Project Stealth

Forums => Public Discussion => Topic started by: shadowNET on October 09, 2007, 02:53:07 AM

Title: Gadget ideas/concepts.
Post by: shadowNET on October 09, 2007, 02:53:07 AM
EMP Grenade - Spy
Replacement for chaff. Turns off passive defenses / lights permenetly or untill the merc can reset them.

Smoke Grenades - Spy
It explains itself. Instead of grey smoke, make it BLACK, so you can't be seen in shadows when you drop them.

Holo Pod - Spy
Dropped like the jammer in DA, it emits a fake hologram of a spy that runs in the direction the player was looking when it was dropped for 10 seconds, even through walls. then, resets and repeats for 30 seconds or untill destroyed.

Jammer - Spy
Dropped like the holo pod. Jams the mercenarys radar and sound redicule when they are in its range. By jamming I mean making them appear zippy, unreadable and give off false readings.

Flare - Merc
Launchable bright red light flare, bounces just like a fragmentation grenade. Does not stick like a CT flare and lights up a way bigger radius and brighter, like a real flare would, but its red so it will be alot harder to make out s spys movement.
Stays active for 1 minute.

Cam-System - Merc
Instead of the current camnet in CT, instead of having tp go into fullscreen to view the cams, theres a little window on the top left of your hud that lets you view out of the selected camera even when the camnet is not the selected gadget. You can at any time go into full screen just like CTs camnet, but first you have to select it from your gadgets like CT before you can.


Leave me your feedback on what I have so far.
Title: Re: Gadget ideas/concepts.
Post by: frvge on October 09, 2007, 03:29:47 AM
I like the EMP grenade.

Smoke is standard.

I dont understand the holo-pod. Does it do nothing for the first 10 seconds and then run for 30 seconds? How long does 1 iteration of a loop take?

Flare doesnt differ enough from a 'normal' flare.

Cam system might be too powerful, because you can see at 2 places at once. Which downsides does it have?
Title: Re: Gadget ideas/concepts.
Post by: Vega on October 09, 2007, 04:05:08 AM
EMP and Smoke are standard stuff but slightly modified.  I don't really like the idea of the EMP permanently disabling lights and defenses regardless if a mercenary is able to reset them.

Holo Pod is pretty cool and I can see it being used. 

Jammer is interesting although I don't know if I'd like it to be a replacement for snares.

Flare still seems useless.

Cam system is too powerful.  We are currently having a discussion of the camnet gadget in the "modified gadgets" thread.
Title: Re: Gadget ideas/concepts.
Post by: Overstatement on October 09, 2007, 04:10:35 AM
I feel like ignoring these new gadget idea threads. It's hard to keep the gameplay and have a bunch of new ideas that all seem to be about making every gadget stronger in very cliche ways. No offense to these specific ideas, they just came too late and I'm suffering an overload.
Title: Re: Gadget ideas/concepts.
Post by: Westfall on October 09, 2007, 07:39:42 AM
Quote from: Overstatement on October 09, 2007, 04:10:35 AM
I feel like ignoring these new gadget idea threads. It's hard to keep the gameplay and have a bunch of new ideas that all seem to be about making every gadget stronger in very cliche ways. No offense to these specific ideas, they just came too late and I'm suffering an overload.

Then shouldn't you ask different questions or give us better topics to discuss? No topics = us repeating old topics.
Title: Re: Gadget ideas/concepts.
Post by: Overstatement on October 09, 2007, 12:41:06 PM
There seems to be some people in the community with photoshop skills and the UI thing was pretty successful. Maybe it's time to design some maps.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 09, 2007, 05:15:15 PM
I'd love to design some maps, maybe not the actual maps, but blueprints of the maps to give devs a good idea. 

On Topic -  THe holo pod would be awesome!  The hologram would have to give off some sort of fuzz like a real hologram would, that would be a sweet gadget.



Title: Re: Gadget ideas/concepts.
Post by: shadowNET on October 09, 2007, 08:38:39 PM
Quote from: Vega on October 09, 2007, 04:05:08 AM
EMP and Smoke are standard stuff but slightly modified.  I don't really like the idea of the EMP permanently disabling lights and defenses regardless if a mercenary is able to reset them.

Holo Pod is pretty cool and I can see it being used. 

Jammer is interesting although I don't know if I'd like it to be a replacement for snares.

Flare still seems useless.

Cam system is too powerful.  We are currently having a discussion of the camnet gadget in the "modified gadgets" thread.

The downside to the camera would be that it cant be controlled, you have to watch it move side to side, you cant move it like the camnet in CT. So the spies would be able to run past when its looking the other direction.

And, the holopod would activate instantly and play 1 loop of the spy running every 10 seconds, for 30 seconds. And, yes it would have a slight zip in the image to it every couple seconds.
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 09, 2007, 10:50:03 PM
the only reasonable suggestion is a holo pod, and this one already got suggested several times...
i could shred all other suggestions easily, but i got better things to do.
Title: Re: Gadget ideas/concepts.
Post by: shadowNET on October 10, 2007, 08:18:09 PM
Quote from: Gawain on October 09, 2007, 10:50:03 PM
the only reasonable suggestion is a holo pod, and this one already got suggested several times...
i could shred all other suggestions easily, but i got better things to do.

