Main Menu

Traps

Started by Cronky, August 15, 2010, 02:53:45 AM

Previous topic - Next topic

Spark Mandriller

Quote from: Cronky on August 15, 2010, 11:16:09 PM
This idea is to put a "Trap" (Remember the title?) that makes this whole situation on purpose, instead of just a coincidence of CT Programming (Which may not be working the same on PS).

I think it's safe to assume you're going to be able to put mines next to health in PS. Just, y'know, what's the difference between your idea and that? Everyone's gonna learn to check pretty damn quickly, so it's never going to catch anyone who isn't sprinting because they're being chased or whatever, and they'd get killed by a mine next to the box anyway. Like the only difference is that your idea means spies have to fiddle with their controls a little more, which isn't really something the game needs.
If the trap couldn't be dodged, maybe things would be better. Make it so that you can place a spy trap that'll automatically go off if someone goes for health, and can't be disarmed. Maybe the spy will go for health at some point, but maybe he won't and it'll be a waste of a trap. Maybe the spy will decide he doesn't need health that badly, so he'll stay injured instead of healing every time he's near a kit because there's no reason not to. That'd be way more interesting that taking mines and making them more fiddly.

Succubus Dryad Of The Undying Comet

Now THAT is a puppy.
It'll grow up to dominate and conquer.
I feel nice thinking that.

MulleDK19

Quote from: frvge on August 15, 2010, 11:46:11 PM
We might combine the interaction box options. I'll have to ask Mulle for that.

What exactly do you mean?

If my heart ever heals, I will make sure it'll never break again.

Cronky

#18
Quote from: MulleDK19 on August 16, 2010, 12:31:42 AM
Quote from: frvge on August 15, 2010, 11:46:11 PM
We might combine the interaction box options. I'll have to ask Mulle for that.

What exactly do you mean?

Example:

Mine is right underneath a Medbox. The spy approaches carefully.

Now which interaction box pops up? The disarm the mine one, or the Heal yourself one? OR does it combine the two and give you a box to disarm AND heal (Thus combining the two interaction box options).

...Not do both actions at the same time, but the option to Disarm or Heal. To which you would have to choose.

If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
-----------------------
xFire:Cronkbot | Steam:Cronky

MulleDK19

#19
Quote from: Cronky on August 16, 2010, 12:51:06 AM
Quote from: MulleDK19 on August 16, 2010, 12:31:42 AM
Quote from: frvge on August 15, 2010, 11:46:11 PM
We might combine the interaction box options. I'll have to ask Mulle for that.

What exactly do you mean?

Example:

Mine is right underneath a Medbox. The spy approaches carefully.

Now which interaction box pops up? The disarm the mine one, or the Heal yourself one? OR does it combine the two and give you a box to disarm AND heal (Thus combining the two interaction box options).

...Not do both actions at the same time, but the option to Disarm or Heal. To which you would have to choose.

>:( It's already like that.

There's one interaction menu. Everything that's close to the spy, will be popped into the same menu.

If my heart ever heals, I will make sure it'll never break again.

Cronky

And I made a picture for NOTHING!

Evil!!!

Now it's time to bring the pain! Code this trap idea in. QUICK! Before people catch wind!

;)
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
-----------------------
xFire:Cronkbot | Steam:Cronky

Cronky

Quote from: B-3A Misty Lady on August 16, 2010, 12:16:34 AM
Quote from: Cronky on August 15, 2010, 11:16:09 PM
This idea is to put a "Trap" (Remember the title?) that makes this whole situation on purpose, instead of just a coincidence of CT Programming (Which may not be working the same on PS).

I think it's safe to assume you're going to be able to put mines next to health in PS. Just, y'know, what's the difference between your idea and that? Everyone's gonna learn to check pretty damn quickly, so it's never going to catch anyone who isn't sprinting because they're being chased or whatever, and they'd get killed by a mine next to the box anyway. Like the only difference is that your idea means spies have to fiddle with their controls a little more, which isn't really something the game needs.
If the trap couldn't be dodged, maybe things would be better. Make it so that you can place a spy trap that'll automatically go off if someone goes for health, and can't be disarmed. Maybe the spy will go for health at some point, but maybe he won't and it'll be a waste of a trap. Maybe the spy will decide he doesn't need health that badly, so he'll stay injured instead of healing every time he's near a kit because there's no reason not to. That'd be way more interesting that taking mines and making them more fiddly.

Okay! Make it a Spy trap! Make it not able to be disarmed. I like that too! I wanted a trap in a medbox. Mines were my first thought since people... already do that. They only do it to an extent though.

The same people that wont get killed by checking the interaction menu, wouldn't get caught by the mine simply being near the Medbox. Saying that someone may or may not go for health is a constant problem for ALL mine spots and locations. Just because you put down a mine somewhere doesn't mean spies have to run there. You instead put them in places you expect for them to go. Such as a medbox.

PLUS this idea never meant to say that you couldn't still put mines near medboxes. Giving more options to a similar situation sounds better to me. Giving the ability to make traps in general sounds fun to me.

Fiddly menus be damned, if one menu option in a game ruins it for you. Then you're probably that kind of person that can't move and shoot at the same time.

Lastly. At least this idea is more practical in the sense that it doesn't require some new graphical models, explosions, or animations to be made. It can be done while still reusing much of what's already going to be in the game.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
-----------------------
xFire:Cronkbot | Steam:Cronky

Spark Mandriller

#22
Quote from: Cronky on August 16, 2010, 01:28:59 AM
The same people that wont get killed by checking the interaction menu, wouldn't get caught by the mine simply being near the Medbox. Saying that someone may or may not go for health is a constant problem for ALL mine spots and locations. Just because you put down a mine somewhere doesn't mean spies have to run there. You instead put them in places you expect for them to go. Such as a medbox.

