Espionage Compared With Splinter Cell Multiplayer

DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
edited March 2004 in Off-Topic
<div class="IPBDescription">your thoughts and opinions wanted!</div>To those who don't already know, Quad and I are working on a mod called <a href='http://www.espionagemod.com' target='_blank'>Espionage</a>, a stealth based multiplayer mod. Right now it looks like we're going with HL2 engine but we'll go with whatever is best for the project.

I've <a href='http://www.espionagemod.com/forums/index.php?showtopic=20' target='_blank'>made a post</a> over at the <a href='http://www.espionagemod.com/forums/' target='_blank'>Espionage Forums</a> that I would like some feedback on. Feel free to register and post there if you wish, as that thread I'll be hanging on to for future reference. But if you don't want to bother with registering that's fine.

For those that remember the Stealthmod prototype, Espionage is the actual project it was a prototype for. We always wanted to keep the names seperate so people wouldn't go "eww that stealthmod thing sucked for hl1, no reason to play it now!" when we released Espionage. :P

Begin Copy & Paste:

Well now that the Splinter Cell: Pandora Tommorrow demo is out and I've had a bit of time to play it, I thought I'd give my thoughts on how it will affect the future of Espionage. For those not too familiar with what Espionage is, we aren't simply a Splinter Cell or Metal Gear clone (though we'd be liars if we didn't admit being inspired/influenced by both). We're going for our own unique slice of the stealth game pie. mmm pie...



I'm very pleased by the prospects ahead! Already the demo has proven beyond question that stealth based multiplayer works and can be damned fun to boot.


What sort of competition will Splinter Cell: Pandora Tommorrow Multiplayer pose towards Espionage? After playing it I can definately say there will be a big difference in how it will be played. SC:PT shines due to its small games: Small amount of players in a relatively small map. On the other hand Espionage has always been meant for massive (64 players if the engine we choose can handle it) games on giganormous maps (think Far Cry jungle demo size, if not bigger). Since we were never going to be direct copies of either Splinter Cell or Metal Gear, I think there will definately be room for us to make our own mark and hopefully gain a share of the mod community.


<b>Ideas we already had that were reinforced (proven to be good ideas) by the Splinter Cell: Pandora Tommorrow Multiplayer demo:</b>
- Hiding in shadows = win. No transparency required!
- Being able to complete a mission without the Attackers/Spy necessarily attacking/killing someone on the other team can work and is still fun!
- Gadgets make the game unpredictable, adds variety.
- Passive Security (cameras, alarms, etc.) is essential for Defenders/Mercs.
- Teamplay should be optional, though its much better with teamplay than without. Mercs/Defenders need more teamplay than Spies/Attackers.



<b>New things from Splinter Cell: Pandora Tommorrow Multiplayer that we'd like to incorporate into Espionage:</b>
- Climbing and other acrobatics. Ziplines, ladders, fences, etc. We need more of this.
- Urban maps. We had a few urban maps planned, but I now think that we should bump that number to up around 50% of our total maps.
- General Security Notices from Passive Security devices on the Mercs/Defender's HUD. This is just a damned good idea to have. Doesn't tell you exactly WHERE the area was breached, just that it was SOMEWHERE. I definately plan on incorporating this into Espionage.


So those are my thoughts. Now what do you guys think? Now that a stealth based multiplayer game is out I want as much feedback as possible in regard to stuff you liked that you'd like to see in Espionage, stuff you that you hated, whatever new ideas you may have, and anything else.

I look forward to your feedback. :)
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Comments

  • CyndaneCyndane Join Date: 2003-11-15 Member: 22913Members
    I always have liked to sneak around maps and take out people. So far it sounds all good in my book/s :-)

    Although I am assuming you would have a sniper rifle if not... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    Brutally copied from my post in the Espionage forum:

    I love gadgets. Cameras, turrets, mines, lights, sensors, the more gadgets the better in my opinion. Being able to "load out" like in stealthmod and pick a set of gadgets would be the best thing ever.
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
  • SurgeSurge asda4a3sklflkgh Join Date: 2002-07-14 Member: 944Members
    How about Unreal Tournament 2004? Its engine is great.... not to mention the game is out.

    Good luck, btw.
  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    I've got an idea for the start of a few maps.

    There is a 20-second "warmup" time. Basically, time for each team to load up and choose their gadgets and weaponry. It could start with maybe...

    For attackers, being shuttled to a drop-zone somewhere. In a boat, truck or stealth helicopter. While inside the vehicle, they can move around. Maybe boxes for their gadgets, and lockers for loadout?

    For defenders, an alarm would be sounding inside their area of the map. The HUD announces that unidentified individuals are approaching and to gear up. You move through several gates, where there are models of guards behind grates. You get your equipment from them, then there are terminals where you can choose your gadgets.

    The distance between the objective and the attacker start would be pretty far, to give time for everyone to finish loading up if they haven't already, and to make a plan and start moving. This also gives time for the defenders to lay traps and get to security rooms.
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    <!--QuoteBegin-CForrester+Mar 26 2004, 10:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CForrester @ Mar 26 2004, 10:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've got an idea for the start of a few maps.

    There is a 20-second "warmup" time. Basically, time for each team to load up and choose their gadgets and weaponry. It could start with maybe...

    For attackers, being shuttled to a drop-zone somewhere. In a boat, truck or stealth helicopter. While inside the vehicle, they can move around. Maybe boxes for their gadgets, and lockers for loadout?

    For defenders, an alarm would be sounding inside their area of the map. The HUD announces that unidentified individuals are approaching and to gear up. You move through several gates, where there are models of guards behind grates. You get your equipment from them, then there are terminals where you can choose your gadgets.

    The distance between the objective and the attacker start would be pretty far, to give time for everyone to finish loading up if they haven't already, and to make a plan and start moving. This also gives time for the defenders to lay traps and get to security rooms. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That would be pretty sweet, if it was done right.
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    We had hoped for having this mostly happen, except for w/o the need of a 20 second forced warmup. No way in hell either team will make contact the first 20 seconds of the round anyway. :P

    And as far as flashing something on the HUD, its a neat idea but it would get old after like 10 rounds. Maybe have it check to see how many times its done it and only flash those for nubs :P
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    <!--QuoteBegin-CForrester+Mar 26 2004, 10:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CForrester @ Mar 26 2004, 10:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For attackers, being shuttled to a drop-zone somewhere. In a boat, truck or stealth helicopter. While inside the vehicle, they can move around. Maybe boxes for their gadgets, and lockers for loadout? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think we discussed this. Dynamic spawn points from planes, boats, etc a la BF1942.

    As well as dynamic spawning on the edges of the map, I think I remember. We did a lot of brainstorming for a couple nights straight and came up with some great ideas, too bad I can't remember any of them. Maybe DOOM has a list.

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • eedioteediot Join Date: 2003-02-24 Member: 13903Members
    i like realistic firefights and tactics and teamwork. duck and hide and covering fire and flanking.
  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    <!--QuoteBegin-DOOManiac+Mar 26 2004, 10:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Mar 26 2004, 10:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And as far as flashing something on the HUD, its a neat idea but it would get old after like 10 rounds. Maybe have it check to see how many times its done it and only flash those for nubs <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Maybe instead of the HUD, it could be a voice that comes over the loudspeakers while the alarms blare. Basically... "Unidentified individuals approaching. Please proceed through equipment gates as quickly as possible and prepare for assault." Make it a really sexy voice or something, so that people don't get bored of hearing it.
  • booogerboooger Join Date: 2003-11-03 Member: 22274Members
    Make an option apparent where there would be no HUD (it'll prolly be an option as cl_huddraw 0 anyway). I always love how immersive games feel without the HUD, where you think a lot more about what your doing rather than just glancing to your hp and whatnot.
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    Here are a few of my ideas:

    First off, the urban stuff is GOOD. Just remember: 64 people on a urban map= BAD. VERY FRICKIN BAD.

    Have each map have a story to it.

