Page 83 of 85 FirstFirst ... 33738182838485 LastLast
Results 821 to 830 of 843

Thread: SC6 Ideas only for those who love Conviction [Update #20 & 21, Major Hits] | Forums

  1. #821
    Senior Member SolidSage's Avatar
    Join Date
    Jan 2011
    Location
    Santa Rosa, California
    Posts
    4,606
    I don't mind a run button but I have trouble with one button doing a ton of stuff. GRFS's roadie run button also is used for entering cover and vaulting cover. I end up getting a good amount of erroneous...well unintended actions because of it. Obviously it's the operator that needs to improve but it does induce more things to manage along with the plethora of additional actions that are becoming available as games evolve.
    THEN going from game to game and needing to change your fingers out because the control layout is different. That muscle memory starts to forget!
    Not a problem when you get good time with one game.
    Reply With Quote Reply With Quote

  2. #822
    Banned
    Join Date
    May 2012
    Posts
    167
    Assassin's Creed has the best variable speed ever. It is 100% relative to how far you push the stick. Right from a slow, 2 inch baby-step, to a run - And obviously with the sprint/free-run modifier.

    It's perfect. Do that.
    Reply With Quote Reply With Quote

  3. #823
    Senior Member SolidSage's Avatar
    Join Date
    Jan 2011
    Location
    Santa Rosa, California
    Posts
    4,606
    ^ Er, AC had variable stick speed for walking, then a run button AND a sprint button. Which I thouroughly dug. Lots of movement variance.
    I like a run button, especially when it allows for related context actions.

    Definately need variable stick speed in SC6 though, gotta be able to creep AND slow creep.....AND really slow creep.


    for the night is dark and full of terrors
    Reply With Quote Reply With Quote

  4. #824
    Senior Member BoBwUzHeRe1138's Avatar
    Join Date
    Jun 2010
    Location
    Menifee, California
    Posts
    3,490
    you know what? The more we talk, the more I want the **** game! Moreover the more I want it to made so that at any time i can go in and out of classic stealth to aggro-stealth and back at literally a second's notice. THAT would make the game amazing. The of course means that every aspect needs to be implemented well but would definitely be worth it. Make all the legacy features useful and have their own reward, opsat objectives instead of "projected" text....can we all agree that a simple thing popping up in text saying "objective update: lwndjwhwdjwjj3" would be better than it plastered over a wall? hopefully..., all the SCC abilities such as krav maga, M&E, etc. should all be useful and implemented well. I should be able to use everything if I want to. I think a stamina bar would greatly increase the challenge of the game, in a good way. It may become frustrating at points but that would only mean you need to rethink your strategy. it'd actually be a feature that seems to be in line with legacy game features. In all the games you can hang on a ledge indefinitely and while a stamina bar might make it annoying for some, I'm down for having to plan ahead. I cant simply hop onto a ledge and just wait. I need to hop onto that ledge at the right time and do whatever I need to do at the right time or else waiting will make me fall.

    I think a run button would be weird. I'd prefer it if it was all built into the amount you push on the stick. What would happen if you pushed the run button while crouch running? crouch...sprinting? could you go faster while crouched than you do in DA?

    UGH. I really want the game to be built on the DA360 engine but with alterations to allow for some of the aggro-stealth stuff in SCC. It'd be possible, I think...time consuming but possible and totally worth it. Then the game would feel EXACTLY like a legacy game whilst still having SCC's style. idk. I just loved that game's look and gameplay. But it will definitely be built on SCC and not a much older engine (despite the older one looking better IMO)

    I'm not opposed to a sprint button btw it just seems like...do we really need that if we can just push up more on the thumbstick? People who will be running like that wont be as sneaky so they dont need a separate button to run -- they will just need a good running pace for the thumbstick, and those who will be sneaking will already be silent and barely push up on the thumbstick as it is. That way they dont get lazy and just push all the way knowing they'll be silent no matter what...
    Reply With Quote Reply With Quote

  5. #825
    Senior Member SolidSage's Avatar
    Join Date
    Jan 2011
    Location
    Santa Rosa, California
    Posts
    4,606
    I think a run button would allow for greater speed variance from the stick, because the full range would be used for increase from a slow creep to a fast creep/walk. Then run would allow the stick to be jog all the way to sprint. I don't know that a run button is all that important in SC though, they only got up to a jog in SCC anyway and that was fast enough. More important is the ability for the stick to increase and decrease speeds for ALL forms of movement (climbing, ledge run, walk to jog, crouched etc).