Dude, I dont understand what your problem is, but I'v been looking at these forums for awhile and your the biggest bitch to everyone on this forum.
I have never seen somebody so bitchy to everyone before.
Title: Re: Gadget ideas/concepts.
Post by: InvisibleMan999 on October 10, 2007, 08:23:09 PM
I don't see the cam thing being all that big a deal. Picture in picture is great for obvious stuff, but for detecting spies, it's just not going to cut it unless the spy walks around in plain sight and right in front of the cam.

The emp grenade is like chaff, but better. And how would a merc "reset" the defenses anyway? You could have an EMP bullet the merc had to shoot off... but there's no way to reset a camera or laser projector normally.
Title: Re: Gadget ideas/concepts.
Post by: B1nArY_001 on October 10, 2007, 09:09:18 PM
Reseting defenses could be done just by having a switch the merc has to activate. I.E. CTs River Mall fan and waterfall lights etc.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 11, 2007, 03:33:17 AM
Have you ever played a map like aquarius on deathmatch?  After spies turn off the lights, mercs can turn the lights back on by pushing a button on a panel.  There could be a main generator, that only the mercs can access, that turns on the backup power and turns on all disabled lights or devices.  Of course that generator should be able to produce back up power a few times, like say 3 or 4 times.  This way, mercs will have to be careful how many times they turn the power back on.  Sound good?  Could add a little strategy and depth into it.
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 12, 2007, 09:21:15 AM
we already have these kind of thing with the hack panels for lights, fans, shutters, cameras, etc which add enough possibilities for most map layouts.
i was always wondering how the generator in missile strike disk drop room could be implemented better. it works like this: switching it on makes loud enduring noises, but enables lights, too. i like this kind of tactical decisions with drawbacks on each side. maybe mercs and spies should be able to switch the generator whenever they feel like.
Title: Re: Gadget ideas/concepts.
Post by: Westfall on October 13, 2007, 07:43:59 AM
The power generator that was in DA would probably work just fine in this situation. You had to "turn it on" for a certain amount of time. Maybe if there was a way to load up like halfway. Have to hack 4 different panels for 3 sec a piece in order to turn all electricity to the complex of the map. Of course this doesn't have to be in every map, just a few. Whatcha think?
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 13, 2007, 08:57:39 AM
I thought the power generator in DA was a good concept but not executed correctly.  IMO mercs should only be able to turn it on 3 or 4 times, not infinite amount.  This requires some thought:  Should I turn on the generator yet?  Or should I wait until they turn a few more lights off before I use one of my turn ons?  This would require strategy.

Another thing they could do is make the generator relatively far away from the objectives.  This way a merc would sacrifice some time to turn it on rather than being able to guard both the generator and an objective.  You would have to leave your post to get lights back on.  Again, it requires some decision making rather than DA's: I'll guard generator and a terminal and if they turn off a light i'll just push the button and it'll turn back on.

DA was too noob friendly, and they even noobed out the generator idea.  It should be a more risky thing.
Title: Re: Gadget ideas/concepts.
Post by: AgentX_003 on October 13, 2007, 09:51:32 AM
I didn't really wanna crowd this post but , i have thought out an idea to the rest Y'all, Hmm what about a hacking device that can be planted on a wall remotely to open doors or in a range thats close enough to the actual hack, So instead of getting your face shot , then you can use it as a stealthier method or diversion ie.  - >    (https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.sebastian.it%2Fplayer2player%2Fimages%2Farticles%2Favp204.jpg&hash=516a364c0d72e2656ca197a4acf18bcd88c84a72) ,


Another thing i thought about is.. why in the world do some maps have vents that are already open... its like saying Ok we're a secure building , we will just let you in.. ,

So with that being said i think the vents should be sealed shut and you have to break em open .. its a minor detail but if we want realism .. im just putting that out there folks.

P.s I love the Posting layout.. its  Soo easy to navigate :D .


Title: Re: Gadget ideas/concepts.
Post by: Cyntrox on October 13, 2007, 01:35:18 PM
Quote from: AgentX_003 on October 13, 2007, 09:51:32 AMwhy in the world do some maps have vents that are already open...
For balance purposes.
Title: Re: Gadget ideas/concepts.
Post by: Tidenburg on October 13, 2007, 05:41:26 PM
Gameplay > Realism
Title: Re: Gadget ideas/concepts.
Post by: neth on October 13, 2007, 05:54:43 PM
The more things you can open by hacking and close by triggering the alarm the better.
Title: Re: Gadget ideas/concepts.
Post by: Daybreak on October 13, 2007, 11:27:30 PM
So my drawing skills suck. Whatever. Someone else is in charge of texturing. This is my vision of the camera. I was thinking that you could see the gas chamber too. But i couldn't really draw it. Carbonantium is a word I made up and is pronounced like adamantium. Except it's Carbon-ant-ium. ya I was bored.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F664%2Fgascammk4.jpg&hash=ce4d08ea766fdeaedfa0b8c4e564f0eb76c252e0)
Title: Re: Gadget ideas/concepts.
Post by: Vega on October 15, 2007, 04:39:44 AM
Looks good to me, Daybreak.
Title: Re: Gadget ideas/concepts.
Post by: InvisibleMan999 on October 15, 2007, 05:16:45 AM
Quote from: Papa Skull on October 13, 2007, 08:57:39 AM
I thought the power generator in DA was a good concept but not executed correctly.  IMO mercs should only be able to turn it on 3 or 4 times, not infinite amount.  This requires some thought:  Should I turn on the generator yet?  Or should I wait until they turn a few more lights off before I use one of my turn ons?  This would require strategy.


Nah, the point of resettable side hacks is that the merc has to go out of position to reset them. The fans on river mall are a good example, because you have to go way to the back of floor 1 and it takes forever to get back to any other objective, especially near the back.

Having a limited number of uses is just kind of annoying.
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 15, 2007, 01:16:39 PM
Quote from: InvisibleMan999 on October 15, 2007, 05:16:45 AM
Having a limited number of uses is just kind of annoying.
exactly. the main purpose of limited numbers is to prevent spamming, which is no problem at all in this regard.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 15, 2007, 06:42:08 PM
In DA the generator was not that far from objectives at all.  Hell you could guard green and yellow terminal and the generator on slaughterhouse, all at the same time.  I don't know if those were the correct colors or not, didn't play too much DA...  If the generator was far away from the objectives, like you said in river mall the fans, then it shouldn't be limited number.  I was saying that the generator was executed poorly on DA because it wasn't far from the objectives, and you could use it infinite number of times.

I agree with you.
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 15, 2007, 10:43:33 PM
everything was executed poorly in scda
Title: Re: Gadget ideas/concepts.
Post by: Daybreak on October 15, 2007, 11:21:26 PM
Thanks for the reply Vega.
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 16, 2007, 04:01:19 PM
daybreak, i can't see any point why this shouldn't be used as the gadget description. maybe adding a little video window of sticky cam in action would be helpful for newbis. if you do it in the style you did the UI, it'll be just fine.
Title: Re: Gadget ideas/concepts.
Post by: Westfall on October 16, 2007, 11:34:22 PM
Seriously. Daybreak, good job on that. If we can get a set list of other gadgets you should proceed on those too. The video idea is pretty cool. I'm sure you can implement that in easily.
Title: Re: Gadget ideas/concepts.
Post by: Tidenburg on October 18, 2007, 12:49:42 AM
I was thinking more of a gloop to stick the cams to the walls. How could a normal launch make a metal spike on the camera penetrate metal far enough to stick in without damaging the camera?
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 18, 2007, 02:44:01 AM
Dude.  Realism = Poop

suction cup ftw lol
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 18, 2007, 09:32:05 AM
maybe adding little spikes would look "next gen" lol
Title: Re: Gadget ideas/concepts.
Post by: Daybreak on October 18, 2007, 03:39:34 PM
The landing cone is seprate and has a spring/cushion/goop that protects the camera and... Didn't you read the little description. It's flawless. Would it actually work in real life, probably not. But in game world it makes sense. Just how Carbonantium is a word. Just accept it.
Title: Re: Gadget ideas/concepts.
Post by: neth on October 18, 2007, 05:07:12 PM
ehm.. I dont know anyone who ever reads descriptions like this. Its cool - I agree - but it has nothing to do with the game
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 18, 2007, 05:10:56 PM
Quote from: neth on October 18, 2007, 05:07:12 PM
ehm.. I dont know anyone who ever reads descriptions like this. Its cool - I agree - but it has nothing to do with the game
that's why i don't care about fancy fake descriptions. but we really have to create a good tutorial for the newbis explaining all the game mechanics, thus including gadgets.
Title: Re: Gadget ideas/concepts.
Post by: InvisibleMan999 on October 18, 2007, 05:21:59 PM
Quote from: Gawain on October 18, 2007, 05:10:56 PM
Quote from: neth on October 18, 2007, 05:07:12 PM
ehm.. I dont know anyone who ever reads descriptions like this. Its cool - I agree - but it has nothing to do with the game
that's why i don't care about fancy fake descriptions. but we really have to create a good tutorial for the newbis explaining all the game mechanics, thus including gadgets.

Yeah tutorial is super important. Something like sticky cams may not need a huge tutorial though, so long as the buttons are explained. Sticky cams are for the most part, something you can practice with on your own. All you really need to know is that the gas KOs a merc.

It's the invisible iteractive stuff like alarm snares, sound making/detecting, etc. that really needs to be explained.
Title: Re: Gadget ideas/concepts.
Post by: Daybreak on October 18, 2007, 06:57:12 PM
My post is in reference to someone mentioning how a the cone protects the cam and i responded with what was written in my blurb. Which was nothing short of game magic.

As for the fake description ya it's just nice to have. I posted the idea because we can't use the model from CT or PT so I went ahead and made a different GAS cam model. This really doesn't have anything to do with the gameplay, it was not my intent. It was literally, my design for a new gas cam.

Just like we needed a new merc and spy, we'll need new looks for the gadgets. This thread was and is turning into a "we need tutorial" and "needs to be balanced" discussion. I think we should be focussing on the physical looks of the existing gadgets before new ones to be added. And since the gascam is the most used gadget second to nades for mercs. Voila.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 18, 2007, 10:23:41 PM
I like the spike idea.  I made this concept model to kind of show what I meant.  Notice the gas tank and sprayer on the outside of the cam. 
What do ya think?
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fxs220.xs.to%2Fxs220%2F07424%2Fsticky.png&hash=c3c07716803fe1c6167a4c098e37a222564457b3)
Title: Re: Gadget ideas/concepts.
Post by: Daybreak on October 18, 2007, 10:27:33 PM
Interesting. I think it'd look better if the tank sprayer was actually made within the camera's shell.
One my other ideas was instead of the landing cone, it'd be like a tripod with sticky feet that would land like space ship and cushion the camera.
Basically it looked like that except it had knees.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 18, 2007, 10:40:49 PM
Yeah, I know exactly what you mean.  Kind of like a war of the worlds tripod thing...

