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 Post subject: Re: Ideas.....
PostPosted: Fri Aug 27, 2010 2:48 pm 
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karnaj wrote:
How about a total modular system ?

Player spent a determined number of points into options, same number for everyone.
Then he choose some stuff (there is some only terro'stufff, and some only specop stuff).

Exemple :
----- weapons ------
- Knife : 0 point (automatic)
- M4 : 3 points
- Glock or berreta : 1 point
- UZI : 2 points
- R93 rifle : 3 points
etc....

----- grenades --------
- Offensive grenade : 2 points
- Defensive grenade : 3 points (bigger area)
- Flashbang : 2 points
- smoke : 1 point

----- other stuff -------
- Medikit : 2 points (one use only, take time to use, on self or on other one)
- Body armor type III : 1 (little more resistance, little less rapidity)
- Body armor type III with plat : 2 (more resistance, less rapidity)
- Body armor type IV (with plat) : 3 (biggest more resistance, more less rapidity)
- Add silencer on weapon : 1 point
- Add 1 more Munitions on weapon : 1 point
- bomb kit : 2 points
- laser aiming : 1 point

Then, some new ideas can be added like :
- night vision
- stroboscopic flash on weapon (I saw it in the 8th saison of 24h chrono, LOL !)
- heat detector
- camera eye (permit to see without to be seen at a corner)
- grapped wire ("corde avec grappin")


LET's try with it :

TOTAL NUMBER OF POINTS TO SPENT : 12

I choose a classical "assault" guy with :
- M4 (3 pts)
- Berreta (1 pts)
- offensive grenade x1 (2 pts)
- Body armor III with plat (2 pts)
- Medikit (2 pts)
- Smoke x1 (1 pts)
- 1 more M4 munition (1 pts)

It's just an example, prices need to be more balanced.


But but... Thats one of the ideas of cqb :D exept you choose weapon and you spent desing points for attachments and nades.

Please you havent readed coroners blog? Now go there and get some gigs :wink:

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 Post subject:
PostPosted: Fri Aug 27, 2010 3:12 pm 
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Oups, I didnt read all yet, I'm at half, but each line I read give me somes ideas, so I've posted it before forgetting it.

And adding :
- stealth shoes ..
- silent knife switch

I'm nostalgic about 0.48 tce because it was more teamplay, and I would like have possibility to get more nad like the recon in 0.48.

EDIT, i just read this now :

coroner say:
Quote:
Physical ability group:
-Increased sprint range
-Increased legde grabbing range (comparable to current TCE)
-Faster health recovery

Firing ability group:
-Increased unaimed accuracy
-Reduced aimed sway and breath control
-Lean firing and extended lean range (comparable to current TCE)

Weapon/Combat group:
-High grade ammo (little more damage)
-More clips
-Increased knife range and damage (probaly like in current TCE)


It's Caracter abilitys, great new ideas.
But what a pity that there is only 4 points and only 1 grenade.
Maybe a mix beetween theses caracter ability and the ability i propose (body armor etc..) ?

About : "Lean firing and extended lean range" : I prefer that is just a basic movement, because everyone use it.


Last edited by karnaj on Fri Aug 27, 2010 3:31 pm, edited 2 times in total.

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 Post subject:
PostPosted: Fri Aug 27, 2010 3:26 pm 
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karnaj wrote:
Oups, I didnt read all yet, I'm at half, but each line I read give me somes ideas, so I've posted it before forgetting it.

And adding :
- stealth shoes ..

I'm nostalgic about 0.48 tce because it was more teamplay, and I would like have possibility to get more nad like the recon in 0.48.


Btw as i have understood cqb dont have classes. Perks will do almost the same thing but better :D

About stealth shoes. It reminds me about quake 3 reaction quakes "stealth slippers"

I dont see much use for em but everyone haves their own tactics, style and opinnions

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 Post subject:
PostPosted: Fri Aug 27, 2010 3:36 pm 
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RedRuM wrote:

About stealth shoes. It reminds me about quake 3 reaction quakes "stealth slippers"

I dont see much use for em but everyone haves their own tactics, style and opinnions


In obj, it's important to move in silence, making less noise.


