Sound meter: the spies of glowing tubes on their body...this is the intended sound meter -it blinks when you ping the merc radar
M.A.P. Bullet: -new idea
Sentry bots: we do not have the resources to program an AI, this is just a mod
Hacking interceptor mine: DA wifi-hacking is in consideration, but as an optional gadget, and not a replacement to CT hacking
custom characters: a nice to have feature, but not for version 1.0
there will NOT be any distance hacking - either you will stand there and hack, or you will run out of time searching for the key to hack remotely :P
wtf.
sorry....i accidently modified your post, it was not my intention to do so....i am still a admin noob!
what you see is my response to your ideas....
Noticed, thanks for the feedback:)
What's a map bullet?
U got a lil icon on the alarm the spies triggered, right?
Well this is supposed to show the icon on other alarms than triggered, but you are supposed to shoot it at the merc first.
Its the same as a spy bullet, but instead of showing where the merc is, it generates the alarm at a different location when you happen to trigger one, definatly handy for a stealth spy:)
Edit: By the way, this idea just came to me,
Personally i hate fighting aggro spies, i personally realy get my kick from trying to find spies that are almost invisible, and when i find them it realy gives me the feeling of being undefeatable!:D
Ofcouse there certainly are people that rather face off against Aggro spies because of the action, and vice versa.
Both groups often get mixed up in servers in SC:CT servers hoping the other team are the players they love to play against, and when that isnt the case some players start complaining and mocking the other team.
In short: Aggro or Stealth marks that a player can mark himself and his server with so people of both groups (The ones that like stealth more and the ones that like aggro more) can see what servers they want to join and who they want to play with.
Good kebab id rather not have you edit this post cause i got confused with my own words about 2 or 3 times and i wouldnt like writing everything over again, thanks in advance xD
For marks i think it would be cool to use spy movements:
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F5282%2Fspstealthkk6.jpg&hash=102b7ab0e6337ecb301d2e3566e1877318d1adbe)
http://img63.imageshack.us/img63/5282/spstealthkk6.jpg (http://img63.imageshack.us/img63/5282/spstealthkk6.jpg) if it doesnt work.
A quik made silhouette of a spy in a sneaking position to indicate a player or server want stealth play.
Really good players have a mixed style, so that won't work.
This reminds me of when I saw a server named "pros only. aggro=kick". I instantly joined it just to piss them off.
If you want to limit yourself to only stealth/aggro players, just put that in your server name, I guess. Beside, no matter what you do, you'll still end up getting people that will join just to piss you off once in a while.
Yeah, like me for example :P
I like to piss ppl off, i really like pissing off morons who think that they can play aggro on me (camnet bug ownz) ^^
Quote from: HawK on July 20, 2007, 07:05:33 PM
Sound meter: the spies of glowing tubes on their body...this is the intended sound meter -it blinks when you ping the merc radar
I like the idea ... dunno how it would actually work though.
Quote from: Kok4f4n on July 21, 2007, 11:44:42 PM
Yeah, like me for example :P
I like to piss ppl off, i really like pissing off morons who think that they can play aggro on me (camnet bug ownz) ^^
Go champ go. Way to win by playing like a bitch.
Ah cmon, its just to piss off the dudes :P
I've already said this but....
I want a dart which the merc can shoot. Causes the spy to become paralysed and fall limp. If hes on a rail or ledge (ragdoll effects if you add them) he'll fall, if he's running he'll collapse. But the spy can instantly get back up again as soon as he hits the ground. Thought that would be a cool way to stop a spy in his tracks. Only one per life though.
Quote from: Kok4f4n on July 21, 2007, 11:44:42 PM
I like to piss ppl off, i really like pissing off morons who think that they can play aggro on me (camnet bug ownz) ^^
Piss them off by owning them fairly, not by exploiting bugs...
Quote from: Gui Brazil on July 22, 2007, 02:23:40 AM
Quote from: Kok4f4n on July 21, 2007, 11:44:42 PM
I like to piss ppl off, i really like pissing off morons who think that they can play aggro on me (camnet bug ownz) ^^
Piss them off by owning them fairly, not by exploiting bugs...
Owning comes when im spy, glitching when im merc :P
oh glitchin as merc...like out of ledge grabs. gj you fucking idiot.
Ever saw a dwarven spy on a rank match??? :P
i played him and he totally sux. no way he could piss of a good aggro-only team besides by using glitches and being host with mega lag.
the newbs just don't get it: good players will always adapt to the situation and try to do the most effective stuff.
sidenote: i'd love to play havoc and weezer (with the mercs being host and no lagg), never encountered total aggro freaks...
Note that i wasn't the host, i didn't glitch (then) and that the mercs have a great advantage when it lags.
Anyway, i like the map bullet idea.
Quote from: Kok4f4n on July 22, 2007, 02:27:42 AM
Owning comes when im spy, glitching when im merc :P
lame
Yeh, but only doing that when nobody knows that it's me :P
Quote from: Kok4f4n on July 26, 2007, 01:41:59 AM
Yeh, but only doing that when nobody knows that it's me :P
Lame
Smurfing or not, it doesn't change a single thing about it.
Nice work drifting off the subject.
To keep the conversation going, i was thinking about this to aid mercs,
battery operated lantarn, allows the Merc to drop battery operated lantarns that can either light at a given location or light the area around the battery but has its light intensity reduced a bit. (balancing reasons.)
Would be nice if it would run on a battery that can actually drain itself wile the light is on, a spy could remove the battery (Merc could easily replace it.) to use it as energy for his shocker gun.
Quite usefull for mercs for making theyre patrolling/searching job easyer.
Nope - even if you're in full light the merc still has to see you, so i think it is useless.
I ran into a guy lately and he thought that being in any light just makes the mercs instantly see you... that was friggin awesome - throw a flare, he runs from it, Headshot!
bs?
Quote from: HawK on July 27, 2007, 09:56:10 PM
To keep the conversation going, i was thinking about this to aid mercs,
battery operated lantarn, allows the Merc to drop battery operated lantarns that can either light at a given location or light the area around the battery but has its light intensity reduced a bit. (balancing reasons.)
Would be nice if it would run on a battery that can actually drain itself wile the light is on, a spy could remove the battery (Merc could easily replace it.) to use it as energy for his shocker gun.
Quite usefull for mercs for making theyre patrolling/searching job easyer.
That might work. A great concept. These would most likely be used in key areas to create background lightning, which will of course create a visible silhouette of anyone who passes in front of it. Naturally, camo suit would be needed to counter this. What if mercs had like three of them, which you could pick up from the guard room, and deploy, after which it will provide lightning, until it wears down, or s shut down. After being disposed, a new one will be available from the guard room again.
Discuss.
I want it, but camo will have to get a buff.
its called flares...
Quote from: Gawain on July 28, 2007, 03:22:24 PM
its called flares...
I think they are discussing this as something that would be a little more permanent than a flare. Flares don't last very long, this sounds like something that would last quite a bit longer, which would make it more useful.
just boost flares till they kickass XD
Why not make chemical light sticks?
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.kitbag.com.au%2Fimages%2Fcysticks.jpg&hash=8a8148dc685a1a6b69cf203ff2e87bc673dbb891)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fstatic.howstuffworks.com%2Fgif%2Flight-stick-diagram.gif&hash=e70a5f15e94f08b917d3f7658b8a230eea3428ea)
Dildos that flash in the dark?
lol. It's not a dildo (but if there were Female Spies, they would become useful). It just has different ends so that you can place a wire through the hole in the top end.
Gotta agree with you, though. It looks like a dildo XD.
EDIT: I think it's really explicit that I was talking about the second image...
Oh, I got another idea. Might be crappy, but it's just a suggestion.
Give mercs some a kind of wall-mine that shoots darts (similar to the poison mines). When the spy goes thru them, he gets shot and starts bleeding (while health lowers gradually), leaving a trail of blood on the floor, allowing a merc to pinpoint the location of the spy.
That'd make poison mines unused.
Well, the overall function here, is closer to what I personally seek. By that I mean something lethal, but not explosive. Well, anything goes. I got a wild idea of having kind of an electric mine, that would create a cloud of ionized particles around it, indicating it's detection radius. Whether or not it could be seen, it's up to the developers, but while within the could, fast movement would trigger the mine's motion sensor, which would instantly release a lethal electring charge, that would pass through anyone within the ion cloud, instanty killing them. The difference between a proxy and laser would still remain the same, since it's only a matter of trigger mechanism.
Quote from: Kurbutti on July 29, 2007, 11:30:42 AM
kind of an electric mine, that would create a cloud of ionized particles around it
^^ What about thunders and rain ?
There were posts about phosphourus nades but ive got something to add. I think that when the spy gets covered by this green thingy he should be detected on blue vision for limited time. I dont know how to explain it in reality but it would definitely make them useful.
That's exactely what the Phosporous Grenades did in PT:
Make covered Spies appear on EMF
Shows footprints
!!phosphorous nades ftw!!
Quote from: Gawain on July 29, 2007, 02:11:49 PM
!!phosphorous nades ftw!!
Yeah, used them alot in the PT times...
I would never have guessed. Now, don't infest this thread with that goo, like the every other so far.
Quote from: frvge on July 29, 2007, 12:46:24 PM
That's exactely what the Phosporous Grenades did in PT:
Make covered Spies appear on EMF
Shows footprints
I feel so noob after 1 year of playing scpt and not knowing it till that day :D
--
Im not a fan of DA but one thing i like is the ability to disable lights. It is really cool cause you can do it fast and it does much. I hope that in PS you will allow players to switch off many more lights than it is possible in scct. I also hope that maps will be more interactive.
Quote from: neth on July 29, 2007, 05:17:54 PM
Quote from: frvge on July 29, 2007, 12:46:24 PM
That's exactely what the Phosporous Grenades did in PT:
Make covered Spies appear on EMF
Shows footprints
I feel so noob after 1 year of playing scpt and not knowing it till that day :D
--
Im not a fan of DA but one thing i like is the ability to disable lights. It is really cool cause you can do it fast and it does much. I hope that in PS you will allow players to switch off many more lights than it is possible in scct. I also hope that maps will be more interactive.
If the ability to toggle them on/off via lightswitches isn't added (I'd like a lightswitch that can be turned on or off by both Spies and Mercs, as well as having some secondary terminals that can be hacked to completely disable certain lights) at least allowing the Spy/Merc to shoot out certain/most lights would be nice. Flicking off a light switch and making a room go dark could be a nice way of setting a trap for a Merc, or just a nice distraction.
The problem with flares is that they're redundant...the mercs have a flashlight and laser to help them see in the dark, EMF which just turns the screen blue, and even if MT was fixed it'd help spot spies in the dark if they moved.
There's just no point to flares at all given all that stuff.
Quote from: Spekkio on August 03, 2007, 04:02:42 PM
The problem with flares is that they're redundant...the mercs have a flashlight and laser to help them see in the dark, EMF which just turns the screen blue, and even if MT was fixed it'd help spot spies in the dark if they moved.
There's just no point to flares at all given all that stuff.
Well, I could see flares being useful if the following happened:
-Flares were changed from an arcing grenade trajectory to a straight on linear flight path and stuck to walls (similar to spy bullets)
-MT no longer worked as night vision.
Quote from: HawK on July 20, 2007, 07:05:33 PM
Sound meter: the spies of glowing tubes on their body...this is the intended sound meter -it blinks when you ping the merc radar
fucking awesome idea AND it wont affect balance (you mean the sound detector right?)
different models for spies/mercs affects gameplay alot, you can easily play on the fact that you look identical (except for BP/gas mask for mercs) cause then the otehr team may not even know that there are 2 spies/ mercs around,
(a not so good) example in club house>> spy one is being sniped by a merc in garden, merc goes to take eleveator spy one quietly escapes while spy two enters the garden, mercs kills spy two thinking he's spy one)
About the sound meter, the meter shouldn't tell you if you've been heard, only that you are making noise.
Quote from: InvisibleMan999 on August 11, 2007, 07:27:19 AM
About the sound meter, the meter shouldn't tell you if you've been heard, only that you are making noise.
agree 100%
If you can't tell you are making noise, then that is the real problem. What if you were running away? The tubes would glow and become extremely annoying.
