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in game security

Started by AgentX_003, February 10, 2008, 12:31:36 PM

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Gawain

Quote from: Gawain on February 11, 2008, 06:31:33 PM
we could also make a hybrid:
-can't be removed (not by spy and merc)
-gives alert for crossing the laser
-shoots a tracer projectile that needs to be refilled by the merc after each shot; without it it works just like a normal passive defence laser until the merc refills it
i think this is the most elegant solution as it boosts traps (especially without bp), distinguishes them more from mines but doesn't allow spam.

Spekkio

Yes, but that's a third function, similar to poison mine vs. proxy mine. Still says nothing about the primary function, which needs some love.

Gawain

actually i think a hybrid like suggested above would be better.

Spekkio

Oh, you mean remove the tag function altogether? I'm not a fan of that at all. I don't think that content should be removed unless it's absolutely necessary.

Westfall

The hybrid is the exact same thing as a presence detector....cept it can't be removed.

Horizontal trap
Vertical trap
Presence detector

What's wrong with that? The presence detector should look just like the trap though. This way, as you scroll through the merc doesn't necessarily have to take out "another gadget."

Gawain

Quote from: Gawain on February 12, 2008, 07:12:42 PM
-shoots a tracer projectile that needs to be refilled by the merc after each shot; without it it works just like a normal passive defence laser until the merc refills it

Ion.67

Quote from: Gawain on February 12, 2008, 10:00:35 PM
Quote from: Gawain on February 12, 2008, 07:12:42 PM
-shoots a tracer projectile that needs to be refilled by the merc after each shot; without it it works just like a normal passive defence laser until the merc refills it

Don't like it. It means spy's no where your traps are, and could block of certain spots for good.

Spekkio

Yea, I don't like it either. Fix instant and infinite healing/trap removal/bullet removal.

I wouldn't be opposed to a third type of self-placement passive defense, but I don't think that the way spy traps work now needs to be fundamentally changed.

Westfall

I must've ignored that part. Why not just set another trap....does this refillable tracer projectile leave us to assume the trap has to stay there for the game? Does the refillable whatever work as another gadget?

Cyntrox

Quote from: Ion.67 on February 12, 2008, 10:03:57 PM
Quote from: Gawain on February 12, 2008, 10:00:35 PM
Quote from: Gawain on February 12, 2008, 07:12:42 PM
-shoots a tracer projectile that needs to be refilled by the merc after each shot; without it it works just like a normal passive defence laser until the merc refills it

Don't like it. It means spy's no where your traps are, and could block of certain spots for good.
Give an example of somewhere it'd completely block a path.

Farley4Fan

Did anyone even read my post about how this could be op?  If someone doesn't have chaff then they can't disable the trap/poison shooting up into the vent at all.  It would basically block vents for all non chaff users.  You can't look that far down with your ss gun and disable it on the ground either.

Ion.67

Quote from: Cyntrox on February 12, 2008, 10:41:52 PM
Quote from: Ion.67 on February 12, 2008, 10:03:57 PM
Quote from: Gawain on February 12, 2008, 10:00:35 PM
Quote from: Gawain on February 12, 2008, 07:12:42 PM
-shoots a tracer projectile that needs to be refilled by the merc after each shot; without it it works just like a normal passive defence laser until the merc refills it

Don't like it. It means spy's no where your traps are, and could block of certain spots for good.
Give an example of somewhere it'd completely block a path.

If we have 5, you can completely block off second garden, block the 3 entrances to the room, and you got yourself a blocked room. You can even put two traps on the other second garden entrance, and you have yourself a COMPLETELY blocked room.

Farley4Fan

Not to mention that you could put the traps where they are too high to roll over them.  Don't like this idea too much.  Maybe customizable security settings.  Like as mercs you could activate certain security laser grids in the lobby, or spawn.  But they are already placed.  You just have to choose the ones you wish to activate.  But as for deployable security traps, no.

Cyntrox

Quote from: Ion.67 on February 13, 2008, 01:53:45 AM
Quote from: Cyntrox on February 12, 2008, 10:41:52 PM
Quote from: Ion.67 on February 12, 2008, 10:03:57 PM
Quote from: Gawain on February 12, 2008, 10:00:35 PM
Quote from: Gawain on February 12, 2008, 07:12:42 PM
-shoots a tracer projectile that needs to be refilled by the merc after each shot; without it it works just like a normal passive defence laser until the merc refills it

Don't like it. It means spy's no where your traps are, and could block of certain spots for good.
Give an example of somewhere it'd completely block a path.

If we have 5, you can completely block off second garden, block the 3 entrances to the room, and you got yourself a blocked room. You can even put two traps on the other second garden entrance, and you have yourself a COMPLETELY blocked room.
...or the spy can just shoot them out/chaff them -.-

Gawain

that's why i suggest boosting spy trap function and not their number so that you can't completely lock down big areas but make them stay the whole game like passive defenses or camnet.