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 Post subject:
PostPosted: Fri Aug 27, 2010 10:13 pm 
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@karnaj: i like the body armor idea (should contribute to movement speed) :) the silent shoes too (can't wait to backstab everyone with this :D )

As far as I know it's impossible to create flashlight due to game engine restrictions.

What is "grapped wire"? With heat detector you mean heat VISION or some kind of a scanner, like heartbeat-sensor in MW2?

I think it would be the best, if every attachment/equipment would cost 1 design point. However, it's a good idea that lighter(weaker) weapons like the sub-machineguns (ump45, mp5k, UZI) take less points... At least ppl will use them more and not just because ONLY recon's could have flash nades :)

In tce the recon's weapons (the submachineguns) were not really used(except mac10), cause the speed you gained by their mobility was not balanced out to the assault weapons' power and accuracy. I wouldn't mind getting more reason to use them, than just gaining one more point to add to an ability.

Coroner: Dude you have to do something with the smoke grenades xD they detonate too slowly (you're dead til the smoke grows big enough), the smoke's radius and intensity should twice as much, cause right now they are totally useless. Everyone can see a shadow behind the smoke... if not more - just my opinion.


Last edited by InVader on Sat Aug 28, 2010 4:35 am, edited 1 time in total.

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 Post subject:
PostPosted: Fri Aug 27, 2010 10:20 pm 
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flash-lights and night vision is unnecessary because you just need to raise gamma levels to see in darker areas.

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 Post subject:
PostPosted: Sat Aug 28, 2010 12:00 am 
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Gibs would be awesome sneak up behind someone
maybe a damage cap like 150+ overall damage = death

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 Post subject:
PostPosted: Sat Aug 28, 2010 7:30 am 
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InVader wrote:
@karnaj: i like the body armor idea (should contribute to movement speed) :) the silent shoes too (can't wait to backstab everyone with this :D )

As far as I know it's impossible to create flashlight due to game engine restrictions.

What is "grapped wire"? With heat detector you mean heat VISION or some kind of a scanner, like heartbeat-sensor in MW2?

I think it would be the best, if every attachment/equipment would cost 1 design point. However, it's a good idea that lighter(weaker) weapons like the sub-machineguns (ump45, mp5k, UZI) take less points... At least ppl will use them more and not just because ONLY recon's could have flash nades :)

In tce the recon's weapons (the submachineguns) were not really used(except mac10), cause the speed you gained by their mobility was not balanced out to the assault weapons' power and accuracy. I wouldn't mind getting more reason to use them, than just gaining one more point to add to an ability.

Coroner: Dude you have to do something with the smoke grenades xD they detonate too slowly (you're dead til the smoke grows big enough), the smoke's radius and intensity should twice as much, cause right now they are totally useless. Everyone can see a shadow behind the smoke... if not more - just my opinion.


Nah

I basicly dont see much different between m4 and mp5

I dont want legalized wallhack in cqb :lol:

Flashlight would be possible now but i dont know does it happen..

I like smoke like in tc :mrgreen:

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 Post subject:
PostPosted: Sat Aug 28, 2010 8:15 am 
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InVader wrote:
Coroner: Dude you have to do something with the smoke grenades xD they detonate too slowly (you're dead til the smoke grows big enough), the smoke's radius and intensity should twice as much, cause right now they are totally useless. Everyone can see a shadow behind the smoke... if not more - just my opinion.
Also, make the particles collide with the geometry if possible so they don't pass through floors and walls.

Eqpe wrote:
flash-lights and night vision is unnecessary because you just need to raise gamma levels to see in darker areas.
Which in favor makes the other lit areas of the map look like crap.


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 Post subject:
PostPosted: Mon Aug 30, 2010 10:23 am 
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@invader: Agree with you, smoke is useless, tce need more powerful smoke.

"grapplin" is (i don't know exactly the english name) :
grapple with string/wire/rope.
function : abseiling down, rappeling down, climb

About the "spending points".
Ok, it's more simple with coroner version :
No cost point for weapons, just spent 1 point into 1 ability, max 3.

My ideas are more "roleplaying game" like, with adapted costs, and everything have cost (weapons, ability, nades, others stuffs).

