****New Spy Gadget Idea ****

Started by AgentX_003, September 01, 2008, 06:52:09 AM

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Westfall

Players of all skill levels shouldn't even need camnet. Its just a handy helper, but I can understand if some of the players can't live without it. Whatever you need to make the game easier. And I never said that my idea was better than his...why don't you stick your nose further up his asshole...its not brown enough yet.

frvge

What about a pause while switcing camnet where you can see only noise with maybe a text like "Switching Feed"? The camnet eye would be active, so the Spies have 1/2/3 seconds to hide. During the pause, you can't switch off camnet, which leaves you EXTRA vulnerable for, let's say, 9 seconds (going into camnet, then looking at room A [normal vulnerability], switching to room B, looking at room B [normal] and leaving camnet). 3x3=9
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Gawain

Quote from: Westfall on September 11, 2008, 06:40:32 PM
Players of all skill levels shouldn't even need camnet. Its just a handy helper, but I can understand if some of the players can't live without it. Whatever you need to make the game easier. And I never said that my idea was better than his...why don't you stick your nose further up his asshole...its not brown enough yet.
my point was that good players cycle through camnet quite quickly so that a battery limit would only hurt the camnet noobs. oh, guess what, every gadget makes the game easier, genious. and i don't stick my nose up his asshole, i don't agree with everything he says. it's just that he talks less shit than you do.

Westfall

Quote from: Rambo on September 11, 2008, 07:06:19 PM
Quote from: Westfall on September 11, 2008, 06:40:32 PM
Players of all skill levels shouldn't even need camnet. Its just a handy helper, but I can understand if some of the players can't live without it. Whatever you need to make the game easier. And I never said that my idea was better than his...why don't you stick your nose further up his asshole...its not brown enough yet.
my point was that good players cycle through camnet quite quickly so that a battery limit would only hurt the camnet noobs. oh, guess what, every gadget makes the game easier, genious. and i don't stick my nose up his asshole, i don't agree with everything he says. it's just that he talks less shit than you do.

LMAO...whatever you say...genius...............good players do not only cycle through camnet. you're so naive in your thought process. If anything, Spekkio spits and equal amount of shit that I do because we all have preferences that we would like.

Quote from: frvge on September 11, 2008, 06:44:58 PM
What about a pause while switcing camnet where you can see only noise with maybe a text like "Switching Feed"? The camnet eye would be active, so the Spies have 1/2/3 seconds to hide. During the pause, you can't switch off camnet, which leaves you EXTRA vulnerable for, let's say, 9 seconds (going into camnet, then looking at room A [normal vulnerability], switching to room B, looking at room B [normal] and leaving camnet). 3x3=9

yes

Snakebit.

Quote from: frvge on September 11, 2008, 06:44:58 PM
What about a pause while switcing camnet where you can see only noise with maybe a text like "Switching Feed"? The camnet eye would be active, so the Spies have 1/2/3 seconds to hide. During the pause, you can't switch off camnet, which leaves you EXTRA vulnerable for, let's say, 9 seconds (going into camnet, then looking at room A [normal vulnerability], switching to room B, looking at room B [normal] and leaving camnet). 3x3=9



Scworld , i don't think that its a very good idea. This idea is bad in my opinion.

1st : 3 seconds between camera switches is a very big nerf to camnet. Lets think for example that there are 5 cameras . This means they will need 15 seconds to look throught them all which is a significant amount of time in SvM. You can get from 1 side of the map to the other in 20-30 seconds in most maps.

2nd : It will be impossible to check camnet in small rooms. Its very easy to evade camnet in small rooms like in orphanage for example . If spies will get 3 sec prep time there camnet will become TOTALLY useless on maps with small rooms + camnet .

3rd : In big rooms 3 seconds is not enough to hide ( camo dosen't count ) +  to spot switching of camnet you will have to look at it and run at the same time which is .... almost not possible . I'll look at places where merc might come out not at the camera on top.

4th : It won't solve the problem of getting punished when using camnet . If you get 3 sec waiting time between switches of cameras and can always instantly come out , it will still be impossible to grab / cam in camnet . If you add additional 3 secs at end thats like 3x + 3 (x time you switch the camera)  amount of time you spend which is 6 sec min , which is ..... well long already even with 1 use.



frvge

then make it 1.5 seconds... =/ or any other value. It doesnt have to be perfect, just balanced enough.
Quote from: savior2006SCDA has more bugs than a rain forest.
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Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Snakebit.

#126
Quote from: frvge on September 11, 2008, 08:18:30 PM
then make it 1.5 seconds... =/ or any other value. It doesnt have to be perfect, just balanced enough.


It dosen't fix the problem Scworld. It will be difficult to punish people using camnet and only will increase the time which he will need to use camnet but still almost all the time he will be able to come out instanly.
The shorter you make the time , the harder it will be for people to evade camnet . 1.5 is very small amount of time and not enough to prevent camnet from seeing you. Will you be able to react in 1.5 + hide at the same time. I doubt that. Only camo will be a bit more useful i guess.

VaNilla

#127
Lets fix the problem simply, remove it and just make a surveillance room. Camnet is a completely unbalanced gadget so why not make use of it in another way.

If that's not an option, I like your idea Frvge (except for the not being able to turn off while switching), even though I dislike camnet itself and we should just remove it and make a surveillance room IMO.

ChickenSkin

I think a merc should be able to look through all of the passive security cameras in the map, maybe via surveillance room, or the LCD screen on their arm however i am not sure as i havent really thought that far ahead. Atleast by approaching it like this, the level designers will be able to have more control as to what the merc can actually see. Ofcourse, there will be no special visions, and all function exactly how they do in the current versus mode (Shootable, chaffable, etc). The only problem with this is it could become way overpowered, depending on where / how many cams there are on each level, but obviously the level designers will think about this before placing them.

Kurbutti

#129
Random idea. Bash it, love it, change it, combine it, delete it, don't really care what becomes of it. Truth is, I thought some of it's aspects out as I was writing it, so it's nothing like a project of my lifetime.

Here's something that isn't exactly new, but isn't old either... What do you say if we'd just drop the camnet the way we know it and integrate that system to the one we already have: passive security. I know there was already a discussion that was partially touching the subject, but my version differs from that in some aspects.

Instead of camnet, I'd introduce this thing called... say, CamLink, that allows mercs to view through from any of the static security cams placed on the map. Ok, that's pretty basic, but here's the catch: If the gadget is selected, the normal cams (passive, causes an alarm if a spy gets in it's cone of vision) would be replaced with new, hardened ones (ones like we've already seen from the concepts/renders). Now these cams would be unbreakable,  but they wouldn't give away the spy's location automatically on sight.  These cams would move on their own, or just stare staticly at something. No player control in any way. However, if the gadget was not selected, the cameras would behave the way they always have.

In a way this could cause a lot of spies going very agressively and carelessly, but in doing so they'd also risk their discression.

Now there are some things that would have to be established in order for this to work. First, Cameras would have to be placed in spots where bypassing them under normal conditions would be possible or extremely hard. (Moving cameras, tight angles like in corridor C in factory). As mercs can't be 100% aware at all times there would be balance issues if spies would get past areas, that would normally require disabled security.

Secondly, there should be no cameras near objectives, if they are supposed to lock the objective upon detection. Passive security devices near objectives should be limited into lasers or motion sensors.

TBH I don't really care how things will end up being in PS, but if I had to choose, I'd dish camnet completely and just add more passive security maintaining the premiter.

ChickenSkin

#130
Did you read the latest posts before you posted? I just posted the exact same idea...lol not to worry.

The passive cameras should still be shootable when being used, otherwise we could have the same issue as the current camnet (indestructuble). When not being used they should still detect spies in there detection cone. The only difference is mercs can see through them. They shouldn\'t be able to control them.

Kurbutti

#131
Quote from: ChickenSkin on September 11, 2008, 11:04:27 PM
Did you read the latest posts before you posted? I just posted the exact same idea...lol not to worry.

The passive cameras should still be shootable when being used, otherwise we could have the same issue as the current camnet (indestructuble). When not being used they should still detect spies in there detection cone. The only difference is mercs can see through them. They shouldn\'t be able to control them.

Haha, appaerently. What you said however was exactly what was suggested before, and it led to certain problems.

If you would force the spies to shoot the cams out in order to advance, mercs could simply go into the surveillance room, or use whatever gadget needed to view through the cams. Then, they would see one of the cameras eliminated, and therefore know where the spy was, or determine his likely course of advance. I kept it essential in my post that the cam system would not create problems like these, hence I said it wasn't completely new idea.

ChickenSkin

Quote from: Kurbutti on September 11, 2008, 11:12:08 PM
Quote from: ChickenSkin on September 11, 2008, 11:04:27 PM
Did you read the latest posts before you posted? I just posted the exact same idea...lol not to worry.

The passive cameras should still be shootable when being used, otherwise we could have the same issue as the current camnet (indestructuble). When not being used they should still detect spies in there detection cone. The only difference is mercs can see through them. They shouldn\\\\\\\'t be able to control them.

Haha, appaerently. What you said however is exactly what was suggested before, and it led to certain problems.

If you would force the spies to shoot the cams out in order to advance, mercs could simply go into the surveillance room, or use whatever gadget needed to view through the cams. Then, they would see one of the cameras eliminated, and therefore know where the spy was, or determine his likely course of advance. I kept it essential in my post that the cam system would not create problems like these, hence I said it wasn\\\'t completely new idea.

Hopefully, if put in the right places, spies will be able to avoid the moving cameras simply by moving at the right time. For the static cameras, they can either be shoot out the camera (and be detected), or better, use the EMP device which I saw in another thread (awesome idea) to freeze the live feed of the camera (a frozen camera will show the last frame before frozen by the EMP device), thus fooling mercs and allowing spies to easily slip by, undetected.

Gawain

#133
what about this (kinda summed up and simplified the suggestions, this is my idea of well-balanced passive security/camnet after a talk with westfall and kurbutti):
-combination of moving/bypassable passive security camers, bypassable (slow-walk) motion sensors and bypassable lasers (like most are in ct), amount somewhere in between ct playground and pt castle
-triggering the alarm locks down close objectives and shuts doors pt style
-camnet allows you to link into any security cam and to pan freely in the angles the cam normally does, the selected cam doesn't trigger any alarms
-if a cam is disabled by SS or chaff, it only shows static noise
-security room on some maps that allow you to do the same thing plus see disabled motion sensors/lasers and provides ammo/medkit/remote controls
-picture quality is that bad that it's impossible to see some1 using camo in 10m distance

frvge

I'm happy to inform you that recent discoveries (actually this very week) made it technically possible to look through security cameras. In theory. That does NOT mean that we'll implement it. Just a small heads-up. ;)
Quote from: savior2006SCDA has more bugs than a rain forest.
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Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.