If the elbow hit is implemented into PS, then something that could happen is this:
A merc is by a rail. I spy elbow hits him and the merc falls over the rail to the ground. If the merc has low health he will die. If a merc has a full health bar, then he will only have half of his health taken away. Some side effects could include if a spy is on the railing that the merc was pushed over, the merc would fall on him and crush him - either knocking him out or killing him from the fall depending on the spy's health. The merc could have a counter move to this and somehow bring the spy with him or throw him over the rail himself.
I have always wanted to elbow hit someone over a railing because I have loved elbow hitting mercs to the ground when there wasn't a guard rail present. Just thought it would be a cool thing to include.
Another thing that I would like to have in this is a device for mercs that allow them to control a map's basic functions. Such as a fence being closed or a ventilation shaft being shut as well. If the mercs were hired to patrol the area, don't you think the ones who hired them are going to give them access to the map? I thought this would add a tactical approach to the way spies move and how mercs defend. This could be way overpowered if implemented wrongly, like shutting off routes and only allowing one access point to the objectives could get cheap.
Mercs should have:
phosphorus flares, provide light and burn spies who get close to them.
spike grenades, act as a less powerful frag grenade and have spikes that project outwards. This can be used for harming or killing spies that are too far into a vent to reach with a frag.
Spies should have:
Tool kits for opening certain areas of a map.
Shocker gun of course, don't know if you are already planning on it.
They should NOT be shiny like in DA. This shiny effect doesn't let the spy know how well he is hidden in the dark.
The last thing on my wishlist right now is making maps darker. I mean if you look at the DA maps, I can see a spy from 50 ft away in the darkness. I know this isn't going to be DA of course but CT's maps weren't exactly the brightness they should have been at.
Anyway, those are the only ones that I can think of right now, GOOD LUCK! ;D
hmm id hate to break your hopes and dreams but right now all i can say right now is , the team is focusing on creating a " CT clone " , but needs to establish that specific base before any new changes will be implemented , also depends on the time factor is left when a stable build is complete.
The maps should be as dark as in Pandora though.
Quote from: AgentX_003 on July 03, 2007, 11:12:04 AM
hmm id hate to break your hopes and dreams but right now all i can say right now is , the team is focusing on creating a " CT clone " , but needs to establish that specific base before any new changes will be implemented , also depends on the time factor is left when a stable build is complete.
I see, but can't new features be added besides the CT ones? I mean the CT features were kind of slim and some were useless ( Split jump, zip lines ). So why not add some new features that aren't exactly too different from the old gameplay?
If you look at the CT maps, most of them were just maps that you hide behind things to remain unseen. ( Museum, Clubhouse, Aquarius-lights on, and more ) I think the maps should be dark enough to where the merc is forced to use his flashlight to find a spy at all. What is the point of having a black suit if there isn't enough darkness to blend in with anyway?
If they make a CT clone, I am absolutely okay with that. I would like it a little more with these tweaks, thoughts?
it basically depends on the map design.
more shadows like on the pandora maps are definitely the right way to go. imo camo should get a little boost for middle/long ranges in bright areas, and there should be no mt high post-render shadow inversion. this way, the mercs would rely more on scanning with flashlight and laser, and there are plenty more stealth options.
get rid of the lethal drop switch option. and change lethal drop so that the height of the drop determines how much it hurts the merc (but still gets KO'd if it isnt lethal).
only a drop long enough to kill the spy (if he missed) should kill the merc.
Quote from: krimsonhead on July 03, 2007, 09:55:24 PM
get rid of the lethal drop switch option. and change lethal drop so that the height of the drop determines how much it hurts the merc (but still gets KO'd if it isnt lethal).
only a drop long enough to kill the spy (if he missed) should kill the merc.
Aggreed.
Yeah, and make the stupid drop animation go away. They should go pretty much through them like on SP. They stick out their knees or elbow and fall on them with that.
It won't "go away", there will be a new one, for a new game ;D
Quote from: Kok4f4n on July 03, 2007, 11:31:46 AM
The maps should be as dark as in Pandora though.
Agreed. We definitely need more darkness.
Quote from: InvisibleMan999 on July 03, 2007, 11:24:38 PM
Quote from: Kok4f4n on July 03, 2007, 11:31:46 AM
The maps should be as dark as in Pandora though.
Agreed. We definitely need more darkness.
... Cause in CT it came to hiding behind things... and yes we want that, but not so much i think...
Sorry, I thought the whole point of railings was to prevent people falling over, kinda defeats the point of having them there if you ask me. My classic was running upto a merc as he set a mine, hitting him into it and rolling back. Was soo funny to watch.
Quote from: Tidenburg on July 04, 2007, 01:12:44 AM
Sorry, I thought the whole point of railings was to prevent people falling over, kinda defeats the point of having them there if you ask me. My classic was running upto a merc as he set a mine, hitting him into it and rolling back. Was soo funny to watch.
Could make a move to push the marc over, though.
It would ruin balance... but hey, is CT balanced?
Guard rails are meant to prevent you from falling over, but when you are pushed over them the don't protect you of course. YOu don't fall over them when you are just walking or whatever but when you get pushed over them they don't protect you.
Are they going to put in the grappling hook in this? That would kind of balance it if it was in as well as the pushover idea.
Define Balanced in a game like CT.
hmm this doesnt pertain to me but ill just give a response that im bored.. Balance he means.. that stuff like hmm the railing should be thinner so you don't have 2 douche bags camping on top . . ie. Cinema.. or warehouse, example getting on the ceiling to vertigo which most assumed you couldnt get up there , until someone went beyond and exploited the idea of jumping top of a railing , besides the mercs shouldnt be able to that anyway .. hence they aren't reallly Cat like ..
Making the maps darker as general rule of thumb would be a bad idea that may cause balance issues. Maps are designed with darker routes and lighter routes. It gives the spy a choice, stealth or agro among other things. You will notice that certain maps are darker in areas that are designed in a fashion that makes it easier for a spy to traverse unseen, I.E. things to hang behind crouch behind climb on top of etc. You will notice far less of these types of objects in lighter areas. There are of course exceptions such as the main hall in the Factory of CT but even then you will notice darker areas, shadows and routes designed for a spy to traverse unseen.
If you look at CT's maps you can obviously see that the maps aren't dark enough to even go the darkest route. I don't mean going through a vent I just mean walking in a shadow. I can see a spy from across the map walking in the shadow with 75% brightness level. Even with brightness on you shouldn't be able to see the spy from that far away especially in a shadow of course.
And balanced in a game like CT isn't there. I am suggesting things to balance it.
I don't like the idea of pushing people over railings. There's already enough aggro moves in this game.
About the only rail pushing I'd support is a sort of extra killing move where a spy who grabbed a merc can throw him over the side instead of neck snapping him. Of course, this would require too many new animations, so really I wouldn't suggest doing that.
Mercs have been alienated from rails as it is.
The original plan was to make a clone of CT and THEN add extensions to it.
I completely agree now. And about that throwing over rail animation, it wouldn't take too many new animations really. Just use the animation with the merc falling over the rail, and make a new one where the spy pushes him over. I don't really like the idea of elbowing them over the rail, I do like the one where you throw them over instead of breaking their neck.
More ideas:
Coop moves for spies to take down mercs. Sort of like offline coop on CT where one spy throws another spy into a merc, something like that.
Grab cancel-if another merc is attempting to kill you while holding a hostage merc you can cancel it and immediately release him.
Sticky shockers come in packs of like 50, instead of having an unlimited amount for your gun thus eliminating the energy bar.
Mercs have flares that hurt spies, like a burning sort of flare that also provides light.
What do you think of those?