WIth a costing system, a same object can be different with differents costs.
Example :
- TCE smoke : 1 point
- CQB enhanced smoke : 2 points (biggest area, spread more quickly, more intense)
- CQB total dark smoke : 3 points (biggest area, spread when touch ground and very quickly, smoke for more long time, very intense can't see into)

About heat detector : so ok, if it's too powerful, it become like legal maphack. But maybe, it could work only behind doors or thin walls or vegetation.
Also, why not a movement detector ? just show on radar map enemys in a radius ?
And the "snaking camera", etc...

I just want to show in evidence that there is a lot of stuff used by modern commandos and counter-terrorists units. It would be very nice to see it in TCE and participate for a better imersion in the game.

ABOUT body Armor, look at this :

http://en.wikipedia.org/wiki/Ballistic_vest
Quote:
Armor Level / Protection

Type I
(.22 LR; .380 ACP)
This armor would protect against 2.6 g (40 gr) .22 Long Rifle Lead Round Nose (LR LRN) bullets at a velocity of 329 m/s (1080 ft/s ± 30 ft/s) and 6.2 g (95 gr) .380 ACP Full Metal Jacketed Round Nose (FMJ RN) bullets at a velocity of 322 m/s (1055 ft/s ± 30 ft/s). It is no longer part of the standard.

Type IIA
(9 mm; .40 S&W)
New armor protects against 8 g (124 gr) 9x19mm Parabellum Full Metal Jacketed Round Nose (FMJ RN) bullets at a velocity of 373 m/s ± 9.1 m/s (1225 ft/s ± 30 ft/s) and 11.7 g (180 gr) .40 S&W Full Metal Jacketed (FMJ) bullets at a velocity of 352 m/s ± 9.1 m/s (1155 ft/s ± 30 ft/s). Conditioned armor protects against 8 g (124 gr) 9 mm FMJ RN bullets at a velocity of 355 m/s ± 9.1 m/s (1165 ft/s ± 30 ft/s) and 11.7 g (180 gr) .40 S&W FMJ bullets at a velocity of 325 m/s ± 9.1 m/s (1065 ft/s ± 30 ft/s). It also provides protection against the threats mentioned in [Type I].

Type II
(9 mm; .357 Magnum)
New armor protects against 8 g (124 gr) 9 mm FMJ RN bullets at a velocity of 398 m/s ± 9.1 m/s (1305 ft/s ± 30 ft/s) and 10.2 g (158 gr) .357 Magnum Jacketed Soft Point bullets at a velocity of 436 m/s ± 9.1 m/s (1430 ft/s ± 30 ft/s). Conditioned armor protects against 8 g (124 gr) 9 mm FMJ RN bullets at a velocity of 379 m/s ±9.1 m/s (1245 ft/s ± 30 ft/s) and 10.2 g (158 gr) .357 Magnum Jacketed Soft Point bullets at a velocity of 408 m/s ±9.1 m/s (1340 ft/s ± 30 ft/s). It also provides protection against the threats mentioned in [Types I and IIA].

Type IIIA
(.357 SIG; .44 Magnum)
New armor protects against 8.1 g (125 gr) .357 SIG FMJ Flat Nose (FN) bullets at a velocity of 448 m/s ± 9.1 m/s (1470 ft/s ± 30 ft/s) and 15.6 g (240 gr) .44 Magnum Semi Jacketed Hollow Point (SJHP) bullets at a velocity of 436 m/s (1430 ft/s ± 30 ft/s). Conditioned armor protects against 8.1 g (125 gr) .357 SIG FMJ Flat Nose (FN) bullets at a velocity of 430 m/s ± 9.1 m/s (1410 ft/s ± 30 ft/s) and 15.6 g (240 gr) .44 Magnum Semi Jacketed Hollow Point (SJHP) bullets at a velocity of 408 m/s ± 9.1 m/s (1340 ft/s ± 30 ft/s). It also provides protection against most handgun threats, as well as the threats mentioned in [Types I, IIA, and II].

Type III
(Rifles)
Conditioned armor protects against 9.6 g (148 gr) 7.62x51mm NATO M80 ball bullets at a velocity of 847 m/s ± 9.1 m/s (2780 ft/s ± 30 ft/s). It also provides protection against the threats mentioned in [Types I, IIA, II, and IIIA].

