Oh, the destruction!

Started by frvge, April 12, 2011, 09:40:30 PM

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frvge

Hi all,

Destruction is, according to some, a form of creation. The big question is: what would you like to see being destructable? Explain in which way and how you can balance it for gameplay purposes (like a Merc blowing up a critical wall from Spy spawn to a hacking-objective PC is not a really good idea).

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Destroyer0

Hi, I'm new here and I found this website by some link I found in the comments of a video of Spies vs. Mercenaries (I used to play it all the time, but its dead now). It was simply creative and fun. About your idea, I dunno, doesn't sound like such a great feature seeing as how you'd have to change the maps considerably to add in the feature. By the way, are the Mercenaries going to get sound indicators like in Splinter cell Chaos Theory? I hated how it basically gave you the exact direction in which a spy was, which made being a spy way too hard.

DreadStunLock

I would actually like to see a somesort of heavy physics on shockwaves from the grenade, like if you throw it in a room made out of tiles, the tiles would explode and go everywhere.

Also, grenade explosion should drastically change the smoke area creating by the spies smoke grenade, thus clearing the way for the mercenary, or shrinking it.

puuusianka

#3
Destroyer#@

I think the direction sound detector was a good idea and it wasn't too hard then. It was really avoidable when you used to it and it was a part of tricking the merc. You could use alarm snare to make him go wild.

Back on topic...

The destructable things should be well thought out. Being honest they were pretty good in CT. There weren't too many of them but they were all very well balanced and an important gameplay feature(Factory machines room, clubhouse computer walls) although I hope there will be more epic scenes in PS when it comes to destruction. In aquatius you had breakable vases. It was really cool but there were not many of them and they weren't giving much. I would like to see more of such breakable things which make sound when broken and dust is flying in the air. This makes escapes more thrilling and fun.

Now I hope PS devs put an attention to the aquarius ventilation system... No? Well time to take a look at it. It's very clever because it stops mercs from overusing nades which are powerful and in some cases necessary but throwing them can open a new way for spy.

There should be more physics in destructions in PS. Breakable aquariums, boxes on rope to shoot off instead of pushing stupid buttons. Rolling barrels, Hydrants(imagine a hydrant blew up and the water is striking hard from hit. You push merc into it and he is pushed into the air and knocked out when falling to ground.)

Blowing walls should be up to a mapper but let's imagine a wooden bridge. You stand as a merc under it and a spy is on the top of it running. So I throw a nade, bullcharge to be as far as possible and watch the bridge fall together with spy.

Finally pieces of destructed wall or anything if big enough could be dangers if a big piece of wood hits you, you should be knocked out.

I guess that's it.

Farley4Fan

Well interactive things like the dozer in factory creating holes in walls is a good idea to expand on.  So completing objectives/hacking panels should destroy obstacles and open new paths.

knooger

Imo mapper should decide when he wants to make breakable walls(Tea/Lunch, Factory Mechanical Digger, Crane on Steel Squat..) etc.
Some smaller things like vases, lights could be destroyable but for me it doesn't matter.
I think better will be if you will force a view on interaction with environment, let spy grab and throw cans, bottles, maybe wooden parts, golf balls, or if you throw something into TV it changes program or turns off.
Let spy be able to make noise(sabotage) silently without using a snares ( tazer sound and snare shot sound ).

PT/CT never had uber physics, but I never felt it as a bad thing, I liked it.  ;)

CurdyMilk

I agree with Knooger.  And if too many things are destructable, the game just becomes too messy.

VaNilla

Make mines, spy traps, spy bullets, alarm snares and sticky cams 'breakable'. What I mean by that is rather than just disappearing when shot, they should explode into little bits :D

Farley4Fan

Quote from: STON3COLDKILLA on April 13, 2011, 02:10:42 AM
Make mines, spy traps, spy bullets, alarm snares and sticky cams 'breakable'. What I mean by that is rather than just disappearing when shot, they should explode into little bits :D

You guys have a new number 1 priority, Frvge.

UP TO THE MAPPA

DreadStunLock

Click and drag, make sure everything in the map is selected.

Convert it into 1 huge static mesh.

Fracture tool.

Slice it all into 5 million pieces.

Baam!

Wh1tE_Dw4rF

Walkways that give holes when an explosion hits it. The whole walkway shouldn't be able to be destroyed though. Just holes you can fall trough if you're not careful. Small things that should make the merc think before throwing nades everywhere.

Pillars that fall down that you have to climb over.

Glass that has been shattered create a patch of broken glass that will make a cracking sound visible on the merc's hud.

Non accessible vents that once broken emit a dark cloud obscuring vision. If you crouch you're "under" the cloud and will see fine.

Pipes that shoot out steam once shot.

Support beams that break off the ceiling once shot enough or by explosion. Creating a maze of poles you have to make your way trough.

puuusianka

This won't work dread... Won't work and you'll feel sorry for wasting time... But god be with you.

DreadStunLock

I know click and drag and fracture won't work.

That was a joke, and when the editor is going to come out, that's where I will take my sweet time fracturing everything myself. To the last microbe.

Destroyer0

Maybe you guys could have some weak ceilings in some areas in which spies can jump on and break them (it will kill any merc underneath).

DreadStunLock

Unless the UDK has such physics and can be easily implemented, hell yes. But in CT even when mechanical digger plows through the wall and a spy/merc stands near it, you do not die :(