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View Full Version : An idea for multiple choice neutralizing.



Rexen_
05-19-2004, 04:11 PM
Wouldn`t it be cool if a spy got a choice when coming to a ND133?

My idea for choices is:

1: A fast (and sloppy http://ubbxforums.ubi.com/images/smiley/16x16_smiley-tongue.gif) neutralizing. But it shows up on the mercs HUD/radar. (like it currently is.)

2: A very slow neutralizing. But it is completely stealthy. (Mercs don`t know anything about it until it`s finished, but the spy has to stay there for a longer time.)


Something like this would allow different styles of spy-play, but still no cheap exploits.


Anyone think this would be a good idea?

----------------------------
If my post is stupid, I
didn`t write it...

Rexen_
05-19-2004, 04:11 PM
Wouldn`t it be cool if a spy got a choice when coming to a ND133?

My idea for choices is:

1: A fast (and sloppy http://ubbxforums.ubi.com/images/smiley/16x16_smiley-tongue.gif) neutralizing. But it shows up on the mercs HUD/radar. (like it currently is.)

2: A very slow neutralizing. But it is completely stealthy. (Mercs don`t know anything about it until it`s finished, but the spy has to stay there for a longer time.)


Something like this would allow different styles of spy-play, but still no cheap exploits.


Anyone think this would be a good idea?

----------------------------
If my post is stupid, I
didn`t write it...

PAKMAN52SE
05-19-2004, 04:13 PM
Hey you imposter, get Rexen back.

http://www.northhills-sp.com/images/jets.gif http://www.asifproductions.com/southpark/head_iraqi.gif

GT:Pakman 52

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EsChRiChT
05-19-2004, 04:14 PM
Yeah it wold be cool

Rexen_
05-19-2004, 04:15 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by ImaFatman:
Hey you imposter, get Rexen back.
<HR></BLOCKQUOTE>


????

Is this some kind of joke i`m not getting?

----------------------------
If my post is stupid, I
didn`t write it...

dojomann
05-19-2004, 04:15 PM
omg, my thoughts exactly! it would take 3x as much ( more on some maps) but it wont tell the merc anything. this will have to be level specifically customized for optimal balancing.

FN57
05-19-2004, 04:24 PM
I like it the way it is. What I want to see are different character skins, like being able to chose the design of your nigth vision gogles.

http://server5.uploadit.org/files/FNPhil-SCPTSig.jpg

rikakiah
05-19-2004, 06:26 PM
Would be an interesting way. I guess you could still claim realism by saying Sam first has to disarm the alert sensors.

Might make it harder that if he gets interrupted during the sensor disarmament, he has to start all over. If he gets the sensor completely disarmed, the neutralization works like normal (you can leave in progress and pick up later).

KU_
05-19-2004, 06:31 PM
It would be alright i guess, but would sorta give the spies an advantage. Like mercs not knowing when and ND is gettin neutralized, and would take out the thrill of the game, like when ur neutalizin an Nd and a merc runs in, havin to run away is great!!!

How many licks DOES it take to get to the center of a Tootsy Pop?

SITHDUKE
05-19-2004, 06:35 PM
I like it! Besides with enhanced reality mercs WOULD be able to see the numbers going up it just wouldn't cause a big ruckus and mercs HUD going wild. Makes them be more aware of the data.


I'd like it if the server chose if enhanced reality is off or not. That way it would be fair on all http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

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b1giv
05-19-2004, 07:25 PM
i think that if the merc didnt know at all it wouldnt be fair, but maybe let the merc know that is neutralizing going on but not which one

Ruzhyo666
05-19-2004, 07:28 PM
Yah, mercs need to know when the ND133s are being neutralized. The way it is is best IMO.

________________________________
PC Name: ES.Ruzhyo666(mostly)/Ruzhyo666(sometimes)
Xfire Name: Ruzhyo666
AIM Name Ruzhyo2666

rikakiah
05-19-2004, 08:31 PM
Either way, it would have to be server-switched. Honestly, if it took a considerably long time to disarm this way (which is the idea), I doubt many spies would opt for it, even if it gave absolutely no indication to the mercs. There's usually enough trigger points around objectives that mercs can figure out that something's going on. If it's not at a covered location, it's obviously somewhere else. Given the time it would take to disarm, it could still be quite fair to both sides.

XIII-Midget-
05-20-2004, 08:57 AM
hmm, i dunno like. maybe it tells the mercs a nd is being neutralized somewhere, but gives then no idea which one it is.

Esfandiar
05-20-2004, 09:52 AM
Causing the mercs to run around a lot more than they already do while still giving the spies the option to neutralize things normally? I'd hate to be a merc in that game mode.

Imagine needing to check on the Monolith and Exhibition upstairs ND133s all the time, or the one down low in the tunnel around the water tank room in Shermerhorn.

kingsadist
05-20-2004, 10:20 AM
Its a pretty good idea, if the mercs still know something is being neutralized.
But it just wont work on some levels; Vertigo, especially, comes to mind.
Nice thought, but to unbalanced to ever be implemented.