Quote from: Papa Skull on August 11, 2007, 07:31:48 AM
If you can't tell you are making noise, then that is the real problem. What if you were running away? The tubes would glow and become extremely annoying.
it ppbly wouldn't be a really intrusive feature it would be something you would notice if you were looking so see how much noise your making
How about something on your hud and not your body that flashes. Say like a little orb that flashes a color when you make sounds. The louder the sound the redder the color maybe?
Quote from: Papa Skull on August 11, 2007, 10:13:53 AM
How about something on your hud and not your body that flashes. Say like a little orb that flashes a color when you make sounds. The louder the sound the redder the color maybe?
its a good idea either way... I think whether it's "annoying" or not doesn't matte at this point :-X
Either way this should be a toggle able option.
Quote from: Papa Skull on August 11, 2007, 11:30:02 AM
Either way this should be a toggle able option.
well....in CT almost every feature on your HUD can be disabled and many other local game options too I can't imagine why you wouldn't. if its put ON the spy then it'll function regardless
The indicator is probably best left as a little icon that appears on your hud somewhere. That way it requires less graphical work (Always good for a mod with a small design team) and it isn't very invasive.
Mostly the indicator is nice as a learning tool, because it lets you take time off the tutorial. Instead of outlining everytihng that makes sound, you can simply say "See the indicator to the right of your gun power. When that flashes, you're making sound that the mercenary can hear on his reticule."
Then people can just experiment with what makes sound and what doesn't on their own.
Isn't the little beep, like in CT, enough?
Quote from: Gui Brazil on August 11, 2007, 08:27:28 PM
Isn't the little beep, like in CT, enough?
Given that most people dont' know about it, I'd say no. Having a little light on the hud is simple enough and much more responsive. You can see exactly what makes the sound and when you're making it.
Quote from: InvisibleMan999 on August 11, 2007, 10:05:32 PM
Quote from: Gui Brazil on August 11, 2007, 08:27:28 PM
Isn't the little beep, like in CT, enough?
Given that most people dont' know about it, I'd say no. Having a little light on the hud is simple enough and much more responsive. You can see exactly what makes the sound and when you're making it.
IMO the little beep from CT is enough. If people don't know about it, then mention it in a turorial. I would much rather have an audible sound to tell me whether or not I've made noise than something I have to look at. Having to look at something requires turning your attention toward it, a sound requires simply listening, which you damn well better be doing anyways.
Personally, I don't want to turn my speakers on loud enough to even hear it. If this feature is even necessary, then there should be a little indicator on the HUD ( a little indicator )... And people should know what makes noises and what doesn't, tell them in a tutorial. I still would like to see a little indicator on the HUD to experiment with different falling distances, so I can see how far I could fall w/o a merc hearing me. Either way, it should be able to be toggled off by the player and not by the host.
If it were to be put on the actual spy, it would be distracting and too much work for the devs. Think about the DA's SP "mood ring of shadow". Make it show sound levels according to color, and put it on the HUD instead. Say you were found by a merc and you started running away, wouldn't the flashing tubes on your body get really annoying?
Another thing: I want to be able to change the color of my spy's goggles/lights on his body. Like the CT coop spies, I would rather have my goggles be blue than green. I just think it would be a cool feature that wouldn't be too hard to implement. Think about having red lights instead of green? If there was a girl she could change here colors to pink or purple.
I think the spies should have a reticule. Just a dot with a circle around it. Then when you ping make it let off waves like the mercs sound detector did (except circular instead of in one particlular direction) this way we could indicate where they where aiming and it could change according to what their looking at (i.e. look at terminal and key to hack is indicated)
...or let the players make custom skins...
And the tubes flashing... in CT the merc reticule doesn'y flash when a spy makes multiple noises, it just changes its direction. I think that a running spy should have this kind of "noise detecting tubes" - they should just change colour, not flash/ brighten the colour.
I think that would be really distracting and annoying. I agree with tidenburg, but it should be in the HUD and not in the middle of the screen.
or just eliminate any kind of noise tracking and let the players hear eachother? like in CS? maybe making the spies sounds louder and take off the reticle?
