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Thread: Some suggestions (possibly for b6)

  1. #1
    Tsukasa1105 Guest

    Default Some suggestions (possibly for b6)

    I think the one thing the Hidden is lacking is an open ended combat system.

    For example, pretend your hidden on stalkyard (and there is a crowbar or two lying around for the crates, etc). You should have the ability to throw your knife, run over, grab a metal panel and equip it, grab a crowbar, run around like that, etc. It would make for a much more dynamic game if it allowed the Hidden to be resourceful with his weapons. Of course, you could just keep the knife and it would be like classic gameplay, but thats up to the user. I think it could be balanced pretty well (for example, if you have a shield you can mitigate damage from the side or front (if your blocking), but because its larger then say, a knife, its not cloaked as well.

    Any thoughts?

  2. #2
    ProgrammedToConsume Guest

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    I don't remember the statement entirely but I do believe that Ging expressed that he doesn't want to add any more weapons. The hidden doesn't need a shield in most cases anyway as he can just pounce away from the iris provided he has enough stamina.

  3. #3
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    that and they'd be visible until the supposed bio-electric field saturated them. so he'd have to camp for half the round or more until they disappear... boring

  4. #4
    Tsukasa1105 Guest

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    The field would be instant, it would just cloak larger items worst then smaller ones. Also, I am not proposing adding more weapons, just increasing the realism by letting the hidden actually use whats around (and be more resourceful). It's not about what the hidden needs to play, it would just make the game more fun. Take Crysis for example, you could build a perfectly good game without super strength, super speed, etc, but it wouldnt be as fun necessarily.

    Just like when your planning a level you need 2-3 entrances to a room minimum, when your planning a game you need multiple avenues of attack (and ways to build strategy into the game). Right now there is:

    Knife
    Throw a grenade
    Crate instant kill (not so much)

    So for most people, you have two avenues of attack. As IRIS, you know he's either going to knife you, or you will hear a 'tink' of a grenade. What I am proposing opens up the attack system so you might see some new ways of attacking people.

  5. #5
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    Which all ultimately equate to the same thing, using a melee weapon...

    Just because you've changed the weapon doesn't mean you've provided anything new.


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  6. #6
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    might be interesting to break up the monotony by iris-heading the kabar and have multiple shapes & textures that are either picked randomly at each round-start or based on what iris member they choose.

    a complete waste of time and polygons but a fun gimmick none the less.

  7. #7
    Isolation Guest

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    Basically the equivalent of lightsaber hilts in Jedi Knight 2/JKA. I'd rather just have new slash animations than a different looking knife.

  8. #8
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    yeah... i messed around with that a bit but too bad valve screwed the animation call pooch and calls the animations by number as they appear in the .QC instead of just by trigger alias so the extra animations won't work when playing in a server that uses a different model than yours.

  9. #9
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    I believe the animations should work if you put in multiple animations with the same activity name - it should (I think) pick randomly from them and play one.

    I may be completely off base, it's late and I'm tired.


    "The enemy gate is down"

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  10. #10
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    it does if you host the server using the customized model. but for some reason the SERVER calls the animations and it calls them in sequence as they appear in the .QC

    for instance if the server's model has them ACT_VM_DRAW (or whatever it is), HOLSTER, IDLE, ATTACK and ATTACK2 appearing in that order in the .QC but your custom model has them listed IDLE, ATTACK, ATTACK2 DRAW, HOLSTER then when you try to fire your gun plays the DRAW animation because it's the 4th in the list. on the other hand if you host using your custom model then when other players connect they'll get the HOLSTER animation when they try to fire because it's 2nd.

    it was all quite sad making really...

    at least it did when i tried it last time so i guess i'll try again and see if they fixed it but i wont get my hopes up.
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