If you go far with the tripod idea you think about making the sticky cam able to move.  This is just an idea, I though it would be cool.  When the sticky cam is moving it loses a battery life of some sort, if you move it too much it loses its ability to move the camera and look through visions, but it still can fire its gas.  It looks cool imo...

This would be useful when there is a merc JUST out of range of the gas so you can move the camera closer to him.  This would trigger the merc's reticule and make a distinct buzzing noise.


BTW I just realized that it is VERY easy for me to draw things like this, so you may see some more in the future that you guys suggest.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fxs220.xs.to%2Fxs220%2F07424%2Fsticky2.png&hash=0b819d09c0e62176446dfd9092f4528b8f9b555b)
Title: Re: Gadget ideas/concepts.
Post by: SITHDUKE on October 19, 2007, 06:19:31 PM
Rofl, sticky cams with legs. :D How does a cone allow it to stick to a wall and not damage the camera? Project Stealth physics, that's how.  :P
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 19, 2007, 09:03:47 PM
Yeah well it was sort of a brainstorm/idea/joke.
Title: Re: Gadget ideas/concepts.
Post by: Westfall on October 19, 2007, 09:23:32 PM
Why not around the lens of the cam there just be vents that spray the gas as opposed to the tanks chamber. Or why not have 3 seperate little spray nozzles that shot it out around the lens. I think the spraying of the gas should come around the lens.
Title: Re: Gadget ideas/concepts.
Post by: Westfall on October 20, 2007, 09:26:05 PM
New Gadget I'm throwing out there.

Gas Nade/Mine for merc. Either would explode and only need 3 secs. of exposure for the spy to fall asleep. Sp wakes up after 5-10 sec.

-Discuss....
Title: Re: Gadget ideas/concepts.
Post by: neth on October 20, 2007, 10:59:47 PM
well, shouldnt the merc be this lethal, not a sissy guy ?
Title: Re: Gadget ideas/concepts.
Post by: Vega on October 20, 2007, 11:51:41 PM
Papa, your idea is fine, but so are daybreaks.  Don't be so quick to discredit your own ideas.  I don't particularly like the idea of a crawling cam but it's good your drawing and writing out ideas.

Westfall, not a bad idea, it could be useful but not necessarily needed.  I'm trying to think of it's disadvantages but can't really figure them out completely.  3 seconds exposure is a lot but that can be changed.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 21, 2007, 12:31:33 AM
How about a new kind of mine called a Confusion Mine.

What it does is when a spy sets it off, a powerful wave sounds out and severely blurs the spy's screen for several seconds.  It would be detonated by a laser and be smaller than the average mine, it wouldn't beep either.  This way it would be useful since it isn't easily detected, and it may make a spy run directly toward you w/o even knowing it.
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 21, 2007, 02:27:21 AM
omg there's no need for fancy new types of mines. just fix poison (10s) and laser mines (instant) + chaff (not working through walls) and we're done.
with no more sound loss/other bugs, good players won't run into mines only when chased into bottle necks; and that's what mines are good for/meant to be.
Title: Re: Gadget ideas/concepts.
Post by: kronf on October 21, 2007, 02:50:34 AM
Quoteomg there's no need for fancy new types of mines. just fix poison (10s) and laser mines (instant) + chaff (not working through walls) and we're done.
with no more sound loss/other bugs, good players won't run into mines only when chased into bottle necks; and that's what mines are good for/meant to be.

If you actually do enforce those 3 things. Would the laser mine at a doorway be impassable? Chaff idea is good, but I don't like other 2.
Title: Re: Gadget ideas/concepts.
Post by: frvge on October 21, 2007, 12:05:56 PM
If we shorten the distance for a laser mine, to be about the same length as the area of effect of the chaff, then you can always get rid of the laser mine by chaffing.
Title: Re: Gadget ideas/concepts.
Post by: Spekkio on October 21, 2007, 04:20:27 PM
There is no need to do that because the blast radius is limited anyway.
Title: Re: Gadget ideas/concepts.
Post by: B1nArY_001 on October 21, 2007, 06:12:55 PM
That would also severely limit placement

If you have a door with a support beam on the left hand side that is about 6 inches from the door and a support beam on the right hand side that is 10 feet away, you would not be able to place a mine across the doorway.
Title: Re: Gadget ideas/concepts.
Post by: frvge on October 21, 2007, 06:26:55 PM
True, but PT was also like that.
Title: Re: Gadget ideas/concepts.
Post by: Spekkio on October 21, 2007, 07:17:54 PM
The lasers in PT were longer than the chaff radius, and the chaff radius was stupidly large.
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 21, 2007, 08:02:27 PM
in pt there was only the sniper rifle, so you always had the same disadvantage(s) in a chaff cloud. furthermore, mt was even stronger. just a remark...
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 21, 2007, 10:20:24 PM
Ummm, Gawain, correct me if I am wrong but this is the GADGET IDEAS/ CONCEPTS thread right?  I have the right to post a gadget idea or a concept, thanks.  This game needs new gadgets to keep gameplay alive, and not completely the same as CT, otherwise we would be playing CT and not even making PS...
Title: Re: Gadget ideas/concepts.
Post by: psyichic on October 21, 2007, 11:05:10 PM
The whole idea of PS originally was that it was supposed to be a copy of CT's gameplay, minus bugs, plus a few fixes. The original idea did not include drastically changing it. I mean there is almost no point of adding all these new mines and extra gadgets. Like Spekkio said lets not try to combine gadgets, keep them all as their own separate gadgets and let people mix & match them as they please.
Title: Re: Gadget ideas/concepts.
Post by: Succubus Dryad Of The Undying Comet on October 21, 2007, 11:15:57 PM
As it will be a UT3 mod, will there be support for mutators? For like combining gadgets, changing gameplay, etc?
Title: Re: Gadget ideas/concepts.
Post by: frvge on October 21, 2007, 11:24:55 PM
I dont think so. I'd vote no, because all stuff would be customizable ingame.

Instagib Project Stealth =/ yay
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 21, 2007, 11:43:32 PM
low grav ps yeeeha ::)

papa skull - totally dumb comment but i've given up on you a long time ago

Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 22, 2007, 01:43:24 AM
Totally dumb comment?  How exactly?  Gadget Ideas means what ideas do you have for gadgets.  There will be new bugs, new problems, new glitches.  Why would we make a TOTAL copy of CT anyways when you can always play CT?  IMO it needs the same gameplay + some more interesting features to keep it interesting for a long time.  It needs more than sticky cam/smoke/flash/frag/mine/gas mask.  It needs more things to keep it alive and fun for longer, other than better graphics.

  Example:  It has gotten to the point of where it isn't even that fun to crack necks or put people to sleep etc.  It needs to have more variety but keep the core gameplay.  There needs to be a variety of things to do to a merc after you grab him that gets the same effect but you get it a differently.  Say you slam his head into a wall if there is a wall nearby or something, it would take the same amount of time that breaking his neck would.

You can use the same example for types of mines/gadgets.  Things that don't drastically change gameplay ( drastically meaning CT to DA ) that keep it interesting and are fun need to be included in this game.  Otherwise it will turn into the same thing CT is today, a still fun game but not fresh enough to the point of where a lot of people play it.  If you guys want this game to stay awesome and not degrade as fast as CT, think about what I said.  If you want it to die slowly like CT is, then keep the same gadgets and tweak them just a little.


If new gadgets aren't added, then it will get REALLY repetitive and ultimately meet CT's demise.  By repetitive I mean you don't use the same strategy/path/gadgets every time you play a certain map.
  we would rather have it not get so shelved like it was right?  Given, we need the same core gameplay that PT brought us.  But, we also need it to stay alive longer than a year or two as well.  So, my suggestion, is add new features that don't change much, but add a lot to the gameplay of it.

Freshness ( that doesn't ruin original gameplay ) ftw.
Title: Re: Gadget ideas/concepts.
Post by: Succubus Dryad Of The Undying Comet on October 22, 2007, 01:56:33 AM
I want the flash nades to make the mercs see the same thing that they were seeing when the nade exploded, without the whole-white-and-blurry thing. It would be also awesome if the sound was different - more hi-tech, maybe?
Title: Re: Gadget ideas/concepts.
Post by: psyichic on October 22, 2007, 03:17:18 AM
Sorry but I feel that before we decide to go and change a good system we should take it and re-build it with nothing more then small changes and fixes aimed at repairing problems in the old game. After that maybe people should start worrying about changing it with extremely different gadgets but the way it is going right now people just seem to throw in a new gadget because it is "cool" and it is nothing more than a re-hash of of a gadget or the combination of them. We don't want an excessive number of gadgets that prove absolutely gratuitous and make each side have like 24  gadgets.

We have a formula that is balanced. Keep it that way after we get the fist incarnation working maybe then we should worry about changing it.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 22, 2007, 04:00:59 AM
Yes, but remaking the game exactly requires little to none conversation required.  There is nothing to talk about when you already have the ideas and planning already done.  When we add new gadgets/features it will be better if we had already talked about them beforehand.
Title: Re: Gadget ideas/concepts.
Post by: Cyntrox on October 22, 2007, 11:11:23 AM
Quote from: frvge on October 21, 2007, 11:24:55 PM
I dont think so. I'd vote no, because all stuff would be customizable ingame.

Instagib Project Stealth =/ yay
Spies with Instagib>spies with rocket launchers :D
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 22, 2007, 01:34:02 PM
omg papa skull you are a n00b and a console player so you don't get it. from the stuff i've heard from you i can conclude that you didn't count as a "medium player", so stop complaining about the lack of diversity mr. i-got-teh-uba-aqua-strat ffs

the problem with ct is not the lack of more fancy gadgets or diversity in gameplay, it's insufficient balance of the existing gadgets/visions, the bad netcode resulting in lagg, soundloss etc, the bugs, the bad mouse implementation, the vey bad tutorial, lack of more than 3 or 4 good maps (most important for diversity).
Title: Re: Gadget ideas/concepts.
Post by: psyichic on October 22, 2007, 02:01:29 PM
H4X!!!!! My reply post disappeared!

I am too bothered to repost it. Basically I said if you want to think about new ideas then actually come up wit something new and stop re-hashing stuff here. Or better yet wait until we actually have a fully fixed game and then throw ideas at it. Any ideas at this point are stupid because nothing can be done with them.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 22, 2007, 05:10:18 PM
IMO, the most important feature of diversity is the amount of features in a game.

