Project Stealth

Forums => Public Discussion => Topic started by: Vega on August 25, 2009, 10:35:11 AM

Title: New Spy: Leopard (WIP)
Post by: Vega on August 25, 2009, 10:35:11 AM
Project Stealth: Leopard

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F812%2Fclipimage002aqb.jpg&hash=3b46d1f9f85e1ef92cf0474dd5affd6169334544)


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.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F4290%2Fcameradisablegc9.png&hash=a1d25f34db0faa8b79e2fcac77cbf212a723e792)

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.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg235.imageshack.us%2Fimg235%2F2227%2Flaserdisablese8.png&hash=3b7d56b19e78b623c38582f1ffd632dd01ebf1a9)

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.
Title: Re: New Spy: Leopard (WIP)
Post by: Succubus Dryad Of The Undying Comet on August 25, 2009, 10:51:17 AM
Sounds good, although with the Chameleon suit, I'd take out the sticky shocker.
Cause if the Shadownet spy is the balanced for all playstyles, this one is for stealth (at least that's what the gadgets suggest).

I want that as a second class for the spy.
Title: Re: New Spy: Leopard (WIP)
Post by: Gawain on August 25, 2009, 11:57:11 AM
i don't think a second player class is a good idea, though some of the features of this new class could prove fun implemented into the normal spy/merc. for instance, it would be nice to have some new coop moves available (like tomi-nage, disabling laser/cam etc.) or to augment the abilities of the spy nades a little.
Title: Re: New Spy: Leopard (WIP)
Post by: Spark Mandriller on August 25, 2009, 02:53:48 PM
If you make variant mercs you have to call them crocodiles. This is a rule.
Title: Re: New Spy: Leopard (WIP)
Post by: soldium on August 25, 2009, 06:02:44 PM
DO IT OR I KILL YOU BUT CREAT THEN MERC Leopard ;D ;D ;D ;D ;D
siriously how can i help? i want to have it on project stealth pleas its well be so cool when you creat this that thing is for 100/10
Title: Re: New Spy: Leopard (WIP)
Post by: soldium on August 25, 2009, 06:03:40 PM
sorry for spam but i have more moves ago i add it later but only when you talk i can 8)
i creat some stick figures presentaiton and for yours movies too
Title: Re: New Spy: Leopard (WIP)
Post by: LoChang on August 25, 2009, 06:33:48 PM
Hey, way to go, Vega.  Looks good.

On the upside, looks like you have a helper volunteering himself, too.
Title: Re: New Spy: Leopard (WIP)
Post by: element54 on August 25, 2009, 06:51:45 PM
LOL at the stick figure drawings.
Title: Re: New Spy: Leopard (WIP)
Post by: soldium on August 25, 2009, 07:17:01 PM
tomorow i post an special moves anims today im brefing a spy figure
Title: Re: New Spy: Leopard (WIP)
Post by: Farley4Fan on August 25, 2009, 07:34:35 PM
Call me lame, but what is the first picture from? 
Title: Re: New Spy: Leopard (WIP)
Post by: soldium on August 25, 2009, 08:11:48 PM
I end my first vision about the camera shut down
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F3396%2Fspycaerrapff.gif&hash=a1e6c747ef6cf02c151aa200a11aa54d1e128f91) (http://img444.imageshack.us/i/spycaerrapff.gif/)

sorry for that not spy stick but the spy stick  of my production is to more compicated to use it
its that-
spy moving to spy hand ledge turning camera buton and jump to the tail :D
Title: Re: New Spy: Leopard (WIP)
Post by: frvge on August 25, 2009, 08:22:24 PM
Interesting move, but probably overpowered.
If the cameras turn back on after a certain amount of time, it would be ok I think.

But we don't have an extra animator for this, so yeah...
Title: Re: New Spy: Leopard (WIP)
Post by: soldium on August 25, 2009, 08:39:07 PM
Quote from: frvge on August 25, 2009, 08:22:24 PM
Interesting move, but probably overpowered.
If the cameras turn back on after a certain amount of time, it would be ok I think.