    Otherwise...I'd include some extras. The loadout thing is nice...but howabout special abilities for spies also(spies only).

    Weapon Specialization: Pistols
    -Rifles
    -Submachine Guns
    -Sniping Weaponry
    -Explosives

    These specializations would FORCE the user to use ONLY those, but they'd be damned good with em.

    Speed Specialization

    Strength

    Acrobatics

    Size(you physically get a smaller model, maybe 3/4ths the size of regular).

    Also, much like in SC, make sure you include Night-Vision and Heat Vision. I'd also like to see radio-wave vision(newly implemented. Read up on this at CNN, it reads small-radio frequencies, and tells you where their blasting from). These could all prove fun.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    DOOManiac, try out Raven Shield, even if only for a few hours. I think that movement wise, with the exception of of stealthy things, thats how Espionage should be. No nilly willy jumping. Could pick up plenty of ideas from Raven Shield, especially some of the realism.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Suggestions:

    Give the "Guns" team enough firepower to be able to not even think about taking out a spy if the spy is seen. Automatic shotguns and sniper rifles versus people with neoprene suits on. No contest, dead spys. Forces the spys to be played carefully, slowly, and stealthily. None of this sillyness that we have now in the demo, where the spy get's found out, shoots the guard with the tazer, then drops a flashbang at his feet and runs like hell. The spys should be invisable, or they should be dead.

    Grappling hooks. Oh hell yeah. The spy's counter to the firepower should be mobility. They should be able to distract and fade into the shadows, then sneak in from somewhere else quickly.

    Environmental interaction. EVERYTHING should be able to be used. For example, shoot out that zipline, climb it up to the roof, strafe along the roof, repel down into another window. Easily done with Source.

    Vent systems. Floors between floors. Little nooks and crannys for spys to get into that adds to the sneaker element.

    More gametypes. Now we have disable the nerve gas and steal the nerve gas. What about kidnapping? Knock out the VIP, drag his unconcious body back to the raft, or something of that nature. Maybe objectives that require coordination between multiple people?

    Off to play PT <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    Yeah, I'd like to see fading out when you're in shadows. That way, people with high gamma can't see you, it levels the playing field.
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    Good feedback guys. Keep it coming :)
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-DOOManiac+Mar 27 2004, 01:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Mar 27 2004, 01:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Good feedback guys. Keep it coming <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    As I posted on your boards, I'll make a map for this mod DOOM, sounds awesome.

    ~ DarkATi
  • QUADQUAD Join Date: 2002-07-17 Member: 963Members
    edited March 2004
    <!--QuoteBegin-Surge+Mar 27 2004, 03:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Surge @ Mar 27 2004, 03:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about Unreal Tournament 2004? Its engine is great.... not to mention the game is out.

    Good luck, btw. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Haha, good one. When it comes to modding, the Unreal engine is a joke.

    The luck is always appreciated, however.
  • RustySpoonRustySpoon Join Date: 2003-07-10 Member: 18069Members
    Instead of noisy neosteads and guns like that give the spys only
    the gadgets and a knife <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    But serioulsy. Like someone already mentioned, make the spys
    want to be invisible. If a merc sees a spy 1-5 shots = Kill.
    The spys shouldnt be able to be professionals at hand to hand
    like in SC, but instead only good when attacking from behind.
    E.G backstab would be really fun. And remember to not hav infinite
    lives, so you people will be afraid of dying instead of just typing kill
    in conlsole to get back to the beginning.
    And remember. Encourage people to play with a small amount of players.
    eg: 4on4 at the very most. SC's 2on2 is perfect IMO.
  • OmegamanOmegaman Join Date: 2004-01-11 Member: 25239Members
    If Esponiage will have the Hackers from Stealthmod...

    Like Team Fortress Classic, Hackers could have special weapons. I'm thinking Chaff Grenades. The Hackers could also have the ability, where if a Hacker sneaks into some secruity room (or something) and hacks a computer, it shuts down all passive sercurity for, say, 30 seconds to 5 minutes or something.
    However, before all security is shut off, it will alert the gun people of the/a computer being hacked. So the hacker has to get out of there.
    BUT...If the hacker stays and hacks the computer again, the hacking process will take much longer, but it will shut down all power (as in, no lights in base! Rebel heaven!) for 30 seconds to 5 minutes, or whatever.

