Brink Q&A


(Zhou Yu) #241

Well, depending on how the customisation bits work, I would assume clans can have some form of integration where they all wear the same colours/warpaint/clothes or similar to give them a uniform look.
Clan tattoos would be another step up - if you were really sure you wanted to play for that clan for a long time :stuck_out_tongue:

There are definitely some unique things you could do for clan integration though, have team only designs perhaps, or clothing you can unlock for your entire clan through winning controlled matches etc.

Its all a little silly and somewhat surplus to requirements, but it would be rather cool.


(Rahdo) #242

Yeah, basically the intent is for clans to be able to define a “clan uniform”, and when you’re representing your clan, you’ll be wearing that instead of your own customized outfit combinations. That’s the intent, anyway :slight_smile:


(dommafia) #243

I call dibs on the tapir uniform!

edit But seriously… There better be tapir related wear/tattoos


(tokamak) #244

Damn, that means I’ll be left with the stroggified banana mascotte uniform :frowning:


(eiM) #245

If you like you can add this Crossfire Forum link to your thread. Rahdo there opened a Q&A thread which has been stickyd. Alot of questions and answers around the game and its competetive side can be found there:

http://www.crossfire.nu/?x=forum&mode=item&id=24588

I’ll keep is as sticky as long as its being updated.


(xXHugDangerXx) #246

[QUOTE=eiM;197288]If you like you can add this Crossfire Forum link to your thread. Rahdo there opened a Q&A thread which has been stickyd. Alot of questions and answers around the game and its competetive side can be found there:

http://www.crossfire.nu/?x=forum&mode=item&id=24588

I’ll keep is as sticky as long as its being updated.[/QUOTE]

Its an interesting debate going on about movement speed, but with the ability to pick multiple body types shouldn’t the medium build be the appeal to the masses movement speed and the athletic be for the faster twitch shooter players.

Look at how TF2 handles it, they have slow/med easy aim classes (heavy soldier pyro) and then classes that rely on aiming ability (demoman sniper) and fast movement (scout) sneak movment (spy) and more defensive support classes (medic engi). With the ability to pick body type and weapon load out in brink shouldn’t these combos be obtainable to a greater extent?

With options shouldn’t every player type be catered for?

I really think that the athletic body type should be fast and twitchy, any player having problems with fast movement can always move down to the next body type.

:stroggtapir:


(DarkangelUK) #247

I think it’s the RPG element that’s keeping body type to a constant. But you can always make another character to experience the other movement styles from the different body types.


(tokamak) #248

Will there be in-game advertising?


(Rahdo) #249

No one’s talked about it so far, afaik…


(DarkangelUK) #250

Movement related questions, will we have the same pause from a high jump that we have in the likes of ET? From a certain height you can hit the ground and keep running, but too high and you get a slight pause when landing and a small health decrease?

ET:QW seemed to have air drag, you could reach a certain speed and not go any faster (was around the 720ups area), are the same restrictions in place here? Will using the SMART button to leap an object have a small speed cost or will what ever pace you’re moving at be retained?

Are the usual idtech4 engine traits in place, ground acceleration for circle jumps, air acceleration (you could get a constant acceleration when using the parachute in ET:QW), ramping up slopes etc?


(WastelandTraveler) #251

I had to sign up to ask some questions! I had a good talk with DarkangelUK on another website that I frequent. Our topic of discussion was the engine technology that Brink is running on. After seeing the latest screenshots of the game and reading on this website about Brinks Virtual Texturing technology I took it into account that this game was probably on id Tech 5 and not id Tech 4 as previously mentioned. The main reason why I thought this was how all the lighting looked in these screenshots, along with the fidelity of the textures on the models. It appeared very similar to id Tech 5 however after reading some stuff on here and talking to Darkangel, I see that this is nothing more than a heavily modified id Tech 4 engine. So my questions are involved mainly with the id Tech 4 technology and what SD has done to improve it…

What were the major things you brought to the id Tech 4 engine to bring about such an improved lighting system?

Is the virtual texturing you have tied with id Tech 4 have any similarities with id Tech 5 or is it more of a custom feature you put into id tech 4?

Earlier in this thread it was mentioned that there was also a new tools framework, does this involve the development tools for the id Tech 4 engine itself, and if so is it a similar tools framework to what id Software is doing with id Tech 5?


(DarkangelUK) #252

Welcome to the forums :slight_smile:

Until the powers that be reply, you can have a read over RR2’s PC Gamer interview that contains a few tech Q’s


(tokamak) #253

Yeah, QW indeed looked like it had air resistance.


(timestart) #254

tokmak, 5000 posts won’t get you a beta invite. sorry, we lied to you


(RosOne) #255

Please try to be nice :slight_smile:


(tokamak) #256

I’m not really worried about an invite, they’ll likely pull another ‘fileplanet’ like the last time. I’m just a forum addict, last time I checked I produced around 30-40 posts a day.

Though you’re right I guess, my posts are a overly present in this forum, I’ll just migrate to other forums for a bit :stuck_out_tongue:


(darthmob) #257

I think I got a question which has not been posted before.

Will there be different weapons for Security and Resistance? It would make sense to see the Security with a well equipped modern armory and the Resistance rely on weapons from the black market.


(radiator) #258

hi all :slight_smile:
i just remembered one thing: can you stop while climbing a wall and hang yourself? i don’t know if i’m saying it right, so here’s a screenshot of splinter cell.

http://www.visualwalkthroughs.com/splintercell/chaostheory/bathhouse/19.jpg like that :tongue:

you could hit crouch or something when you’re almost at the end of the wall and be like that. that way you could wait there to time a surprise attack from the top of the wall (or box or wtv). or if you’re good, you can use this to press against a wall and go unnoticed by the enemy.

(sorry for bad english)


(Slade05) #259

Man in the window is actually actively pretending NOT TO SEE Fischer.

If there is to be a wall-hanging, i want finger-walking with all important attributes like cries, swearing and accuracy decrease for the unfortunate. :slight_smile:


(Rahdo) #260

[quote=darthmob;198275]I think I got a question which has not been posted before.

Will there be different weapons for Security and Resistance? It would make sense to see the Security with a well equipped modern armory and the Resistance rely on weapons from the black market.[/quote]
Same weapons, symetry is maintained. But each side’s weapons hopefully will look and sound different (security new and well maintained, resistance beat up) so there’s aesthetic differences. But stats and function identical.

[quote=radiator;198313]hi all :slight_smile:
i just remembered one thing: can you stop while climbing a wall and hang yourself?[/quote]
Nope, not in this game. Very cool idea, and would love to pursue it in the future though!