But we don't have an extra animator for this, so yeah...
ye but we stell can find someone i thing we can find someon o some board
i try find somting on gogle all try too pleas
EDIT:i find somting entrested
http://www.3dmd.net/forum/3d-forum-2.html
its forum for 3d animators i thing someone must register and creat topic named ,,project stealth characters animator'' or somthing like that
Title: Re: New Spy: Leopard (WIP)
Post by: Vega on August 25, 2009, 09:29:42 PM
Papa, the image is of the Hunter class in Hellgate London.

Soldium, as this is just for fun, an animator won't be needed but your animations are cool nonetheless.  The backflip off of the spy is a little excessive but that's your vision  :). 

Frvge, just to argue the coop moves, I wouldn't consider them too overpowered.  First, the cameras would indeed be deactivated for a limited time as you mentioned.  Second, this require a little bit of time to do, nothing drastic, but coop moves always leave you vulnerable.  Third, the act of cooping means both spies are together which has its advantages but also brings forth the disadvantage that they are not spread out, limiting their potential to manipulate the mercenaries lack of speed and rigid travel routes.

I'm thinking of possibly making this spy have three gadgets to choose from the standard list of eight, and then a special fourth slot that is selected from a smaller pool of gadgets.  This smaller pool of gadgets would most likely be associated with enhancing the spy's ability to move or conceal, not their ability to detain mercenaries.  For example, in this fourth gadget pool, I would think that the Chameleon Skin and Climbing Gloves (which could be changed to allow more surreptitious movement such as silently landing from a greater height) would be present.  This means that the spy has only one choice out of probably three or four gadgets (undecided amount at this time) which cannot be intermixed.  This "special" gadget defines the spy in a way, because his play style would be greatly changed due to this gadget. 

Thoughts on this idea, anyone?  It may sound a little confusing, but I could expand this further if need be.  I have the tendency to complicate simple ideas.
Title: Re: New Spy: Leopard (WIP)
Post by: frvge on August 25, 2009, 09:30:49 PM
Seems to be nice for an alternative version.
Title: Re: New Spy: Leopard (WIP)
Post by: soldium on August 25, 2009, 10:05:08 PM
i have new iade for gadget named rope for all type of spies i give my vision on it on edit of the post pleas wait
EDIT:Sorry i creat this to speed buy watch
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F3003%2Fspymove2.gif&hash=5b4f060160d890d00f3c7533c9c78fc23fd346f7) (http://img20.imageshack.us/i/spymove2.gif/)

Rope gadget-for all class of spies
you can go down or up but ypu can get only one rope this rope still every on hand ower hand or other ledge and you can put it up and then down or use special move:rope dash whp knocking out the animaition dont show this move absolutly its soe use of phisic but its still good
one more tink
normal spie can get 4+sticky taser or climb equipment to equip and te special spy is only can get 2+sticky taser or climb equipment
Camera turnoff can bee too provite for all clases and the special spy is too for free.
arrmors: i think all types of merc/spie special or normal have other armomrs
normal spy is have litle arrmor but his equip is more skots special spy is got big armor but is can get only the featured 2 slots
The special unit of spy is most still armored but cant get 4 gadgets
the normal unit of spy has have litles arrmor but get featred 4 slots for gadgets!
Medic kit:
all spies can get gadget i think its cool think butmedkit is nice idea beacous can drop and use it mercenaries can get medkit too its nice iadea for te we dont must creat aptec kit
Title: Re: New Spy: Leopard (WIP)
Post by: Succubus Dryad Of The Undying Comet on August 25, 2009, 10:40:13 PM
Rope -> discussed over 9000 times, and at least 100 years old idea.
Title: Re: New Spy: Leopard (WIP)
Post by: Gawain on August 25, 2009, 10:56:09 PM
we should look into some new equipment slot system like vega or spekkio suggested as the current one is far from perfection.
for disabling the camera i'd prefer an emf-mode of the sticky shocker that disables the cam while it is pointed at it (which could also work for lasers. this would be slow if you do it on your own but quite fast with a partner and it would require no new animations at all).
Title: Re: New Spy: Leopard (WIP)
Post by: soldium on August 25, 2009, 11:00:49 PM
@up watch to edit and i think spie dont get that emw its gona bee suck
Title: Re: New Spy: Leopard (WIP)
Post by: monterto on August 25, 2009, 11:27:03 PM
Is soldium an elaborate troll?

