:11 PM
Speaking about ammo crates, how about the exhausting ammocrates?

You know, those things that can refill everything (flares, grenades, etc) but once the resources are up, you have to find an other crate.

And how about ammofill crates (also exhaustable) for the spy?

I think neither should be implemented. You already get enough when you spawn.
Title: Re: A different take on flares
Post by: Vega on November 03, 2008, 06:00:17 PM
Quote from: LennardF1989 on November 03, 2008, 12:48:11 PM
Speaking about ammo crates, how about the exhausting ammocrates?

You know, those things that can refill everything (flares, grenades, etc) but once the resources are up, you have to find an other crate.

And how about ammofill crates (also exhaustable) for the spy?

All ammo crates did was refill the mercenary's ammo, not anything else.  I think it's tactically better to just keep it the way it is CT, by having equipment refilled every respawn. 
Title: Re: A different take on flares
Post by: AgentX_003 on November 03, 2008, 07:19:34 PM
Quote from: Vega on November 03, 2008, 06:00:17 PM
Quote from: LennardF1989 on November 03, 2008, 12:48:11 PM
Speaking about ammo crates, how about the exhausting ammocrates?

You know, those things that can refill everything (flares, grenades, etc) but once the resources are up, you have to find an other crate.

And how about ammofill crates (also exhaustable) for the spy?

All ammo crates did was refill the mercenary's ammo, not anything else.  I think it's tactically better to just keep it the way it is CT, by having equipment refilled every respawn. 


I regret to inform you Vega , that once again you fail.  I think this person is talking about  Pandora Tomorrow ,it not only filled your ammo but your, flares as well .
Title: Re: A different take on flares
Post by: LennardF1989 on November 03, 2008, 07:30:05 PM
Actually, I was talking about the idea that came up some time ago.

Everyone liked it more or less, though, seems people don't anymore now.
Title: Re: A different take on flares
Post by: Tidenburg on November 03, 2008, 07:49:48 PM
The one where gadgets were refilled by ammunitions crates? I liked that, sorta, but it would have to be limited or we could spam like mad.
Title: Re: A different take on flares
Post by: Succubus Dryad Of The Undying Comet on November 03, 2008, 07:51:51 PM
Quote from: AgentX_003 on November 03, 2008, 07:19:34 PM
Quote from: Vega on November 03, 2008, 06:00:17 PM
Quote from: LennardF1989 on November 03, 2008, 12:48:11 PM
Speaking about ammo crates, how about the exhausting ammocrates?

You know, those things that can refill everything (flares, grenades, etc) but once the resources are up, you have to find an other crate.

And how about ammofill crates (also exhaustable) for the spy?

All ammo crates did was refill the mercenary's ammo, not anything else.  I think it's tactically better to just keep it the way it is CT, by having equipment refilled every respawn. 


I regret to inform you Vega , that once again you fail.  I think this person is talking about  Pandora Tomorrow ,it not only filled your ammo but your, flares as well .
It didn't. You fail.
Title: Re: A different take on flares
Post by: LennardF1989 on November 03, 2008, 08:16:37 PM
Quote from: Tidenburg on November 03, 2008, 07:49:48 PM
The one where gadgets were refilled by ammunitions crates? I liked that, sorta, but it would have to be limited or we could spam like mad.
Thats why the crates were exhaustable. As in, if grenades are empty in the crate, you have to find an other one to refill.
Title: Re: A different take on flares
Post by: Vega on November 03, 2008, 08:47:34 PM
Quote from: AgentX_003 on November 03, 2008, 07:19:34 PM
I regret to inform you Vega , that once again you fail.  I think this person is talking about  Pandora Tomorrow ,it not only filled your ammo but your, flares as well .