You could use the same equipment on every map because of the lack of useful gadgets. ( other than stickies etc )

Do we have to go through this again?  I am a noob to pc.  You are a noob to console.  I am good at console.  You are good at PC.

PC isn't that much different than console buddy. same game. different controls.

My aqua strategy was just ONE strategy I could use on that map, there is probably over 3 good ones.

Again, this shouldn't be CT.  It should take CT's and PT's gameplay, make it what Ubi would have never dreamed of, and make it last.  Given, it will be a lot like CT and PT, but it should have its own flavor and features. 


And if everyone is so anti-newgadgets, then wtf is this thread even for anyways?
Title: Re: Gadget ideas/concepts.
Post by: AgentX_003 on October 22, 2007, 05:19:50 PM
Quote from: Papa Skull on October 22, 2007, 05:10:18 PM
IMO, the most important feature of diversity is the amount of features in a game.

You could use the same equipment on every map because of the lack of useful gadgets. ( other than stickies etc )

Do we have to go through this again?  I am a noob to pc.  You are a noob to console.  I am good at console.  You are good at PC.

PC isn't that much different than console buddy. same game. different controls.

My aqua strategy was just ONE strategy I could use on that map, there is probably over 3 good ones.

Again, this shouldn't be CT.  It should take CT's and PT's gameplay, make it what Ubi would have never dreamed of, and make it last.  Given, it will be a lot like CT and PT, but it should have its own flavor and features. 


And if everyone is so anti-newgadgets, then wtf is this thread even for anyways?



Ok to answer your question FarleyFan , the problem is you/ nor is anybody thinking about balance when it comes to thinking about new gadget ideas and considering that the target is for only the PC , gawain stands correct but ill add that its a different universe with the PC, faster rotation / quicker reaction time / have to use all your senses and not everyone falls for the same lame trick twice.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 22, 2007, 06:29:30 PM
I have suggested many things that would balance ideas.  I don't  think that stickies need to be changed ( other than their looks ).  My tripod sticky was just a little idea that may lead to more ideas, but that was balanced anyways. 

I think everyone is underestimating console players.  Given, PC is obviously the better of the two versions.  But it doesn't mean that just because you play console, you have no idea of the online versus universe.  It is relatively the same game.  It's just that PC has better controls so the potential of the players are a little better than console player potential.  If a PC player were to go play console, they would be killed because of the moves that they can't pull off anymore, and how handicapped their controls feel to them.  A console player would be destroyed on PC because of all the things experienced PC players know and are capable of. 

I don't see what quicker reaction time has to do with new gadget types and balance Agent.
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 22, 2007, 06:44:55 PM
it's not about the controls, it's about a deep understanding of the gameplay which you obviously don't have. you don't have to be ashamed of that, but this is the reason why you don't (and can't) understand all points of more experienced players. since when is telling someone that he needs more experience in a game an insult??
Title: Re: Gadget ideas/concepts.
Post by: Succubus Dryad Of The Undying Comet on October 22, 2007, 07:18:24 PM
I didn't want to make another topic for that, so i throw it here.
I want this to be true:
Spy can see merc's visor = Merc can see spy.
This would help a lot of newbies (me included lol), and would make the situation clearer for the spies.
Also Gawain, i don't understand why you insist on proving that you 'know better' on every topic (at least it sounds like that for me).
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 22, 2007, 09:32:16 PM
Quote from: Kok4f4n on October 22, 2007, 07:18:24 PM
I didn't want to make another topic for that, so i throw it here.
I want this to be true:
Spy can see merc's visor = Merc can see spy.
This would help a lot of newbies (me included lol), and would make the situation clearer for the spies.
Also Gawain, i don't understand why you insist on proving that you 'know better' on every topic (at least it sounds like that for me).
can't get your point here. spies should have the 3rd person advantage for looking around corners...

