Maybe instead of killing all the spies, you could capture some of them and take them to the interrogation room. You could then press them for information by using a vairity of technique such as family threatening, whipping, etc. Different tactics work for each spy (the tactics the spy are vulnerable to would be randomly generated at the beginning of the round). If you use the right techniques, the spy's mental meter would go down. Once it's empty, then all the mercs would then receive information on the location on where the spy's are, their load outs, where the traps set up, etc for one minute(this would all show up on each merc's map or hud). The spy would then be out of commission for a set amount of time, and then would be put back into the field. The more a spy has been out in the field(the more hours they play), the more mental strength they have. The more time a merc has spent in the interrogation room, the more mental damage they can dish out. Of course, another spy could break in to the interrogation room, take out the merc, and save his comrade too.
What do you think?
what the fuck is this?
Could someone actually give me an opinion please.
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This just an idea for instead of just pumping clips into spies and protecting the objective, you can actually extract information from the spies too.
there's already the option to hack communications of the spies and listen to their plans ;)
i think your idea can't improve the gameplay. and the existing information gathering options are sufficient.
Quote from: Gawain on July 07, 2007, 02:08:55 AM
there's already the option to hack communications of the spies and listen to their plans ;)
i think your idea can't improve the gameplay. and the existing information gathering options are sufficient.
Agreed, although i'd like to see something to increase together with the amount of time spent playing (not lobby or stuff, just playing).
like the rolling speed to increase, or the merc to get bigger lungs and stuff...
And make the game so you can connect only to servers with even playtime as you, or you lose the bonuses and stuff... kinda complicated, but i'd like to see that in some game.
How do you intend a feature like this to work in a game where the majority of rounds last about 10 minutes?
this does not fit into the fast paced nature of multiplayer. The only mental meter in this game is the one you bring with you to the game.
LOL , touche.
Quote from: goodkebab on July 07, 2007, 11:26:02 AM
this does not fit into the fast paced nature of multiplayer. The only mental meter in this game is the one you bring with you to the game.
I see the first Project Stealth t-shirt in your future...
that actually is a very good idea. But, i dont think it would be practical. They would prolly say it is "a feature that would be nice to have" and would take too long to code, program, anumate, etc, etc. But, that is a very good idea. if some of the jackholes wouldnt be such jerks, and an actual dev person looked at this and put it in, that would be awsome. But, it would have to be a server-side option
"and an actual dev person looked at this and put it in, that would be awsome. But, it would have to be a server-side option"
Devs? Sweet... Good work everyone!
Quote from: coldbloodedkill3r on July 07, 2007, 01:23:26 AM
Could someone actually give me an opinion please.
Yes - it sucks.
How would this work in an online game? That would be pretty damn boring if you were the spy. Well, and for the Merc.
"TELL ME WHERE THE OTHER SPY IS?!"
"no."
"SHIT!"
ahahaha, that basically sums it up.
What kind of information would they interrogate from them anyways? There isn't really anything they need to know from the spies.
Meh, maybe some part of it can be used, but overall I say no.
Oh my god, that's one of the worst ideas I have ever seen!
Spy1: "WTF? How'd the merc know I was there?!"
Spy2: "Sorry man.. he threatened to fry my graphics card. I had no choice..."
That owned me....
Quote from: greenday5494 on July 17, 2007, 10:25:57 PM
that actually is a very good idea. But, i dont think it would be practical. They would prolly say it is "a feature that would be nice to have" and would take too long to code, program, anumate, etc, etc. But, that is a very good idea. if some of the jackholes wouldnt be such jerks, and an actual dev person looked at this and put it in, that would be awsome. But, it would have to be a server-side option
It would make an interesting single player feature, but we're not working on a single player game. This would also be interesting for an espionage RPG but, this is not an RPG. All in all, not a bad suggestion in and of itself but not for this game. Things happen to fast to be interrogating someone. Picture this, you capture a spy, YAY! You start putting needles under his fingernails and threatening to castrate him with a rusty spoon. Meanwhile your mate gets necked and the other spy runs amok hacking objectives. If the spy is decent on his timing he could get 2 objectives not just one. So now the captured spy has told you yes, I shot a spy bullet in the corner by room 116 and my partner is using flash bangs, chaff, smoke and cams. Well chances are your partner who just got necked could have told you that. It just doesn't make sense for this particular game.
Edit: Getting a spy on spy trap = easier and less time consuming than an interrogation.
I still don't see how this would work at all.
Maybe an sv option to get both spies on radar after making the merc humiliation move?
Say the merc hq manages to interfere with the spies radio frequencies, and after a while the spy hq cuts the mercs off? say 25 seconds of knowing where both spies are. I think it's a good idea.
That makes the neck-the-humiliating-merc tactic unusable.