Project Stealth

Forums => Public Discussion => Topic started by: Tidenburg on June 01, 2008, 03:47:41 PM

Title: Falling Spies
Post by: Tidenburg on June 01, 2008, 03:47:41 PM
OK, I haven't played CT in ages now so bear with me here. I know that falling spies hurt mercs if the spies were concious, but did the spies have any effect if they had just been beserked off an edge or shot down from a rail?
Again, this may already be in CT but i'm just double checking because it would certainly be a nice-to-have feature :)
Title: Re: Falling Spies
Post by: frvge on June 01, 2008, 05:18:31 PM
Yes.
Title: Re: Falling Spies
Post by: Succubus Dryad Of The Undying Comet on June 01, 2008, 06:14:12 PM
Hmm... how about having the spies fly over railings when they get charged near one?
Title: Re: Falling Spies
Post by: Farley4Fan on June 01, 2008, 07:01:09 PM
Frvge got it, and I like liquid's idea.  What about if a spy gets charged down a ramp or stairs he falls down them?
Title: Re: Falling Spies
Post by: Cronky on February 15, 2010, 02:44:05 AM
My lack of wanting to search to see if this was answered has led me to bring back up an old topic. SINCE it falls within the same kind of stuff this one was talking about.

Falling spies was one thing, but what were/are the thoughts on Hanging spies?

I always felt it weird that when a spy was hanging he was immune to Charge. I don't think they were immune to the damage aspect of it if memory serves me right, but when they are hanging in front of me and I charge. Seems as if they should... stop hanging. Not just tough it out like spies have a hidden Rock Form mode.

When ten digits hold the line, my grip will never fail!!
Title: Re: Falling Spies
Post by: tigaer on February 15, 2010, 04:15:03 AM
Quote from: Papa Skull on June 01, 2008, 07:01:09 PM
Frvge got it, and I like liquid's idea.  What about if a spy gets charged down a ramp or stairs he falls down them?

That would be a pretty complex animation that wouldn't even be that different from the normal one (falling down stairs) but I think the idea of when charged into a railing when the spy is basically next to it, it would flip the spy over the rail and make him land on the ground under it but, if you were charged into the railing from a ways away, I don't think it should flip him over. Great idea.
Title: Re: Falling Spies
Post by: ShadowX on February 15, 2010, 07:01:09 AM
If the ragdoll would get applied after the initial hit and the possible hit animation (where the spy is sent flying) I guess the game engine would take care of that aspect on its own.
Title: Re: Falling Spies
Post by: Cronky on February 15, 2010, 07:06:45 AM
That's true. We will just have to see if that is the case!

This and seeing if Merc's can wield swords, and Spies can use Grappling hooks!

(Thought just came into my head. Sounds Awesome. Looks even cooler than it sounds)

;)
Title: Re: Falling Spies
Post by: AgentX_003 on February 15, 2010, 08:38:01 AM
Quote from: Cronky on February 15, 2010, 07:06:45 AM
That's true. We will just have to see if that is the case!

This and seeing if Merc's can wield swords, and Spies can use Grappling hooks!

(Thought just came into my head. Sounds Awesome. Looks even cooler than it sounds)

;)


Project Stealth: The Chivalry saga   :P
Title: Re: Falling Spies
Post by: VaNilla on February 15, 2010, 03:06:38 PM
That idea about charging over rails is brilliant, we need it :)
Title: Re: Falling Spies
Post by: frvge on February 15, 2010, 03:36:09 PM
The impulse applied would have to be insane and that makes it not realistic. Remember the complaints when some Sam F threw cops a couple of meters through the air? We'd have to do the same. Unless the rail is basically touching the Spy already. I don't think it's worth the effort.
Title: Re: Falling Spies
Post by: Cronky on February 15, 2010, 09:01:55 PM
Quote from: AgentX_003 on February 15, 2010, 08:38:01 AM
Quote from: Cronky on February 15, 2010, 07:06:45 AM
That's true. We will just have to see if that is the case!

This and seeing if Merc's can wield swords, and Spies can use Grappling hooks!

(Thought just came into my head. Sounds Awesome. Looks even cooler than it sounds)

;)


Project Stealth: The Chivalry saga   :P

After a quick Google search to find out what Chivalry means. I have come to agree with the name.

You see, It'll be Knights Vs Ninjas.
---------------------------------------
Ninjas

Flash Grenade: Flash Bomb

Smoke Grenade: Smoke Bomb

SS Gun: Ninja Stars (Knights are in full armor, so they wouldn't be hurt. Except if hit in the eyes in which case they would go blind for a minute)

Chaff Grenade: Floor Tack things. (Caltrops?)

Optic Camo: Mirror Blanket (Tenchu Anyone?)

Spy Bullet: Cricket (It's like the PD but for the SPY)

Alarm Snare: Puppies (Assuming Motion Alarms would be Cats)

-----------------------------------------
Knights

Guns: Swords/Throwing Knives/Crossbow!/Bow (SMG, Shotty, Rifle... Plus a Sword for Coolness)

Spy Traps: Bear Traps

Grenades:Bombs (Zelda Style)

Backpack: ...Backpack

Taser: Lighting Plasmid

Flares: Witchcraft

Phosphorus Grenade: Bomb filled with Fecal matter

------------------------------------------------------

I THINK you guys get it!

But MORE importantly, My question must be answered by Frvge! What of the Hanging Spies??? :(
Title: Re: Falling Spies
Post by: tigaer on February 15, 2010, 09:22:10 PM
Last time I checked, when you get hit in the eye with a ninja star, it doesn't come back lol
but hilarious post. :)
Title: Re: Falling Spies
Post by: Cronky on February 15, 2010, 09:30:14 PM
OH HO. I've thought of this already!

You see I have TWO fixes for that.

Either A: We put the realm of Ninjas Vs Knights in a TV Show Aspect. Meaning what happens one minute isn't actually carried over to the next (See Anime/Ninja episode of South Park. Then watch the next episode).

OR DURING the blindness (Only one eye would realistically be blind) you see the merc pull out his SUDDEN BLINDNESS Antidote! He drinks it a second before his vision returns. Though he bought the cheap stuff, since the fine print at the bottom of the bottle says, "Will only protect from recent Sudden Blindness, futher sudden blindness must be fixed with repeated consumption of Sudden Blindness Antidote".

Some people just don't understand the usefulness of spending that extra 2 bronze and a chicken to get the name brand antidotes.
Title: Re: Falling Spies
Post by: frvge on February 15, 2010, 11:18:14 PM
How about you guys make your own UDK game with that? I'd play!
Title: Re: Falling Spies
Post by: Cronky on February 15, 2010, 11:22:55 PM
How about YOU guys finish up Project Stealth and I'll make a Mod of your all's Mod.

(Though PS is a legit game now, right? Who cares, sounds more ironic if I put it the way I did)

EDIT:

...Forgot a Winky Face

;)
Title: Re: Falling Spies
Post by: Spekkio on February 16, 2010, 12:53:31 AM
I'm crossing my fingers that the devs remove knockdown on the bullcharge, since that feature makes the tazer fairly obsolete.

But yea...it should knock a spy off hanging ledges and the like for sure.
Title: Re: Falling Spies
Post by: Cronky on February 16, 2010, 01:25:02 AM
My question would be what the point of doing a bullcharge would be then?

Unless it was just then going to be used as a Dash or something. The slowdown afterwards seems to equal out the time it takes to travel that distance normally though. Unless they take the bullcharge OUT and replace it with a sprint button or something.

There should just be a new taser, an AIR taser. Anyone who has played Syphon Filter 1 should know what I'm talkin about (Sadly the burning goodness would be taken out...).

Easy to miss, but can stun from long range. Would take some kind of skill to hit with (Or a spy that wasn't moving) and only stuns JUST a little longer than it takes to zoom in with your rifle. So there is still a chance that the spy can evade, but people that are fast could still kill if quick. Only drawback for MERC is the fact that you have to stand still while it's shooting out. If you miss, you best hope there is wall next to where you were aiming for the taser to hit or you are Spy's Grade A Sitting Duck With a Raspberry OoopsUfkedUp Sauce.
Title: Re: Falling Spies
Post by: Westfall on February 16, 2010, 04:48:10 AM
Quote from: Spekkio on February 16, 2010, 12:53:31 AM
I'm crossing my fingers that the devs remove knockdown on the bullcharge, since that feature makes the tazer fairly obsolete.

But yea...it should knock a spy off hanging ledges and the like for sure.

I don't think the spy should get tossed to the ground. They should simply release and be able to run around. HOWEVER, what about grabbing the merc that charged the ledge? Should the merc charge trump spy ledge-grabbing?
Title: Re: Falling Spies
Post by: Cronky on February 16, 2010, 05:42:03 AM
Quote from: Westfall on February 16, 2010, 04:48:10 AM
I don't think the spy should get tossed to the ground. They should simply release and be able to run around. HOWEVER, what about grabbing the merc that charged the ledge? Should the merc charge trump spy ledge-grabbing?

That would work. They don't indeed need to be knocked down flat from a hanging position, but interrupted in their plan by dropping is better than nothing at all.

As for the Ledge Grab/Charge. I believe the ledge grab should take priority. Since the idea of knocking them off from a grabbing position is to say that they physically HIT them. Hitting a rail to which the spy is grabbing onto isn't hitting them, but rather the rail. Though if they were climbing up a pipe, or the ledge they were hanging on was close enough to the ground that the Merc could feasibly hit them from the side or back, they should drop.

Also if you're Charging a ledge that you KNOW a spy is on... Why not just shoot them, or lob a grenade... or one of the many other options you have.

No matter what they're getting away... (unless you bankshot a grenade perfectly) and you save yourself from the potential grab.