    I dont know what you have in mind for the hackers, but those are some suggestions.
  • MoquiaoMoquiao Join Date: 2003-05-09 Member: 16168Members
    <!--QuoteBegin-CForrester+Mar 27 2004, 07:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CForrester @ Mar 27 2004, 07:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah, I'd like to see fading out when you're in shadows. That way, people with high gamma can't see you, it levels the playing field. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    is there any way to incorporate a lock on gamma? like a server max? or something similar.. cos it would ruin gameplay really
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Urban maps. We had a few urban maps planned, but I now think that we should bump that number to up around 50% of our total maps.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    whee <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    PS. no springinzee hopinzee
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    The major problem I forsee, expecially with massive maps, since the espionoge team will have to tread so slowly and carefully the vast majority of the time, often the assault team as it currently stands will most likely spend vast sums of time sitting around some objective doing nothing except counting cricket chirps. In reality thats the way it would have to work for them, but for gameplay sakes we need to do something for them to pass the time, or create some way that they can include themselfs in almost every battle, not just the ones that happen to come close to them. No one is going to want to play on the assault team if every game your gonna spend at least half an our sitting around doing nothing, no matter how cool you make their guns. For now I think that the above problem is the main reason we can't limit the lives of the players, at least for the assault team, because often they would just be so bored anyways they would throw caution to the wind and carelessly rambo off into the jungle. They are already missing out on the whole cool elite sneakyness of the game to begin with, we should seriosly think twice about doing anything that limits thier experiance of the game any further.
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    I think the most important thing is to create a believable atmosphere. For both sides.

    The people should feel they're in a Military facility. This means alarms, flashing red lights, urgent messages over the radio ("SIR THEY'VE TAKEN DOWN THE SCANNERS, WE CAN'T SEE ANYTHING!" it kinda gives the Assault team a sense of Urgency....), etc etc

    All that stuff that contributes to being there.

    If it helps look at things like SAS assaults for ways that the Spys could get into the facility, eg Boat, paradrop, tunnels.

    Remember it'll be both the big things and the little details that will help the mod gain popularity. So pay attention to detail and you'll find that it makes many more people think "Hey wow thats cool!" and it helps build memorable scenes in the gamer.
  • OttoDestructOttoDestruct Join Date: 2002-11-08 Member: 7790Members
    edited March 2004
    Why not add a small stunt system? Granted it would be only simple leaps to each direction, not much further than a normal jump would take you (don't want this to turn into TS, although fun, it feels abnormal leaping 30 feet.) To balance play you could drasticly reduce the accuracy while leaping.

    *Edit*

    And I just realized this post pretty much has no relevence to the topic... oh well <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    Hrm. It seems a lot of the time the defenders are going to be sitting on their arses flashing their torches into shadows.

    I have a crazy thought: Make the gadget system almost a mini-game in itself. I mean you could be able to construct your own traps from components:

    Possible sensors (Cause):<ul><li>Proximity sensor,</li><li>Motion sensor,</li><li>Laser line,</li><li>Tripline,</li><li>Pressure pad,</li><li>Reed switch. (For doors and windows.)</li></ul>
    Possible devices (Effect):<ul><li>Explosive,</li><li>Tracker tag,</li><li>Floodlight,</li><li>Blaring alarm,</li><li>Killing/incapacitating/disorienting gas release,</li><li>Silent alarm. A message appears on the placer's hud indicating the direction of the trippage,</li><li>EM generator. For disabling the spy's vision modes/gadgets.</li></ul>
    Like a prox sensor, set to 3 meters, attached to a stick of jelly. Or a reed switch connected to a disorienting gas release and a silent alarm. You would come running expecting to discover a dazed spy blundering around. The more components it has, the bigger/noisier/brighter/more visible the device is. The devices could be constructed using a drag-n-drop interface in which you snap together the different components to craft your trap.