So we agree that it's never going to catch anyone who wouldn't get hit by a regular mine anyway. So it's just like normal except more fiddly.

Not feelin' it.

QuoteFiddly menus be damned, if one menu option in a game ruins it for you. Then you're probably that kind of person that can't move and shoot at the same time.

Hey how about we make it so the default action is cancel, and you need to press down once every time you want to interact with something? Why don't we do that? Oh right because it's fucking pointless and does nothing but make the game annoying.
this is kind of you know a bad thing cronky

Cronky

Quote from: B-3A Misty Lady on August 16, 2010, 01:34:55 AM
Quote from: Cronky on August 16, 2010, 01:28:59 AM
The same people that wont get killed by checking the interaction menu, wouldn't get caught by the mine simply being near the Medbox. Saying that someone may or may not go for health is a constant problem for ALL mine spots and locations. Just because you put down a mine somewhere doesn't mean spies have to run there. You instead put them in places you expect for them to go. Such as a medbox.

So we agree that it's never going to catch anyone who wouldn't get hit by a regular mine anyway. So it's just like normal except more fiddly.

Not feelin' it.

It's different. It's something New. Something people may not expect. Like having the option to bring an assault rifle or a shotgun. People will be caught offguard when they reside within their respected areas of effect. A second option that might work when the other wouldn't of.

You don't have to "Feel" it.

Quote from: B-3A Misty Lady on August 16, 2010, 01:34:55 AM
QuoteFiddly menus be damned, if one menu option in a game ruins it for you. Then you're probably that kind of person that can't move and shoot at the same time.

Hey how about we make it so the default action is cancel, and you need to press down once every time you want to interact with something? Why don't we do that? Oh right because it's fucking pointless and does nothing but make the game annoying.
this is kind of you know a bad thing cronky

The options are how they are because it makes sense on a gameplay perspective. If cancel were always first for a medbox then yes, it would be annoying and pointless.

If there was a mine in said medbox and disarm were first, then it would be pointless to put a mine in there to TRY and catch someone offguard. Since if they hammer on the action button then they would just disarm it first before healing.

Making Heal still first, and disarm second means that some will still fall into this "Trap". They hit heal first? Too bad for them. Should have taken the less then a second to go to disarm first. Again, unless this WHOLE menu deal takes 3 arms and 1 foot to navigate then the menus are just bad in general. If it's easy to navigate, then why not?
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
-----------------------
xFire:Cronkbot | Steam:Cronky

Spark Mandriller

Originally, putting mines next to health was new. You know how long it took for people to adapt to that and to check? It didn't take long. Your idea is exactly the same as that, just it's more of a pain to get around as spy. Not more difficult, but more of a pain.
It's just as dumb as making cancel the first option when you go to interact with an ND. Doesn't do anything but make the game more annoying to play.


fuck why am i bothering with this

monterto

Quote from: B-3A Misty Lady on August 16, 2010, 02:17:16 AM
Originally, putting mines next to health was new. You know how long it took for people to adapt to that and to check? It didn't take long. Your idea is exactly the same as that, just it's more of a pain to get around as spy. Not more difficult, but more of a pain.
It's just as dumb as making cancel the first option when you go to interact with an ND. Doesn't do anything but make the game more annoying to play.


fuck why am i bothering with this
hi guys
http://sc2sig.com/s/us/329891-1.png[/img][/url]
Click to view my detailed stats![/url]

Succubus Dryad Of The Undying Comet

That game was WAY better than CT.
HAIL Pandora Tomorrow :D

Spark Mandriller

#27


oh god i'd forgotten that pose
and the blurry vision
and the menu music


oh man



and let me tell you frvge your game had fucking better have objectives that animate while you use them






oh my god that crosshair

monterto

http://sc2sig.com/s/us/329891-1.png[/img][/url]
Click to view my detailed stats![/url]

Cronky

#29
Quote from: B-3A Misty Lady on August 16, 2010, 02:17:16 AM
Originally, putting mines next to health was new. You know how long it took for people to adapt to that and to check? It didn't take long. Your idea is exactly the same as that, just it's more of a pain to get around as spy. Not more difficult, but more of a pain.
It's just as dumb as making cancel the first option when you go to interact with an ND. Doesn't do anything but make the game more annoying to play.


fuck why am i bothering with this

More of a pain... to hold one button, and tap another.

I have to imagine that Mario must have been a REALLY big pain for you when you got to the first BIG pit. Run AND Jump... You've GOT to be kidding me...

You keep throwing out this whole "Cancel" thing as if it holds water to the actual idea. Yeah, having cancel being first on an Objective IS Pointless. It IS annoying. THIS though is a gameplay feature that purposefully makes you jump through ONE hoop to disarm. (No, not purposefully annoying, because it's not pointless)

Without that hoop it'd be a mine that gets disarmed the second someone hits a Medbox and mashes the action button, or it's just be a mine outside the medbox.

It's a TRAP. The POINT is to catch them off-guard.

People WILL get used to it, the same as people got used to Mines outside of a Medbox. It will still get some people though, like Mines outside of a Medbox still do.

OR

Like you said. Make it a Spy Trap (Actually makes sense if you go by names alone). Make it impossible to disarm. I assume you'd have to make SOME way to visually say that, "This medbox is bad". So that it's not just a free Spy Trap on a Spy. Assuming that in the course of them getting shot, jumping off high places, and near misses from grenades and mines will eventually lead them to a Medbox.
If you haven't noticed, I'm REALLY good at making a simple response into a wall of text.
-----------------------
xFire:Cronkbot | Steam:Cronky