Also, cool Ideas Vega. I actaully like this alot. Might be good for surprizing mercs, since they always know what they're up against in any given match this could throw a bit more chaos into the mix.
Title: Re: New Spy: Leopard (WIP)
Post by: I <3 U on August 26, 2009, 12:16:15 AM
he's enthusiastic and trying to help its just his english is bad so i guess its hard for him.

I dont think a whole new spy is necesary, seeing as the gadgets are the only things that make this spy different from shadownet (as far as i remember) but implementing a few of those gadgets would be cool.

Btw arent the camo suit and chameleon skin the same thing, i mean obviously they use different 'technology' but wouldn't the end result be the same, ie blending with your background, i mean aesthetically how would an active chameleon skin differ from an active camo?
Title: Re: New Spy: Leopard (WIP)
Post by: VaNilla on August 26, 2009, 12:16:34 AM
Interesting read. However, I would never use the camera co-op move when you can just take out camera more quickly and with more benefits than doing so silently. However, it could be useful against Camnet as opposed to the general cameras :P.
Title: Re: New Spy: Leopard (WIP)
Post by: soldium on August 26, 2009, 12:32:06 AM
ihave an vision of weapons but you dont must use it project stealt its only vision ow weapon can showing
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F4601%2Fpswp.png&hash=774cb7f6a52fa0caee48301fb6503128dfe482ff) (http://img23.imageshack.us/i/pswp.png/)
ye i know lol but its hard use a windows 7 paint
tell me whats is tat vision draw nice or bad?
Title: Re: New Spy: Leopard (WIP)
Post by: Succubus Dryad Of The Undying Comet on August 26, 2009, 12:35:23 AM
Bad. Over 9k.
Title: Re: New Spy: Leopard (WIP)
Post by: soldium on August 26, 2009, 12:36:26 AM
Quote from: Random Person on August 26, 2009, 12:35:23 AM
Bad. Over 9k.
random person you critic ha ha! ::)
Title: Re: New Spy: Leopard (WIP)
Post by: Vega on August 26, 2009, 12:49:45 AM
Quote from: I <3 U on August 26, 2009, 12:16:15 AM
Btw arent the camo suit and chameleon skin the same thing, i mean obviously they use different 'technology' but wouldn't the end result be the same, ie blending with your background, i mean aesthetically how would an active chameleon skin differ from an active camo?

They're quite different.  Active Camo in CT drained energy per second and could be picked up by EMF.  It made you much harder to see with the naked eye, but could still be seen by an experienced player at close range (farther range made active camo quite good).  Chameleon skin does not drain energy per second and is not picked up by EMF.  The difference is that chameleon skin slowly blends into the background environment, making the spy less noticeable from quick glances and standard vision in general.  Obviously, this doesn't fair too well if the spy doesn't have his back to any background nearby (i.e. out in the open).  Consequently, chameleon skin is much better suited at using the environment to conceal yourself better rather than a limited-timed near-invisibility that active camo grants. 
Title: Re: New Spy: Leopard (WIP)
Post by: I <3 U on August 26, 2009, 05:42:19 PM
So basically chameleon skin would be better for hiding and disguising, however you would have to remain stationary for it to be fully effective, whereas camo is more for moving and evading.

I could see many situations where the cham skin would kick ass. I like..
Title: Re: New Spy: Leopard (WIP)
Post by: Vega on August 26, 2009, 08:29:06 PM
Yup, basically.  You can still crouch walk and silent walk and still have the chameleon skin mimic the background, but it's more effective when standing still since it eliminates the chance that the mercenary sees a silhouette (you) of the wall moving.
Title: Re: New Spy: Leopard (WIP)
Post by: Spekkio on August 27, 2009, 01:31:02 AM
Some interesting ideas, although it's obvious that you were more than influenced by MGS4.

If I were to do a "redo" of SvM and start from scratch, I would probably start from having the spy be a kickass CQB specialist while the merc is extremely deadly from range. To fully flesh this out, we'd have to get rid of the sticky shocker altogether, since those 4 seconds allow the spy to close the distance anytime he damn well pleases. Instead, the spies would have an OCP type gadget to disable security and temporarily disorient, but not disable, the mercs. It would also mean doing away with Uzi, shotty, and tazer, since all are close quarters weapons.

Bullets would kill spies in about 2-3 hits max, and you have no way to stop him from shooting until you are at point blank, so it would still behoove you to sneak up on the mercs.

I would expand the spy's combat abilities beyond a simple elbow and neck grab, and play with the idea of making his moves actually damage the merc toward KO or being able to knock him down from more angles than just the rear. I'd also add different types of holds/KOs from different angles, with the only way to kill still being the traditional grab from behind and neck snap or two jumps. Not only would it be potentially more fun, but it would also give the spies a way to delay the mercs when defending each other.

I don't know how well a passive camo system would work against human opponents, but it's an interesting idea to use. Such camoflauge typically only works from far away, and most of SvM's action takes place in medium to close quarters.
Title: Re: New Spy: Leopard (WIP)
Post by: Vega on August 27, 2009, 08:04:47 AM
Quote from: Spekkio on August 27, 2009, 01:31:02 AM
Some interesting ideas, although it's obvious that you were more than influenced by MGS4.

Interesting enough, chameleon skin was actually an idea I wrote years ago for a CTF class-based game (like TF2).  It was an idea I had for a spy class, and I was trying to encourage slow, silent approaches.  Chameleon skin rewarded stealthy, deliberate spies.  I pictured a prone spy crawling through grass and having his camo blend in with the environment perfectly.  MGS4 had no significant coverage yet, I don't even know if it was announced, but I did get inspiration from MGS3.  I liked the idea of being able to change your camo to match your surroundings.  I simply put that mechanic into one package by saying your own suit did this on its own, as long as you moved slowly.   

QuoteIf I were to do a "redo" of SvM and start from scratch, I would probably start from having the spy be a kickass CQB specialist while the merc is extremely deadly from range.

That would be pretty cool.  It would further emphasize on the uniqueness of each class and make them deadly in the hands of a skilled player. 

Title: Re: New Spy: Leopard (WIP)
Post by: Gawain on August 27, 2009, 09:25:04 AM
i'd do exactly that by adjusting two things:
-bigger grab box
-rifle only
Title: Re: New Spy: Leopard (WIP)
Post by: Succubus Dryad Of The Undying Comet on August 27, 2009, 09:56:02 AM
Quote from: Rambo on August 27, 2009, 09:25:04 AM
i'd do exactly that by adjusting two things:
-bigger grab box
-rifle only
You'd do exactly what? I don't get it.
Title: Re: New Spy: Leopard (WIP)
Post by: Gawain on August 27, 2009, 11:46:28 AM
i'd adjust the grab-from-behind box to make grabbing a merc easier and i'd switch to a pt-like rifle only system to reach just that:
Quote from: Vega on August 27, 2009, 08:04:47 AM
QuoteIf I were to do a "redo" of SvM and start from scratch, I would probably start from having the spy be a kickass CQB specialist while the merc is extremely deadly from range.
That would be pretty cool.  It would further emphasize on the uniqueness of each class and make them deadly in the hands of a skilled player. 
Title: Re: New Spy: Leopard (WIP)
Post by: Spekkio on August 27, 2009, 02:43:53 PM
This thread isn't about conservative changes. gtfo.
Title: Re: New Spy: Leopard (WIP)
Post by: Succubus Dryad Of The Undying Comet on August 27, 2009, 05:00:38 PM
Quote from: Spekkio on August 27, 2009, 02:43:53 PM
This thread isn't about conservative changes. gtfo.
Seconded.
Title: Re: New Spy: Leopard (WIP)
Post by: Westfall on August 27, 2009, 06:01:45 PM
Quote from: Spekkio on August 27, 2009, 02:43:53 PM
This thread isn't about conservative changes. gtfo.

omg, yes it is spekkio. This is the most conservative thing to be posted on these forums ever. Hence the seriousness that goes along with the OP. HE WAS FOR REALZ.
Title: Re: New Spy: Leopard (WIP)
Post by: Vega on August 27, 2009, 06:14:16 PM
UM HEY GUYS HOW ABOUT YOU STFU? 

Btw, if anyone wants to contribute to this spy for shits and giggles, I'd be down.  If not then you can go crawl in a hole and fucking die.
Title: Re: New Spy: Leopard (WIP)
Post by: Spark Mandriller on August 27, 2009, 06:38:41 PM
Make their punch flashbang whoever they hit. Might make grabbing people easier, probably make running away easier. They're gonna need something to help them get away after they hit people if they don't have a shocker, anyway.


Make it so they can turn off lasers by punching them too. I find the idea of a spy running around punching everything to solve problems pretty cool, yeah.
Title: Re: New Spy: Leopard (WIP)
Post by: Vega on August 27, 2009, 07:30:55 PM
Hahah noobni I don't want any help from you.  All this spy would turn into is a duplicate of a dekaranger. 
Title: Re: New Spy: Leopard (WIP)
Post by: Spark Mandriller on August 27, 2009, 07:49:57 PM
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F1668%2Fwhyyyyyyyyyyyy.jpg&hash=9145e5853e7635f537a815e31d267fc7008cdaf4)

vega you have attacked me with words
Title: Re: New Spy: Leopard (WIP)
Post by: Spekkio on August 27, 2009, 11:33:02 PM
QuoteThey're gonna need something to help them get away after they hit people if they don't have a shocker, anyway.
Well, this is why I said to expand their h2h combat abilities. You can have moves that will take knock a merc down and prevent him from shooting, but he'll just stand right back up instead of lay on the ground for 5 seconds first. Also, it might be interesting to experiment with a temporary 3rd person camera for the merc while this happens, then it zooms back into perspective...the second you get 1st person perspective back, you're able to shoot again.
Title: Re: New Spy: Leopard (WIP)
Post by: Vega on August 28, 2009, 01:21:23 AM
Quote from: Ambiguous Rocket on August 27, 2009, 07:49:57 PM
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F1668%2Fwhyyyyyyyyyyyy.jpg&hash=9145e5853e7635f537a815e31d267fc7008cdaf4)

vega you have attacked me with words

That was such a good drawing I made.  I'm pretty proud of that.
Title: Re: New Spy: Leopard (WIP)
Post by: Spark Mandriller on August 28, 2009, 06:49:27 AM
Quote from: Spekkio on August 27, 2009, 11:33:02 PM
Well, this is why I said to expand their h2h combat abilities.

Yeah, but flashbang fists. Shit'd be awesome.
Title: Re: New Spy: Leopard (WIP)
Post by: Succubus Dryad Of The Undying Comet on August 28, 2009, 12:44:30 PM
That'd be imba, The spies would just have to hit the merc, hack for a while, then hit him again. :/
Title: Re: New Spy: Leopard (WIP)
Post by: Gawain on August 29, 2009, 11:28:15 AM
the spy could fart gigantonormous amounts of gas that blurs the merc's vision and then make it all explode with his awesome flashbangfists and escape the exlplosion with his portal gun :D
Title: Re: New Spy: Leopard (WIP)
Post by: I <3 U on August 29, 2009, 07:21:42 PM
flashbang fists sounds so cool, like a superhero or something. I WANT THIS IN PROJECT STEALTH.
Title: Re: New Spy: Leopard (WIP)
Post by: Spark Mandriller on August 29, 2009, 08:15:03 PM
I'm such a genius.
Title: Re: New Spy: Leopard (WIP)
Post by: hoak on September 23, 2009, 10:55:44 PM
The concept for Leopard sounds great but should be... Female. There I said it! Let's be honest, there's definitely something a bit homoerotic about guys running around in tight rubber suits, with cameras (too frequently Splinter Cell) centered on anatomy I have no third personal interest in, and see no relevance to the game.

If the image in the topic post is wip, or concept art for the Leopard Spy, it's a perfect place to start: give her more attractive 'boob armor', perhaps a slightly sleeker looking helmet -- and the arachnid like vision gear, and svelte effeminate animations of a Spy will look made for the part.

I don't think there's anything wrong with Gay Spies, I'm sure they've opened doors for a new audience -- I'd just like to see a capable and tastefully presented female heroic character that doesn't look like she's hussied up to make a little extra money from the enemy and more obviously the audience.

:)




Title: Re: New Spy: Leopard (WIP)
Post by: Roberto1223 on September 26, 2009, 04:11:13 AM
...wow... spies are suposed to be flexible, u cant fuckin design a WWE body type spy with fucking football protection and some space goggles and turn the game into some stupid UT3/Deadspace game...
Title: Re: New Spy: Leopard (WIP)
Post by: Westfall on September 26, 2009, 08:07:19 AM
Quote from: Roberto1223 on September 26, 2009, 04:11:13 AM
...wow... spies are suposed to be flexible, u cant fuckin design a WWE body type spy with fucking football protection and some space goggles and turn the game into some stupid UT3/Deadspace game...

Why not?
Title: Re: New Spy: Leopard (WIP)
Post by: Farley4Fan on September 27, 2009, 03:37:33 AM
Quote from: soldium on August 26, 2009, 12:32:06 AM
ihave an vision of weapons but you dont must use it project stealt its only vision ow weapon can showing
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F4601%2Fpswp.png&hash=774cb7f6a52fa0caee48301fb6503128dfe482ff) (http://img23.imageshack.us/i/pswp.png/)
ye i know lol but its hard use a windows 7 paint
tell me whats is tat vision draw nice or bad?

Where are the bullets fired from in that SMG?  There seems to be 2 barrels, 1 silenced, and one above the silencer, but only one has a visibile ejection port on the top barrel? i soo confuzzed!
Title: Re: New Spy: Leopard (WIP)
Post by: monterto on September 27, 2009, 06:24:50 AM
HOLY FUCKING SHIT IT'S A KRISS!
Title: Re: New Spy: Leopard (WIP)
Post by: Roberto1223 on October 06, 2009, 07:44:26 AM
Quote from: Westfall on September 26, 2009, 08:07:19 AM
Quote from: Roberto1223 on September 26, 2009, 04:11:13 AM
...wow... spies are suposed to be flexible, u cant fuckin design a WWE body type spy with fucking football protection and some space goggles and turn the game into some stupid UT3/Deadspace game...

Why not?

i hate futuristic characters with bulky dragon ball z body armor. i think that more realistic designs are better, the spy already looks close enough to the spiderman's green goblin as it is, and the merc is bulky enough also. adding more geeky energy suits and retarded gravity boots is gonna make this mod die.
look at COD 4 for example the soldiers look awesome with just the regular equipment.
then look at HALO they look like motocross racers, its stupid...
Title: Re: New Spy: Leopard (WIP)
Post by: VaNilla on October 06, 2009, 04:59:46 PM
Quote from: Roberto1223 on October 06, 2009, 07:44:26 AM
Look at HALO they look like motocross racers, its stupid...

Give me one example of a motocross race in which they wore spacesuits and I will give you a jar of cookies :P.
Title: Re: New Spy: Leopard (WIP)
Post by: Roberto1223 on October 09, 2009, 08:38:51 PM
O_o
i give up, i wont discuss with a blind person xD.
besides, uploading pics is too much work xD.
Title: Re: New Spy: Leopard (WIP)
Post by: VaNilla on October 14, 2009, 05:06:31 PM
So in effect you've acknowledged your wrong, I see :).
Title: Re: New Spy: Leopard (WIP)
Post by: Swiftling on November 10, 2009, 02:06:35 AM
Quote from: hoak on September 23, 2009, 10:55:44 PM
The concept for Leopard sounds great but should be... Female. There I said it! Let's be honest, there's definitely something a bit homoerotic about guys running around in tight rubber suits, with cameras (too frequently Splinter Cell) centered on anatomy I have no third personal interest in, and see no relevance to the game.

If the image in the topic post is wip, or concept art for the Leopard Spy, it's a perfect place to start: give her more attractive 'boob armor', perhaps a slightly sleeker looking helmet -- and the arachnid like vision gear, and svelte effeminate animations of a Spy will look made for the part.

I don't think there's anything wrong with Gay Spies, I'm sure they've opened doors for a new audience -- I'd just like to see a capable and tastefully presented female heroic character that doesn't look like she's hussied up to make a little extra money from the enemy and more obviously the audience.

:)

I totally agree with that. I am tired of watching Sam's ass in this sneaky suits. I am tired of watching Good Ol' grandpa Snake's ass all the time in these tights. Plus we all know that if it comes to stealth, women are best. Slim, flexible and quicker, they are the best suitable sex in this game. You don't have to make some sort of Soul Calibur nude armor or something. You don,t have to make big boobs and stuff. Just a normal female character skin for those who want to play as one. I am a boy yes, but what about the girl side of gaming? They surely don,t want to play as males all the time and all the games? And just for the balance, you can make merc female skins too.