Type IV
(Armor Piercing Rifle)
Conditioned armor protects against 10.8 g (166 gr) .30-06 Springfield M2 armor piercing (AP) bullets at a velocity of 878 m/s ± 9.1 m/s (2880 ft/s ± 30 ft/s). It also provides at least single hit protection against the threats mentioned in [Types I, IIA, II, IIIA, and


Gign, raid, swat, etc.. can use type IV sometime. I'v read somewhere these units wear very heavy stuff.

There is more things to read here :
http://en.wikipedia.org/wiki/Interceptor_body_armor
http://en.wikipedia.org/wiki/Modular_Tactical_Vest

For me, body armor choice should be as important than weapons choice, and should be forefront equipment in TCE.


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 Post subject:
PostPosted: Mon Aug 30, 2010 12:19 pm 
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Maybe I just misunderstood you, but body armor in CQB shouldn't make the player invulnerable against less lethal weapons, just make him harder to kill - will need more bullet's to die... However, a headshot, should remain a "headshot" - instant kill :D If the player has helmet, well then the 1st bullet should just pop the helmet off his head, like in W:ET.

about enhancing smoke nade with design points: ...well spending points to get a better smoke nade isn't a good idea if you ask me... nobody will want to spend the "expensive" points to get a better nade. Perhaps a perk could enhance all equipment you have (nade's, knife, maybe body armor)? Or if there's going to be a perk that enhances frag nades' radius, it could enhance the smoke nade too (along with flashbang - or are they too powerful even now?).

1 thing is for sure... balancing out the perks/abilities is going to be hard xD

To make use of the grappling hook(wire), 1st we need a map for it: sky scrapers, or a nice map in the forest with 1-2 cliffs. This equipment is good to take a shortcut, and flank, but what else can you do WHILE hanging on the wire? Example: You can have equipped only knife/nade/pistol, no aiming...

@Coroner: You said we will be able to choose max. 3 abilities. Can I choose any ability, or it'll be restricted like in CoD - 3 types(groups) of abilities, only 1 ability/ group?


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 Post subject:
PostPosted: Sun Sep 12, 2010 9:34 pm 
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I have a suggestion for a new surfaceparm - shallow water.

The current problem is, you can't create puddles, flooded basements, ankle-to-knee deep creeks, etc. with the current water surfaceparm because it doesn't behave realistically.
I'm mainly talking about the way frag grenades make a loud muffled bang no matter the depth or the splash when a player touches the surface.

Sure, this could be faked using a non-interactive transparent brush with a water texture but doesn't work with larger areas especially if they are in the player's way.

I'm guessing it would be easier to modify the current water surfaceparm and I don't see much point in going swimming geared up but that might bother somebody else.


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 Post subject:
PostPosted: Mon Sep 13, 2010 7:15 pm 
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Damien wrote:
Also, make the particles collide with the geometry if possible so they don't pass through floors and walls.


but when the doors are close you should see smoke comming out of the the gaps of the the edges of the door,

see:
Image

that would be realistic and flashy...

however i dont know if smoke would actually come out through the gap of the edges of the door in real life, maybe so,

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 Post subject:
PostPosted: Mon Sep 13, 2010 11:34 pm 
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As far as I know, the only large-enough gap for a substantial amount of smoke to pass would be under the door, but smoke normally floats, so I'd doubt much smoke would pass through a closed door.

Unless, of course, the room was absolutely full of smoke.


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 Post subject:
PostPosted: Tue Sep 14, 2010 8:12 am 
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Dragonathan wrote:
Damien wrote:
Also, make the particles collide with the geometry if possible so they don't pass through floors and walls.


but when the doors are close you should see smoke comming out of the the gaps of the the edges of the door,

see:
Image

that would be realistic and flashy...

however i dont know if smoke would actually come out through the gap of the edges of the door in real life, maybe so,


Lol nice paint :D

Ye i think that would be nice. But i think it would need lots of resourcer, one thing i have though what if there would already be animation of smoke coming but its invisible. When smoke is closer the animation turns more visible. Im shocked how not any of todays games have this "smoke colide with geometry" feature. Maybe some faked thing like you dont see it but its still on the other side too.

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