I see you're a little feisty now ever since I talked(honestly, mind you) to you on xfire about your writing.  Alright, Martin, just don't expect me to answer when you message me!  ;)  By the way, commas that proceed nouns do not get a space before the comma. 
Title: Re: A different take on flares
Post by: Succubus Dryad Of The Undying Comet on November 03, 2008, 08:49:33 PM
I thought that it applies to every word in common speech, not only nouns :P

Anyway, I like whatever version the devs choose, either way it's going to be awesome.
Title: Re: A different take on flares
Post by: Vega on November 03, 2008, 08:52:36 PM
Quote from: Inferno on November 03, 2008, 08:49:33 PM
I thought that it applies to every word in common speech, not only nouns :P

It does apply to every word, Kok, but Martin has appeared to create his own rule regarding commas.  Did you notice his last comma was suddenly correct (although misplaced in the sentence)?
Title: Re: A different take on flares
Post by: Roberto1223 on November 03, 2008, 11:05:00 PM
intresting idea.. i dont mind what gadget or refill-box changes u incorporate in the mod, they all sound good and i feel indifferent about this.
;D
Title: Re: A different take on flares
Post by: InvisibleMan999 on November 06, 2008, 10:52:42 AM
PT style refillable flares wouldn't be broken. I mean, flares suck as it is, so being able to go out of your way to get more isn't going to make a huge difference.

I like the idea of having flares just be default items for the merc, because really nobody is going to take them over another gadget anyway. I'd cut it to 2-3 flares that you can hold at a time with infinite refills at an ammo crate. That way, flares aren't the kind of thing that you can spam (unless you're sitting in front of the crate anyway).

The limited refill ammo crate probably won't even be an issue for flares, so I wouldn't bother. If the merc want sto constantly run back to the crate to get more, then that's more time the spy has to sneak past him in the middle of his flare spams.
Title: Re: A different take on flares
Post by: Gawain on November 06, 2008, 12:31:11 PM
amen.
Title: Re: A different take on flares
Post by: VaNilla on November 06, 2008, 07:32:47 PM
The key thing is flares suck, unless the lighting they create actually makes them useful in PS they should be outright removed.
Title: Re: A different take on flares
Post by: Vega on November 06, 2008, 08:35:24 PM
I think you'd be surprised how helpful they would be if they were an innate gadget, Killa.  The light they produce in CT is actually pretty significant, and can deter spies easily.  What about clubhouse coop spot to that leads to the outside of the building?  If I recall correctly, the flashlight can't reach there without the mercenary moving closer to the spot.  Shooting a flare in that spot, in the beginning of the round, would provide a reconnaissance element that isn't normally available without the mercenary moving from his position.
Title: Re: A different take on flares
Post by: Gawain on November 06, 2008, 10:17:59 PM
one could argue that the gun's laser is meant for situations like this, but it's not the same as seeing an area light up.
Title: Re: A different take on flares
Post by: Vega on November 06, 2008, 11:57:30 PM
Quote from: Rambo on November 06, 2008, 10:17:59 PM
one could argue that the gun's laser is meant for situations like this, but it's not the same as seeing an area light up.

True, I thought of the laser in this situation, but having the area lit up for 15 seconds is a lot more accurate than quickly scanning the the coop spot with your laser.
Title: Re: A different take on flares
Post by: InvisibleMan999 on November 07, 2008, 02:35:31 AM
Another nice change to flares IMO would be giving them a bullet trajectory instead of an arcing grenade trajectory, and allow them to stick into walls. This would make them a bit easier to use and let mercs light up an area farther away.
Title: Re: A different take on flares
Post by: Westfall on November 07, 2008, 07:03:57 AM
Quote from: InvisibleMan999 on November 06, 2008, 10:52:42 AM
PT style refillable flares wouldn't be broken. I mean, flares suck as it is, so being able to go out of your way to get more isn't going to make a huge difference.

I like the idea of having flares just be default items for the merc, because really nobody is going to take them over another gadget anyway. I'd cut it to 2-3 flares that you can hold at a time with infinite refills at an ammo crate. That way, flares aren't the kind of thing that you can spam (unless you're sitting in front of the crate anyway).

The limited refill ammo crate probably won't even be an issue for flares, so I wouldn't bother. If the merc want sto constantly run back to the crate to get more, then that's more time the spy has to sneak past him in the middle of his flare spams.