    Imagine being an inexperienced spy heading towards your goal. You slow to a crawl as you pass though a doorway. You here a *tchclik* of a tripline pin coming loose. A floodlight blares at you, dissolving the darkness, and you hear footsteps approaching.

    One thing that would be necessary for traps using wire triplines and lasers is some kind of orientation system. Being able to not only choose the surface but to be able to rotate it so the wire/laser points in the direction you want.

    Of course the spy would have to have an array of any-trap devices. Like special goggles to spot the lasers and a mirror to sneak past them, a pair of wire-cutters for the triplines, or simply sneaking really slowly past motion or proximity sensors.

    Attached is my idea of what the trap crafting screen should look like. BEWARE MY CRAPPY PHOTOSHOP SKILLZORS.

    --Scythe--
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    edited March 2004
    Good stuff guys.

    I just got off a 9 and a half hour shift at work so I'm much too tired to reply to everybody, but I have read them all and greatly appreciate the feedback!

    For those that haven't checked, <a href='http://www.espionagemod.com/forums/index.php?showtopic=20' target='_blank'>my original thread</a> on Espionage's forums has been busy with replies too, and I gave a lot of responses.

    A few things I'd like to touch on before I pass out though:

    - About Attackers/Rebels/Spies NOT being masters of close combat: I disagree. I think that if they can get within touching distance of the defenders, the defender is gonna be very lucky to stay alive. The defenders have all kinds of firepower at their disposal, so if they catch the infiltrator he's pretty much dead. But if the spy manages to sneak up on a person, they're as good as dead. Sort of the original idea of marine vs. skulk. Unlike the spies in Splinter Cell, the attackers in Espionage will kill, and they will kill a lot. :) *STAB STAB STAB*

    - Defenders will always have something to do (at least as much as possible/reasonable). Nobody wants to play a game that's boring or where you sit around. Since the games are rather large the player can decide if they want to do just patrols, OR if they want to lay traps, OR they want to guard specific areas, OR etc etc etc.

    - Customizable gadgets. I don't really like the idea, as it presents a problem on 1) balancing 2) coding 3) teacher players how to use it, and also that's not how it happens in real life. While we aren't a "realism" game, we are going after a certain level of authenticity.

    Also I don't want to give TOO much away just yet about a few special other things we have planned, but keep in mind we have lots of ideas for this. I mean I've been wanting to do this mod for YEARS, and only just now is the technology coming out to actually make it possible. :)

    And now you'll have to excuse me while I go pass out...
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    <!--QuoteBegin-Legionnaired+Mar 27 2004, 01:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legionnaired @ Mar 27 2004, 01:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Grappling hooks. Oh hell yeah. The spy's counter to the firepower should be mobility. They should be able to distract and fade into the shadows, then sneak in from somewhere else quickly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I like this quote a lot.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    If you are going to have 64 man games, you probably would want to limit spys to 10 or so. Think about it...<b>32</b> spys infiltrating a small base is just....hilarious <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Havent played SC, but Im thinking of some from Metal Gear.

    -Load the spy up on non-lethals. Give em tranq darts, chaff, cigarettes (for the laser trip mines of course XD).

    -Have toggle-able lights...pretty much throughout the buildings.

    -Give the defenders a simple 'hivesight' Know each other's position and if they are attacked. Put a radio on em that the spys can take out to disable their personal 'hivesight' and take them out of other's 'hivesight' (I know its a bit NSy, but radio is from MGS)

    -Limit the only lethal thing that spys can do to backstabs, chokes/neck-snaps

    -The defenders should probably be loud and visible. Consider giving them a permanent flashlight or laser on their gun. Seeing the defender's laser sight sweeping just inches over your head will pwn <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    - Attackers are lethal. Very lethal. p.s. tranqs are for sissies ^_^

    - We'll have as much dynamic lighting as whatever engine we eventually settle for will allow

    - Hivesight? no... but radar yes.

    I like the shoot out the radio idea, that's good. :)
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