No, that would change the gameplay too much and I doubt it would work.
Quote from: Kok4f4n on August 12, 2007, 05:04:41 AM
or just eliminate any kind of noise tracking and let the players hear eachother? like in CS? maybe making the spies sounds louder and take off the reticle?
thats double agent...look at that game and think about what you said...
Look on the presence detector/ remote hacking/ map design/ noob friendly game.
So is the removal of the reticule such a big and omg drastic change? hell no - half of the time playing i can tell where the spy is just by logic thinking: say like 10 seconds passed and i see a "Security failure" on aqua - sure as hell it's greek. it's kinda harder in the middle of the game, but most of the time i don't need the spy to ping the reticule to know where he is.
In other news, imo CT is too much a visual encounter, there should be more emphasis on sounds. What i want to tell is that the reticule gives a hell lot of advantage to the mercs.
And one more: how about giving the spies a reticule for tracking mercs?
btw - most of the time when a spy is running i can't hear the running itself. I hear the pinging reticle instead.
Quote from: Kok4f4n on August 12, 2007, 05:04:41 AM
or just eliminate any kind of noise tracking and let the players hear eachother? like in CS? maybe making the spies sounds louder and take off the reticle?
Nah, because that grants far too much of a hardware advantage to people with exceptional sound setups. Basically it means that to be good at the game you need some crazy surround sound system to help you pinpoint where noises are coming from.
It's nice to just have a reticule.
or lock it to stereo....
Anyways, hardware advantages are a hell to overcome in the way of PS...
Quote from: Kok4f4n on August 12, 2007, 06:26:10 AM
Look on the presence detector/ remote hacking/ map design/ noob friendly game.
So is the removal of the reticule such a big and omg drastic change? hell no - half of the time playing i can tell where the spy is just by logic thinking: say like 10 seconds passed and i see a "Security failure" on aqua - sure as hell it's greek. it's kinda harder in the middle of the game, but most of the time i don't need the spy to ping the reticule to know where he is.
In other news, imo CT is too much a visual encounter, there should be more emphasis on sounds. What i want to tell is that the reticule gives a hell lot of advantage to the mercs.
And one more: how about giving the spies a reticule for tracking mercs?
btw - most of the time when a spy is running i can't hear the running itself. I hear the pinging reticle instead.
You just said you don't need a sound reticule, and you stated that you need spies to trip a wire or shoot a laser to tell where they are. What if they aren't making a sound, hiding somewhere, and not doing anything? You can't just "tell where they are", you would need them to ping a sound to give you the general idea of where they are, and then you search for them by scanning the room.
CT is too much of a visual encounter, this is why I think that maps should be darker so mercs rely more on their search capabilities and noises the spies make. Spies don't need a reticule for tracking mercs WHATSOEVER, they have freaking light beams shooting out of their heads. If a merc was running and coming up behind a spy, then the spy would be alerted of their presence because of the running pinging their sound reticule. If this were to happen then mercs would never be able to kill a spy from behind, or they would have to crouch and walk up to them. If a merc was running it would show up on a spy's reticule, since mercs are always running, they would always know where a merc is. Sounds lame to me...
Yes, the removal of the sound reticule was a huge change to the gameplay:
CT: A spy is running around 30 ft in front of me ( out of sight ) and I would go find him and kill him.
DA: A spy is running around 30 ft in front of me ( out of sight ) and I would have no idea he was there whatsoever, and possibly turn around and go away.
CT: A spy crouches, slowly creeps up to an unsuspecting merc, and grabs him.
DA: A spy crouches, slowly creeps up to an unsuspecting merc, and the merc detects him some magical way ( PD ) and berserks him to the ground.
CT: A spy runs up to a merc from behind full speed, and gets berserked and killed.
DA: A spy runs up to a merc from behind full speed, and the merc is grabbed because he couldn't hear the spy, and the PD acted too slow for him to be fully aware enough to berserk.
HUGE GAMEPLAY DIFFERENCES. Only because the sound reticule was removed and replaced, let's keep it the same way shall we?