+1
Title: Re: A different take on flares
Post by: Roberto1223 on November 07, 2008, 07:59:17 AM
speaking of flares...

why didnt the flares in ct lighten up the inside of crates? was it some kind hard-to-solve lighting issue?

or were the ubi devs just lazy?
Title: Re: A different take on flares
Post by: Kurbutti on November 08, 2008, 01:08:14 AM
I shall suggest an addition of flare launcher as a selectable weapon. It basically acts like a grenade launcher, but instead of grenades, it shoots flares. This would be awesome, because then it could incinerate spies upon impact and cause imminent death.
Title: Re: A different take on flares
Post by: Gawain on November 08, 2008, 01:14:16 AM
good one kurbutti :D
who needs bullets when we have FLARES!!!!!111!
Title: Re: A different take on flares
Post by: Kurbutti on November 08, 2008, 01:14:58 AM
Why do you always make fun of me? It's saddening.
Title: Re: A different take on flares
Post by: frvge on November 08, 2008, 06:22:37 PM
I think the idea is pretty cool. Could indeed be a secondary effect of the flares.

Interesting idea.
Title: Re: A different take on flares
Post by: Vega on November 09, 2008, 02:26:57 AM
I've always found the idea of using a flare as a weapon to be silly.  If we're going for a burning effect, it just seems better placed to use something like white phosphorus rather than a flare. 
Title: Re: A different take on flares
Post by: Kurbutti on November 09, 2008, 05:25:55 AM
Well, i'm a fan of flamethrowers, too. Just imagine how cool oit would be to burn spies in vents!
Title: Re: A different take on flares
Post by: Vega on November 09, 2008, 06:42:34 AM
As much as I love flamethrowers, I find it very hard to add that kind of weapon into Project Stealth and have it be taken seriously.  If it's possible to add, yes, that would be awesome, but that idea just seems too far off for a stealth action multiplayer game.  Who knows, maybe it's possible to add a flamethrower attachment for the mercenary's gun, which is limited to short small bursts of flames until it needs reloading.
Title: Re: A different take on flares
Post by: AgentX_003 on November 09, 2008, 10:51:49 PM
Quote from: Kurbutti on November 09, 2008, 05:25:55 AM
Well, i'm a fan of flamethrowers, too. Just imagine how cool oit would be to burn spies in vents!

:-\ ???
Title: Re: A different take on flares
Post by: Tidenburg on November 09, 2008, 11:36:53 PM
Quote from: AgentX_003 on November 09, 2008, 10:51:49 PM
Quote from: Kurbutti on November 09, 2008, 05:25:55 AM
Well, i'm a fan of flamethrowers, too. Just imagine how cool oit would be to burn spies in vents!

:-\ ???
QFE
Title: Re: A different take on flares
Post by: Gawain on November 10, 2008, 09:07:03 PM
maybe the frag nade shock wave should run along vents?
Title: Re: A different take on flares
Post by: Succubus Dryad Of The Undying Comet on November 10, 2008, 10:02:31 PM
Meh. I can't see it working out.
You hear the spy, throw a nade anywhere in the vent and he's hurt.
Title: Re: A different take on flares
Post by: Cyntrox on December 17, 2008, 12:12:10 AM
Merc != TF2 Pyro
Title: Re: A different take on flares
Post by: Wanted_David on December 17, 2008, 02:58:44 PM
i'm all for the idea of giving innate flares to mercs, although some people find them not so much useful, it can be very helpful when the time comes...
Title: Re: A different take on flares
Post by: Farley4Fan on December 20, 2008, 09:43:34 AM
Dude.  Remove tazer completely.  Add flamethrower with same effects/same range/etc. 

I win. 

Close thread.

Make it happen.

:o
Title: Re: A different take on flares
Post by: frvge on December 20, 2008, 01:09:30 PM
Flamethrower is original. But things that would be burnable, wont burn... not enough time.
Title: Re: A different take on flares
Post by: Farley4Fan on December 21, 2008, 04:35:34 AM
Burnable: spies

Not burnable: anything else

Exactly like the tazer. It's just a short spurt of flames that would make the spy flail his arms around until the fire goes out - then he'd pass out.  Just like a tazer. 

All I'm saying is that you don't have to make a tazer because there were things that should conduct electricity in CT when hit by a tazer but they didn't, and no one bitched about it.  A flamethrower would definitely be an awesome and original replacement to the tazer.  Just a visual change, the tazer/flamethrower would be the same gadget.  I say we have a vote.