i think i know better than papa skull and some other folks. i don't think i know better than kronf, spekkio, mr.mic etc.
Title: Re: Gadget ideas/concepts.
Post by: Westfall on October 22, 2007, 11:21:26 PM
I think there is an equal distribution in who knows what. Everyone has their opinions of who like what. This is supposed to be for everyone interested to comment on. Granted you look to more veteran players to see their opinions, but you have your own. I don't think you can dub any single opinion higher. Most opinions come from experience, and a lot of people here have played SC for a long time, so input from all is nice. Just weeding out the retarded suggestions/flaming is the issue.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 23, 2007, 01:06:43 AM
I have been playing since the very beginning of PT, all the way up until now.  I don't think that I need someone who has never seen me play to say they know more than I do.  Buddy, I have been there and done just about all of it.  I hardly need more experience because I have as much as you all do.
Title: Re: Gadget ideas/concepts.
Post by: Westfall on October 23, 2007, 06:42:39 AM
Nice try attempting a flame Gaiwan. SCLamers for that lame ish.
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 23, 2007, 12:14:14 PM
wasnt an attempt for a flame war. i just stated the obvious.
papa skull, if you really think you are as experienced as me or even as experienced as the players i mentioned why don't you get used to the pc controls and kick our as? oh and dont say "i dont wanna play ct, i want a next-level ct/ps".
oh and i have nothing against console players, maybe you noticed that i dont have any problem with invisible (who would certainly kick your ass on console).
Title: Re: Gadget ideas/concepts.
Post by: Succubus Dryad Of The Undying Comet on October 23, 2007, 12:41:15 PM
Quote from: Gawain on October 23, 2007, 12:14:14 PM
(who would certainly kick your ass on console).
how do you know that?
back on topic:
Maybe make 2 modes on camo - one that makes you completely invisible and works 5 seconds (just for passing mercs quickly), and one that lasts 10-15 seconds that works like the CT one (camnet, security cameras).
Another idea is to allow the spies to exchange eq between themselves - not only the kind that both have, but everything. That would give the spies a little advantage.
Or there could be proxy mines given to spies, but they wouldn't explode, they would release cam-gas instead, and they would have to be planed just as the merc ones.
Just one more idea:
If the merc is in combat for more than, say 10 seconds, he goes into adrenaline (fury, rage, whatever) mode, and he would see better in the dark,  his neck hitboxes would go like 50% smaller, and after a jump he would go unconscious after 5-10 seconds (lol adrenaline rulez). This would stop the spies from going aggro, and even if the spies did go aggro, they would have to go in like swat or something.
Title: Re: Gadget ideas/concepts.
Post by: psyichic on October 23, 2007, 02:08:13 PM
No Kokafan. Most of those are probably the worst ideas I have yet seen here. Spies already have cams, adding mines would just be a pointless and questionably over powered. Swapping equipment isn't actually that bad of an idea. But rage mode is the worst idea I have seen yet.
Title: Re: Gadget ideas/concepts.
Post by: Succubus Dryad Of The Undying Comet on October 23, 2007, 02:41:21 PM
I know, was just throwing things here to stop Papa and Gawain from starting a flame war.
Title: Re: Gadget ideas/concepts.
Post by: Cyntrox on October 23, 2007, 03:17:45 PM
It'd technically be very hard to detect if the merc is "in combat." What would you measure? Shots fired? Then the merc would just fire shots at random in order to enter adrenaline mode...
Title: Re: Gadget ideas/concepts.
Post by: Succubus Dryad Of The Undying Comet on October 23, 2007, 03:39:00 PM
You could measure the time when the spy is visible by the merc (not in shadow and moving).
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 23, 2007, 05:31:19 PM
all very bad ideas.
-gas mines: work like sticky cams, but without any timing skill
-rage mode: aggro is crucial for gameplay, especially when there are only few objectives left (1/3 remaining obj. usually)
-camo needs a little buff (allowing normal crouching speed against mt for example), way more gentle activation sound and maybe a little bit more invisibility, but no second mode
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 24, 2007, 01:20:33 AM
You have said MANY things that have degraded console players, don't be a fucking idiot.

Why wouldn't you want a next level CT?  Something that is better than CT or PT would be something I would absolutely love to see.  I do not see why wouldn't want something that is better than CT or PT.

How exactly would you expect me to get used to the controls as much as you guys have when you have been playing with those controls for years?  I would love to see you get used to console controls and kick my ass.  It just won't happen. 

I haven't played SC for over a month now because of Halo 3.  A lot of people could beat me right now.  But when I get back into the SC style, there aren't many console players who could beat me.  I have never seen Invisible play so I won't say anything about that.  Stop being such a little dick.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 24, 2007, 02:30:52 AM
Sorry for the double post but, I got some more looks for the sticky cams.

Yes, no, maybe so?

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fxs120.xs.to%2Fxs120%2F07433%2Fsticky3.png&hash=f9ddeec17dd4b49f60c93334a308259632c97659)

This one has less spikes but they are larger ones.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fxs220.xs.to%2Fxs220%2F07433%2Fsticky4.png&hash=b175784483526a1f7c3e4cb997a691b0ad276a00)
Title: Re: Gadget ideas/concepts.
Post by: Westfall on October 24, 2007, 04:14:13 AM
and now I'm double posting ;)

http://projectstealth.splintercellnetwork.com/index.php/topic,484.0.html
Title: Re: Gadget ideas/concepts.
Post by: mentalmars on October 27, 2007, 06:53:26 PM
Hello guys im new.
I have been playing PT, CT & DA

I think it's great that you guys are trying to make a Versus mode.
I wanted to help out on ideas but i see a big discussion going here.
A big battle on who knows better.

What are we trying to create here:
A "Working" versus mode or a New versus mode?

If you want CT to work right why not make yourown patch
It CT is your game and you only care about gameplay and not the fancy graphics
it would save you a lot of time building a game.

Or are you guys building the Next Level of the Versus mode.
The things you where dreaming of when ubi first said that they where making DA
and before we knew what it would bring.
If yes where do the improvements lay?

better graphics? you are allready using the unreal3 engine so got that one fixed.
Gameplay? you are talking about wanting a good gameplay.
But dont you think that there needs to be a new feature a new twist into the gameplay.
Yes, how do you want to create that.

by adding or changing ellements
this can be a way of interaction
but also gadgets or new moves are included into that proces

what where your reactions when you first heard about CT
everyone freaked out by the new co-op moves
Also the new gadgets was something we where exiting about.

all i see in the first few pages of this thread are ppl willing to help.
yes some of the ideas are bad
also some ideas bring in a new light
this light is what we are looking for right.

i also posted some ideas on the ubi forum
Yes some of them got burned to the ground.
But it gave inspiration to others together er worked out some of the downsides of the gadgets.

I did read some ideas a few pages back that where intresting
It would need some work, but hey it could work.