    I am fully on board for IAA stamina bar. It would rectify a lot of bumrusher issues and make players manage their strategy more. More depth to play, and realism. Have it affect running too, maybe aim as well. You deplete your stamina and scope gets more shaky?

    Disagree about projected text tho. I like it, it's cool I'm not into the pop up action info as much, like "turn switch on/off". I think fine tuning action areas, making them less overlapped or more accurate, would remove the need for prompts. If I see the switch, I know I can switch it on and off. Projected texts on the other hand give you a quick heads up on the objective before they dissapear, without needing to pause game and access a menu (Opsat). Keeps the game in motion. I don't see a problem with an OFF option for it though.


    for the night is dark and full of terrors
    Reply With Quote Reply With Quote

  6. #826
    Banned
    Join Date
    May 2012
    Posts
    167
    Quote Originally Posted by SolidSage View Post
    I think a run button would allow for greater speed variance from the stick... I am fully on board for IAA stamina bar. It would rectify a lot of bumrusher issues and make players manage their strategy more. More depth to play, and realism. Have it affect running too, maybe aim as well. You deplete your stamina and scope gets more shaky? Disagree about projected text tho. I like it, it's cool I'm not into the pop up action info as much, like "turn switch on/off".
    I agree with all of this. And sorry about my last post, about AC - My explanation was confusing, but that's what I meant

    I think running, climbing, and those types of activities should definitely affect other physical attributes, like aim steadiness. But this is taking a huge step in calling SC6 a shooter, which I'm not sure will go over too well. Maybe strenuous activities should also affect some sort of "breathing" bar. The longer you run, climb, etc - the harder Sam breathes. The harder Sam breathes, the sloppier his sneaking gets, which translates to making slightly more noise and things like that.

    ^^ You know - To keep both aggro and stealth fans happy. I believe stealth-action can be a thing... Just don't design an element around ONE specific side of the spectrum. Knawwhutimsayinn??

    On second thought, projected text is cool and all - But I really miss the OPSAT. Some "mission management device" that we can refer to, and review mission data, photos, objectives, and methods. That doesn't break immersion, because any time I'd go into there, it would be for a reason - same way an operative, in the field, would go into his device. Someone tell me what's wrong with that?
    Reply With Quote Reply With Quote

  7. #827
    Senior Member sameer_monier's Avatar
    Join Date
    Sep 2009
    Location
    Cairo, Egypt
    Posts
    5,503
    Please IMO I don't want a Sprint button like in GRFS or like every TPS using Gears control for that matter.

    Share your ideas with me on SC6 "if you love Conviction" Part 1, Part 2, Part 3
    Spin Offs Ideas
    Small Channel on Youtube
    Reply With Quote Reply With Quote

  8. #828
    Senior Member Andre202's Avatar
    Join Date
    Dec 2007
    Posts
    3,960
    Just do it the way, the old games did it. Variable Speed with the Stick.
    Reply With Quote Reply With Quote

  9. #829
    Banned
    Join Date
    May 2012
    Posts
    167
    Quote Originally Posted by Andre202 View Post
    Just do it the way, the old games did it. Variable Speed with the Stick.
    Do it like they do on the Discovery Channel. With the stick. Errrr.
    Reply With Quote Reply With Quote

  10. #830
    Senior Member sameer_monier's Avatar
    Join Date
    Sep 2009
    Location
    Cairo, Egypt
    Posts
    5,503
    Quote Originally Posted by Andre202 View Post
    Just do it the way, the old games did it. Variable Speed with the Stick.
    Exactly, this this this, I never really got why developer assign a run button, when you get a stick that can be controlled to do so, why the hassle !!!

    Share your ideas with me on SC6 "if you love Conviction" Part 1, Part 2, Part 3
    Spin Offs Ideas
    Small Channel on Youtube
    Reply With Quote Reply With Quote

Page 83 of 85 FirstFirst ... 33738182838485 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •