Yes, come one, come all to the gadget extravaganza of the century!
Anyways, to srs business:
Merc:
Weapon:
Customizable weapons: As opposed to having set flashlight, laser pointer, you would be able to change it.
Laser pointer: Sonar. Instead of drawing a box around your target, it would put him on the radar as long as you have it pointed at them. It would act in a small radius, and may or may not remove the aimer.
Flashlight: 2 versions. One spreads wide but doesn't go far. One doesn't spread as much, but go farther.
Adrenaline:
Injected into the merc via needle, adrenaline allows the merc to move faster and increases his damage output, in exchange for slowdown after. It also prevents rolling out.
Pros:
- Increases merc speed
- Increases melee damage
- Increased accuracy
- Prevents roll-out
Cons:
- Limited amount of uses
- After the it wears off, user moves slowly and has a blurred screen, like with after charge.
Flare:
Similar to CT's flare, only it is capable of damage. If shot at a wall/floor it will glow brightly, and after a period of time, dim. Before it dims, if a spy touches it, he will be set on fire, which will damage him over a period of time, and cause him to light up. If the spy is hit directly, he will be initially damaged, and then burn like normal.
Pros:
- Provides light
- Can mark spies
- Does direct damage
- Can preform area-denial
Cons:
- Limited
- Area-denial wears off
- Can only mark spies for a short time
Status Monitor:
A monitor which checks the current location and activity of your partner. It logs whether he's attacking, shooting, reloading, ammo, placing traps, what items he has and how much he has left, and other actions. It also checks his health and state of consciousness. If hacked by a spy, this will also show up on the spy's screen. You need to have it out for a few seconds before it shows all of the info.
Pros:
- Shows distance and angle to teammate
- Shows health, ammo, and shows whether he is in combat or not
Cons:
- Must be equipped to show the status
- If hacked, will show to enemy as well
- Takes an amount of time before it displays everything
EMP:
It sends out an electromagnetic pulse in a wave within a small radium of where the gun is pointing. This may or may not go through walls, and makes any gadgets/visions/weapons you currently have active unusable for a period of time. This destroys alarm snares and cameras. It can only be used once every period of time, and has unlimited uses. It also disables passive security, perhaps for the whole game.
Pros:
- Destroys cameras, alarm snares
- Prevents spy from tasing you if he gets caught
- Unlimited use
- Disables electronics
Cons:
- Needs recharging
- Only affects small radius
- Disables passive security
Spy:
Weapon:
Variable timer: As opposed to the regular old, explode after 3 seconds, I think that spies should get the ability to change the amount of time it takes for a grenade to explode, from a small amount of time, to a large one. It would allow spies to either set off 'nades quickly without direct hits, or support your teammate from across the map. I don't know whether it should be changeable in game, or just in the inventory, but feel it would add an added layer complexity to the game with minimal coding and without forcing the newbies to learn it.
Spring-boots:
The shoes mask the footsteps of the Spy using the spy's power supply. They also allow the spy to jump higher, at the cost of energy. It must be equipped and manually activated. It will use power for every step, regardless of if it would normally make noise.
Pros:
- Silent running
- Higher jumps
Cons:
- Uses power to move and jump
Tranquilizer dart
This temporarily decreases the merc's speed. Repeat doses work less and less. After 3 hits, the merc will not be slowed any more. This effect will not work if adrenaline is active or if the gas mask is activated (Extra oxygen, makes it easier to run, or some chemical in the mask counters tranquilizers).
Pros:
- Slows a merc down, allowing escape or capturing an objective
Cons:
- Merc is immunized against it after 3 hits
- Merc can use adrenaline or gas mask to avoid it, even after hit
- Limited supply
Also, if you want to post here, don't be a dick. Don't say, "Your ideas all suck, lol". Tell me why. For example "Your status monitor sucks because I would never use it". Also, try contributing away to fix it, like "Add the name of the room the merc is in, to the status monitor. That would make it useful."
Hey, those arent bad. Im not to sure about the flare setting fire to the spies but i really like the ideas.
Pretty cool!
Quote from: Kubanator on February 04, 2009, 04:03:56 AM
Adrenaline
Seems like it could be good. Might be too good for getting to objectives in a hurry, but I'm not sure.
QuoteFlare
Still seems pointless. You get area denial for like 10 seconds, but so what? Spies can wait, and I assume being set on fire wouldn't kill them anyway. You'd go through them pretty fast, too, so at best you keep like one vent blocked off for half a game. Nobody's gonna use this.
Putting one in front of an ND and making it completely unhackable does seem pretty crazy. Incredibly good very rarely and shit the rest of the time isn't exactly ideal though.
QuoteStatus Monitor
Buy a microphone.
QuoteSpring-boots
Doesn't sound like it'd be very useful. Spies can always move silently anyway, so it just means you'll be moving through areas slightly faster. You're still going to get caught if you hang out in the open, so what's the point?
The higher jumping sounds like it'd either be too useful, or not useful at all, though I guess that depends on the maps.
QuoteTranquilizer dart
Way too much like just shooting a smoke at/near the guy. Or tazing him.
I dunno, the adrenaline's the only idea I don't dislike here. But hey, at least you got one. Much better than most of the other suggestions on this forum. D:
The point is that if I post a whole ton of ideas, at least one might actually be good. Also, about the flare, I was trying to modify it so that it would be more useful then it was in CT without removing it's initial purpose. As for the Status monitor, I figured that it would be more useful to noobs and the like, as opposed to vets.
But status monitors aren't going to help anyone. At best they're gonna be ignored, at worst they'll form bad habits and make the noobs who use them play worse than they would have. Seriously, imagine how you'd feel if you got paired with a guy who not only wasted an item slot, but also kept freezing just to check things you could have told him anyway. Not a good idea.
Forgot to write, you can check it while you're moving. It's just that you have to switch to it for a couple seconds before you get a full readout. And would it be more useful if it was offered to spies, and featured a camera?
Right off the bat, I like the idea of power draining spy boots that enable complete silence at any speed. Who cares if I can jump hire. If the cost of moving quickly and silently is a power drain, and maybe be seen on EMF, i would take that risk.
Something like that would be a permanent new item for me as a sneaky spy.
Now for those agro spies, it's almost a useless item as they'd lose precious power for tazing a merc.
It's like the Heart beat sensor. At first it was rarely ever used, but is now an important item in a sneaking spy's arsenal. I'd hate to play seefoo with that item
On another note, maybe looking into creating weapons for each playstyle of spy might be note worthy. It may open up the type of spies that play. Agro, stealth, decoy.
*adrenaline might not be bad
but im against it because merc will already have the rapelling so its like not needed.
__________________________________________________________________________________________
**heres an idea that i though of just now
*Spy can run with the gun out like any human being can. how about that? pretty cool eh? makes sense to me!
Quote from: Roberto1223 on February 05, 2009, 05:30:10 AM
*adrenaline might not be bad
but im against it because merc will already have the rapelling so its like not needed.
it's not only a method of speeding up, it's an aggro deterant. if you attack a merc head on, and he hits adrenaline, he'll run about as fast as you, and he becomes diffecult to fight, due to the increased speed and melee damage. Plus, objectives won't always be down. What if they're upstairs, or down the hall.
Quote
**heres an idea that i though of just now
*Spy can run with the gun out like any human being can. how about that? pretty cool eh? makes sense to me!
The point of the spy slowing down is that it's a trade off. You get the ability to stun the merc instantly, but lose your mobility. Plus in real life, the spy would move slowly to increase accuracy. It's hard to imagine a guy sprinting down the hall with perfect aim.
Only Chuck Norris can sprint with perfect aim. Mostly because his opponents move to get hit by his bullets and then die a worthy death.
Rapelling will be dangerous . I doubt you will be able to put mask on while rapelling so you will get camed a lot while doing so .
Kind of like climbing ladders.
Quote from: Kubanator on February 05, 2009, 06:49:47 AM
The point of the spy slowing down is that it's a trade off. You get the ability to stun the merc instantly, but lose your mobility. Plus in real life, the spy would move slowly to increase accuracy. It's hard to imagine a guy sprinting down the hall with perfect aim.
lol u misunderstood me. i meant run with gun out but like with the animation from COD4/americas army etc. where the gun is lowered (not usable when running with it.)
in americas army if u double tap the 'W' (foward key) the soldier lowers the gun and sprints.
what would be the advantage of this you may ask.
well i think it would help for emergency escape and then while running spy can holster weapon (which would now enable him to performe rolls)
i hope u understand what im saying.
Quote from: Roberto1223 on February 06, 2009, 04:04:33 AM
Quote from: Kubanator on February 05, 2009, 06:49:47 AM
lol u misunderstood me. i meant run with gun out but like with the animation from COD4/americas army etc. where the gun is lowered (not usable when running with it.)
in americas army if u double tap the 'W' (foward key) the soldier lowers the gun and sprints.
what would be the advantage of this you may ask.
well i think it would help for emergency escape and then while running spy can holster weapon (which would now enable him to performe rolls)
i hope u understand what im saying.
My main point wasn't the fact that it was unrealistic, its that it's unbalanced. The point of the decreased speed is so that you can't move around quickly with your gun out, and if you want to move quickly, you'll have to be more careful, as you need a second to draw your weapon.
Loss of rolling isn't too much of a penalty in exchange for instantaneous defense against mercenaries.
Anyways, most of these are simple coding gadgets, with no models required, making them much easier to make. The only ones that require graphics, are the status monitor (The display panel), and the flare (the flames).
boobie trap for merc against spy.
spy trips on it and gets his foot cut off, so now all he can do is use his "last stand perk" aka "revival perk" to just shock mercs and screw around to buy his mate some time to hack something while he bleeds to death and while being teabagged by merc
;D
Ah! I like your boobie traps idea. Especially the boobie part.
Quote from: Roberto1223 on February 07, 2009, 08:27:07 AM
boobie trap for merc against spy.
spy trips on it and gets his foot cut off, so now all he can do is use his "last stand perk" aka "revival perk" to just shock mercs and screw around to buy his mate some time to hack something while he bleeds to death and while being teabagged by merc
;D
that's great and all but really drowning the main focal point of this project. Please Mighty mods Keep it da same.
1. poison gas grenade for merc. helps kill spies deep inside vents, or forces them out.
(like the poison gas from missile silo)
2. jetpack for merc.
lolz. jk.
3.*just for fun* Knife kills for spies. like if you press the "break neck" button when you have your knife equiped (would not take a gadget slot). the spy will get his knife out and do a back stab or some shit.
i really dont have any ideas sorry lol.
Would be sweet to implement kinges to destroy hack panels.
Modifications to gameplay:
Spy:
Variable timer: As opposed to the regular old, explode after 3 seconds, I think that spies should get the ability to change the amount of time it takes for a grenade to explode, from a small amount of time, to a large one. It would allow spies to either set off 'nades quickly without direct hits, or support your teammate from across the map. I don't know whether it should be changeable in game, or just in the inventory, but feel it would add an added layer complexity to the game with minimal coding and without forcing the newbies to learn it.
Merc:
Customizable weapons: As opposed to having set flashlight, laser pointer, you would be able to change it.
Laser pointer: Sonar. Instead of drawing a box around your target, it would put him on the radar as long as you have it pointed at them. It would act in a small radius, and may or may not remove the aimer.
Flashlight: 2 versions. One spreads wide but doesn't go far. One doesn't spread as much, but go farther.
New gadget:
Merc:
EMP: It sends out an electromagnetic pulse in a wave within a small radium of where the gun is pointing. This may or may not go through walls, and makes any gadgets/visions/weapons you currently have active unusable for a period of time. This destroys alarm snares and cameras. It can only be used once every period of time, and has unlimited uses. It also disables passive security, perhaps for the whole game.
Advantages:
-Destroys cameras, alarm snares
-Prevents spy from tasing you if he gets caught
-Unlimited use
-Disables electronics
Disadvatages:
-Needs recharging
-Only affects small radius
-Disables passive security
imo the emp should be for spies.
variable timer was good.
or like i said. make all spy nades act as insta nades.
(explode on contact with any surface when shot) which would be reasonable since they act the same way when thrown...
____________________
*spy gets ability to whistle like sam lol.
*when merc is necked, he can see the spy's arms go around his neck before he gets choked.
*a more reliable splitjump execution method
*spy can climb up narrow corridors/vertical vents by putting back to wall and feet on opposite wall (like the grinch who stole christmas)
*a rainbow six vegas-like shooting around corners thing for spies
*mercs can climb small boxes like in the original rainbow six games (rogue spear etc)
*spy knows kung fu
*merc gets a police night stick so he can smack away.
* mercs can use a non lethal weapn like in The hidden source.
* mercs can use a weapon that shoots a net that traps the spy.
*spies can break noses and jaws with well placed smacks causing merc to be a lil unconfortable untill next respawn
*merc can break ribs when smacking (if spy gets saved and gets away, he will now make a little more noise or something)
*coop moves are enabled everywhere!
(any spot that meets a specific range of height)
*merc can kick the fuck out of a spy's face if near him and if spy is crouched.
*spy can swim
*merc is essentially a soldier seen in first person shooters
*hostage rescue
*recon missions like in rainbow six old series (bug phones, etc)
*a gun that turns merc into a chicken jk
*hitman-like missions (put poison on shit so that somebody eats it he starts dying)
*spy heals by another spy with a sick animation were he takes bullets out of the muscle tissue (farcry 2 rip off)
*merc can have a police dog
*spy can call in airsupport
*spy can pray before dying so that a god comes in and strikes merc with thunder
*merc can equip a good luck charm instead of a gadget and it give him l33t nub luck. (insta nades etc)
im done.
lol...
Quote from: Westfall on February 19, 2009, 06:33:16 AM
imo the emp should be for spies.
Hmmm, why didn't I think of that
Mind if I include that and give you credit?
Quote from: Kubanator on February 19, 2009, 08:17:56 AM
Quote from: Westfall on February 19, 2009, 06:33:16 AM
imo the emp should be for spies.
Hmmm, why didn't I think of that
Mind if I include that and give you credit?
Then is it not the same of as a chaff / EMP Coop device but on the gun? How does this affect the mercs?