So why do you just say "DOESNT WORK" or "BAD IDEA"
Then no one will post a idea anymore.
Tell pll why it wont work or why you think it wont work.
maby chage the idea a bit, look up the downsite of the idea and try to fix it.

Sorry for the long post.
I really enjoyed playing the versus mode.
Really like it that you guys are trying to recreate it.
But before i want to help i need to know what are we shooting for?
Becase i want to bring it to the next level not just patch a so called broken game i loved to play
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 27, 2007, 07:34:33 PM
go back to the ubi forums
Title: Re: Gadget ideas/concepts.
Post by: mentalmars on October 27, 2007, 07:49:13 PM
Quote from: Gawain on October 27, 2007, 07:34:33 PM
go back to the ubi forums

oke its just you being a ass
you cant awnser a simple question
why all those negative feedback?
and can you see beyond your own vision?

Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 27, 2007, 07:52:08 PM
without bugs and a better gadget balance/some new gadgets the gaming experience will be on a new level.
Title: Re: Gadget ideas/concepts.
Post by: mentalmars on October 27, 2007, 07:57:55 PM
Quote from: Gawain on October 27, 2007, 07:52:08 PM
without bugs and a better gadget balance/some new gadgets the gaming experience will be on a new level.

why do you burn down the input on new gadget ideas
while you now say that new gadgets are wanted
Title: Re: Gadget ideas/concepts.
Post by: neth on October 27, 2007, 08:37:21 PM
Mental, Gawain is sometimes bad mannered but you can get used to it :)
Its nice that you want to share your ideas with us, feel free to do it, as with more ppl the discussion is better. It would be really hard to describe the PS, you can get more info from the topics.

PS. Why are your posting in a poem style ?
Title: Re: Gadget ideas/concepts.
Post by: mentalmars on October 27, 2007, 08:44:07 PM
Quote from: neth on October 27, 2007, 08:37:21 PM
PS. Why are your posting in a poem style ?

I like to have a good overview on my post.
Dont like enless lines and when i begin a new point/subject i like to leave a line open.
This way i hope to take out the chaos.
for any of my bad english, sorry im for holland.
English isnt my first language
Title: Re: Gadget ideas/concepts.
Post by: B1nArY_001 on October 27, 2007, 09:07:03 PM
Project Stealth
It wont bring us wealth
It is for fun
Not the kind in the sun
We are all pale
For from behind the monitor we hail
Title: Re: Gadget ideas/concepts.
Post by: neth on October 27, 2007, 09:54:06 PM
So now were gonna have like 10 posts with rhymes.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 27, 2007, 10:47:59 PM
I was tempted, but I resisted, I'm awesome. :)

Hopefully, instead of making a new CT, we can evolve it to a point where it doesn't get repetitive after 2 years of playing.  I mean, ubi won't make another versus mode.  I think we should make this the best this style can offer, with a load of features that add to gameplay, and not interfere with what we already have.
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 27, 2007, 11:50:04 PM
there are basically three things that make ct repetitive:
-small amount of decent opponents
-small amount of balanced maps that allow multiple strategies (like orph, steel)
-similar eq loadouts (mask, frags, mines; sticky cams, hbs, smoke nades)
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 28, 2007, 08:59:05 PM
Yeah Gawain, so why don't we add gadgets so people don't take the same eq every time?
Title: Re: Gadget ideas/concepts.
Post by: Succubus Dryad Of The Undying Comet on October 28, 2007, 09:02:24 PM
And make it a *bit* more newbie friendly, so the learning curve is easier -> you get more decent opponents.
Title: Re: Gadget ideas/concepts.
Post by: Gawain on October 28, 2007, 10:51:58 PM
Quote from: Papa Skull on October 28, 2007, 08:59:05 PM
Yeah Gawain, so why don't we add gadgets so people don't take the same eq every time?
besides ph/inc. nades and maybe drones i can see no reason to include new gadgets as we already have underused gadgets that just need a boost (/more slots).

Quote from: Kok4f4n on October 28, 2007, 09:02:24 PM
And make it a *bit* more newbie friendly, so the learning curve is easier -> you get more decent opponents.
NO. we all love ct because of it's complexity. therer are two things we can provide for newcomers: a good tutorial that covers all game mechanics and maybe some examples of right/wrong playstyle, and a replay system.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 29, 2007, 02:34:08 AM
No better learning curve, but perhaps a better training mode or tutorial to give noobs a good understanding of less obvious features.
Title: Re: Gadget ideas/concepts.
Post by: greenday5494 on October 29, 2007, 03:42:27 AM
Quote from: B1nArY_001 on October 27, 2007, 09:07:03 PM
Project Stealth
It wont bring us wealth
It is for fun
Not the kind in the sun
We are all pale
For from behind the monitor we hail
that kinda says all computer gamers/geek are all pathtic losers whose life is in front of the computer. not true.
Title: Re: Gadget ideas/concepts.
Post by: Farley4Fan on October 29, 2007, 06:35:51 AM
Yeah, that was kind of a stereotypical comment.  I have a life, I don't always get on the computer/TV screen.
Title: Re: Gadget ideas/concepts.
Post by: Cyntrox on October 29, 2007, 09:16:32 AM
Oh, come on, let's have some self-irony.
Title: Re: Gadget ideas/concepts.
Post by: neth on October 29, 2007, 10:17:06 AM
Yeah, we're not geeks!

Shit, cya, gotta go watch Pokoemons.