Any ETA on when the screenshot will be back to a working link?
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Show posts MenuQuote from: Farley4Fan on March 03, 2011, 06:24:16 PMQuote from: Ion.67 on March 03, 2011, 05:50:02 AM
Chokepoints in a game about stealth seem to hinder the experience. The fun part of being a spy is having tons of routes to take; a chokepoint hinders that. I still don't like that idea.
A chokepoint helps the mapper balance the map. Being stealthy doesn't mean you never have to come face to face with a merc because there are billions of vents the merc can't get to. Stealthy can also mean being 3 feet away from an unknowing merc in a chokepoint area.
Quote from: Spekkio on February 28, 2011, 11:39:35 AMQuote1. A point on the map that is accessible by both sides. It creates a choke point that isn't needed and would enable camping.This won't be true 100% of the time. In fact, it would only be true if the map was poorly designed. A well designed map would make the mercs move to guard both the ammo refill and the remaining objectives. Additionally, mercs camp...that's what happens when you have to guard objectives that typically don't move. It's part of the game. Camping is only a problem when mercs camp somewhere where they are nearly invulnerable, eg on top of the rails in Sector 2 of Station.
You won't always know if a spy is low on gadgets. Sure, you can guess he is if he spams smokes early, but that doesn't mean he has to go for a refill; he could still choose to attack objectives with what he has left.
Besides, "Chokepoints" are good for the game, provided you can balance out spies and mercs. They create action and force the spies to try to solve a problem, rather than run around objective tapping for 10 minutes like in Club House.
Quote from: CougarC.A.T. on February 28, 2011, 05:24:30 AMQuote from: Spekkio on February 28, 2011, 02:29:33 AMQuote from: Ion.67 on February 27, 2011, 06:35:49 PMRefilling equipment is a standard for FPS games where you die frequently, and the game continues until time runs out or someone gets X kills. SvM isn't like other video games, so comparing it to a standard where there are no other games in the genre is disengenuous.
It is a video game standard to bring back equipment when you die. You have 4 chances to get through the game, and if you don't make it with those chances, you are done. Each new life is a new chance.
I don't even think their should be gadget refills on the map at all. You die: you get new gadgets. Sure, the merc gets new grenades, but you get quite a few seconds of freedom. He has to respawn, run across the map, and relocate you.
If you kill a spy, he gets new equipment, loses 15+ seconds, and has a lone partner on the map. He gets lose 5 flashes back, but he may not have used ANY flashes in his last life. No gain. In this way, the spy has to judge the situations where gadget use would benefit him, and make sure not to run out before he dies. If he does, he dun went and fucked up. If he doesn't use any and dies, the same scenario is in play.
Having gadget refill locations adds another chokepoint to the map, and it has a bigger problem: the spy will be going there because he is low on gadgets. Spies are not equipped to handle a merc very well with no gadgets, and it makes the whole process a waste. If the merc knows one spy is out of gadgets, he can camp easily, knowing he won't be getting cammed by him. If the merc needs a refill, but is out of gasmask, the spy could easily trap him with a series of cams, leaving the other spy to attack that mercs area easily.
Of course there are numerous counters to this problem, but the key is that those counters are to fix problems that would otherwise not be present. The only problems from instant refills on death are countered by the death time. Maybe it should be even longer to make dying a penalty instead of (as your side would say) a reward.
Refill boxes are not the way to go.
Other games typically don't develop into a situation where there is effectively 1/3 of the map available for play because of objectives being taken. My argument has nothing to do with realism and everything to do with the fact that gameplay in SvM, as it stands now, boils down to 1 chance. It doesn't really matter how many lives you have left, you only have 1 opportunity to win because after that, you have 6 mines and up to 6 spy traps with camnet and 8-16 nades to deal with. If you screw up your 1 rush after a neck, then you lose. If mercs didn't get a refill on death, it adds a new element of strategy to the game...do I deploy my mines/spytraps/nades early, or do I wait to clamp down later in the game?
It would add a whole new element of strategy to the game. Would this only be limited to mercs not refilling after death?
Quote from: Farley4Fan on February 24, 2011, 11:14:39 AM
I don't get it. You referenced something and then kind of went bleh.
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