Ruzhyo666
05-20-2004, 10:20 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Esfandiar:
Causing the mercs to run around a lot more than they already do while still giving the spies the option to neutralize things normally? I'd hate to be a merc in that game mode.

Imagine needing to check on the Monolith and Exhibition upstairs ND133s all the time, or the one down low in the tunnel around the water tank room in Shermerhorn.<HR></BLOCKQUOTE>

Exactly. That is why this idea is a very very bad idea. Unless it took like a full minute this would completely change the way the game was played. Mercs will have to actualy walk inside rooms to check on them and that leads other areas too much open to attack, especial in maps like museum and hospital. 10-12 seconds on most maps is enough for me on the way it is now.

________________________________
PC Name: ES.Ruzhyo666(mostly)/Ruzhyo666(sometimes)
Xfire Name: Ruzhyo666
AIM Name Ruzhyo2666

b1giv
05-20-2004, 01:21 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Ruzhyo666:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Esfandiar:
Causing the mercs to run around a lot more than they already do while still giving the spies the option to neutralize things normally? I'd hate to be a merc in that game mode.

Imagine needing to check on the Monolith and Exhibition upstairs ND133s all the time, or the one down low in the tunnel around the water tank room in Shermerhorn.<HR></BLOCKQUOTE>

Exactly. That is why this idea is a very very bad idea. Unless it took like a full minute this would completely change the way the game was played. Mercs will have to actualy walk inside rooms to check on them and that leads other areas too much open to attack, especial in maps like museum and hospital. 10-12 seconds on most maps is enough for me on the way it is now.

________________________________
PC Name: ES.Ruzhyo666(mostly)/Ruzhyo666(sometimes)
Xfire Name: Ruzhyo666
AIM Name Ruzhyo2666<HR></BLOCKQUOTE>

ya i agree but maybe only make that function availible to maps divided in sectors liek warehouse

i know that currently theres only one, but maybe theyll be more through dl

dojomann
05-20-2004, 01:25 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by rikakiah:
Would be an interesting way. I guess you could still claim realism by saying Sam first has to disarm the alert sensors.

Might make it harder that if he gets interrupted during the sensor disarmament, he has to start all over. If he gets the sensor completely disarmed, the neutralization works like normal (you can leave in progress and pick up later).<HR></BLOCKQUOTE>

excellent idea! like if you dont stop sensors, and just neutralize, mercs can see. but if you try to stop the sensors, mercs can see THAT, and if you stop them fully, mercs can't later see your actual neutralization.

Porphyria Plan
05-20-2004, 01:48 PM
It could add something to the game but it would need a lot of testing. You could have it where while you are disabling the sensors it alerts the mercs that something is being hacked but does not tell them where. You could double or triple the time depending on which is more balanced. Maybe even make it where it will tell them which ND is being hacked just like now in the last 5-10 seconds of the hacking.

Take Vertigo as an example with a triple timer. If you hack like normal it is 20 seconds. With the "silent hack" you would have to hack for 60 seconds. This would give mercs 40 more seconds to look for the hacking spy.

The only problem with this is like on maps in my example you would have to stop and reshoot the lasers in areas like the data center.

Like I said you would have to test all this and see how it feels in game.

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rikakiah
05-20-2004, 07:59 PM
While we're still discussing, you would probably opt not to do the silent method on canisters that have lasers directly in front of them. Is it possible to pre-emptive strike a laser before it reactivates to keep it dead? If so, a teammate can help cover you, but his job SHOULD be making major distractions in another area...

On another note of something that won't be implemented, I think hacks should be manual. Sort of like lock picking in SP, only possible to get it done faster--SP locks take a specific time to tumble, regardless of how fast you are. Perhaps the right thumbstick could be utilized to "speed" up the process. This would add an extra skill to the game. For example, shooting is a skill--some people can line the shot up very quickly to disable security. Here, some would take a normal 4-6 seconds to hack, some might get it in 8 or nine, while some very adept and dexterious could do it in 2 or 3 seconds. The slow ones would either use alternate routes, or team with a fast hacker--combination of proper skill-sets to sweep efficiently through levels.
This would NOT apply to the ND133--those would still be a set time with an automatic neutralization.

kingsadist
05-21-2004, 12:05 AM
I dont think manual hacking would be a good idea, simple because then spies cannot look around them anymore to spot any approaching mercs, thus leaving them wide-open to any kind of attack.

Anyway, I wanted to ask a question that sort of has something to do with this topic.
I was on a server yesterday, a Dutch one, on Warehouse Neutralisation. As a spy, I quickly approached the first ND133, and started hacking it; however the time that I had to hack was a minute and a half! It clearly said 1.30 on the counter, and thats the time I spent hacking (the mercs were killing eachother off and being killed on purpose by the other spy). Is this a new option or is this some kind of strange hack?

rikakiah
05-21-2004, 11:03 AM
Good point on the situal (that word looks wrong...) awareness. Still, I think it would be a good option if they could somehow incorporate it...

Can't the host define the time for hacking? 1:30 is pretty cheap, but if you guys still won, it's no wonder why they made it that long... http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif