Brink Q&A


(Mustang) #401

I’m presuming similar mechanics to previous games
But shall ask anyway

Questions:

Can you switch weapons while reloading (good)
Or do you have to wait for the reloading to finish (bad)

And if you can switch while reloading, will it cancel the reload then change to the new weapon (good)
Or will the old weapon continue to reload in the background while you are able to shoot with another (bad)

Finally can you cancel reloading manually without switching weapons
e.g.
You start to reload while low on ammo
But an enemy appears so you decide to cancel the reload in order to kill with what remains in the clip (good)
Rather than dancing around trying to avoid damage whilst your reload finially finishes (bad)


(Rahdo) #402

good, good, good


(Mustang) #403

Hehe, that’s good news, thanks


(tokamak) #404

Can you pick up other player’s weapons provided you have the right body-type?


(Rahdo) #405

This is something we’re investigating from a tech feasibility POV. What do you guys think, would that be a good addition to the game? I’d worry a bit that it undoes the player’s ability to share ammo if there’s guns to pick up all over the place. THey could all be near empty, of course. BUt at that point, is it worth it? Thoughts?


(Loffy) #406

Depends R. Could you expand on the “share ammo” part.


(mortis) #407

Sharing ammo sounds like an ideal way to encourage teamwork, although I can see the potential for spam, if people keep working like mules to bring ammo to choke points, but that was always true of Field Ops in W:ET, anyway. Picking up weapons shouldn’t be automatic, but if you have to bend down an spend a second or two to take it, why not?


(DarkangelUK) #408

I think it comes down to how it’s implemented.

Scenario A: Walk over a gun that you’re carrying and it tops up your ammo count.
Scenario B: Drop your gun and pick up the gun laying out the ground and hope it has more ammo than you had.

Scenario A runs the risk of just not caring about ammo, cos sure enough there will be plenty on the ground to pick up, potentially rendering a class or ammo point useless (no idea how ammo is obtained at this stage or if there’s a FOPS style class to issue it )

Scenario B could cause confusion as you need to learn visually what the guns look like and if your body type can carry it.

A is rectified by purely adding what was on the clip to the ammo count rather than the full ammo the player was carrying. B can be rectified by visual hints such as ‘Press X to switch weapon’, if that doesn’t appear then it’s obvious you can’t carry that weapon.

I’d like a happy medium with both tbh, clip top ups for ammo but the ability to switch to a gun you didn’t originally choose, but can carry as it’s suited to your body.


(Jamieson) #409

I think DarkangelUK makes some very good points.

Like ET I want to be able to switch my gun so i can pick up the enemies gun. Thats what was so great you could nick a gun then when ever you killed an enemy you took their ammo for the next kill. This made things very quick and fast paced.

i’ am not sure how this would work with the variety of guns in Brink etc.


(Shiv) #410

Maybe the tiny ammount of ammo in the guns laying on the ground would be good.
In farcry 2 i got around 8 bullets per downed enemy but only if the ammo type matched.
if i played smart, kept it sneeky sneeky and went for the headshots my ammo went up, if i thought screw it and fired tons just to get the kills my ammo dropped down but i was safe in the knowledge that i probably got the kill.

i think you want ammo to go down… also you have to get to the enemy corpse to get that ammo, if their team mates are there its another obstacle (the dead guys team can pick it up as well)
one of the problems in qw was the constant respawn just for ammo, it felt wrong to me… o crap outa ammo /kill.


(SockDog) #411

Would searching (hold key) a dropped gun to slowly replenish ammo work? I mean in addition to a traditional way to distribute ammo which was faster. That way you’d be unlikely to use it during choke point engagements as you’d likely get shot but as a top off on the way to an objective it could be a nice payoff for the small delay.


(Floris) #412

Hell yes, it would be a great addition to the game. W:ET already allowed you to pick up guns from teammates and enemies, and it was a feature I really missed in ET:QW. The best moments in all the time I’ve played W:ET were those when you were alone deep into the frontline, keeping a key area clear so your team would have a better chance of getting to an objective, with 10 bullets left, knowing the next enemy you face, every bullet has to hit, for the sake of not just your survival that instance, but for a fighting chance in the next wave of enemies, as your kill would get rewarded with a fresh pack of ammunition. In the heat of the moment, ammunition is the best reward for a kill.


(tokamak) #413

Just randomise it. Give guns a random and minor amount of ammo by walking over it, provided the gun shares similarities to what you carry.

That’s the ammo side of it all.

I’m talking more about the possibility to pick up guns from other players. That’s way more difficult and way more interesting. A player could pick up a weapon that has been ‘buffed’ by upgrades and the engineer or other means, becoming an incredibly lucky chap walking around with a plaything he was not meant to have.

I think that’s fun feature, it also helps to balance the level difference between players. High level players have the responsibility not to die or they might be giving their cargo to the enemies.

Just make it so that teammates can’t pick up the guns of players they have teamkilled or you will get the perverse effect of people shooting their own team to get better weapons.


(Floris) #414

What would be the use of that randomness, if you just killed someone with a full clip, you deserve to get as much ammo from him as the next guy does.

[QUOTE=tokamak;201068]I’m talking more about the possibility to pick up guns from other players. That’s way more difficult and way more interesting. A player could pick up a weapon that has been ‘buffed’ by upgrades and the engineer or other means, becoming an incredibly lucky chap walking around with a plaything he was not meant to have.

I think that’s fun feature, it also helps to balance the level difference between players. High level players have the responsibility not to die or they might be giving their cargo to the enemies.

Just make it so that teammates can’t pick up the guns of players they have teamkilled or you will get the perverse effect of people shooting their own team to get better weapons.[/quote]
Kinda reminds me of Counter-Strike. You usually have one team able to buy good weapons, because they won the first round, and one team which either spends their money on lesser guns, or goes “eco” and rushes with their default equipment. In those cases having all that firepower comes with the responsibility of keeping it in the hands of your team. In the case for BRINK, killing an opponent with the same gun could reward you with ammo, killing an opponent with a better gun would reward you with that better gun. As for teammates getting killed, there should be a general anti grieving system in place, so I don’t think it will matter if you can pick up your teammate’s gun.


(tokamak) #415

Oh that should be okay, you just shouldn’t be able to pick up the gun of a teamkilled player.

Not if the ammo is randomised while it’s on the ground.


(Ragoo) #416

I like the idea of picking up guns and maybe even ammo (depends on what other ways there are to get ammo). But the most important thing in my opinion is that you give us cvars to turn it off if we like to :stuck_out_tongue:


(Floris) #417

But why would you even want it to be random I’m wondering…


(RoryGreen) #418

In Brazil? Nope. We did take a lot of inspiration from stuff in real life like the Masdar Initiative (http://www.youtube.com/watch?v=ovly1dQGKH4), the Seasteading Institute (http://seasteading.org/) as well as several others. Ed would have to go into more detail on all of the research done, though.

The guy in that video sounds like the guy in the Brink Teaser Trailer :slight_smile: lol


(tokamak) #419

It’s random (and scarce) so you can’t rely on it to keep going. Maybe just a lucky find here and there so it’s still worth scavenging bodies (by walking over them), but for real consistent supplies you will have to rely on your team.


(Floris) #420

There’s a huge difference between ammunition count being random or scarce. Scarcity can be created by only giving the player the ammunition in a gun’s clip, that way you don’t insert any randomness, and still have the desired effect. I don’t know about you, but “randomness” is one of the most hated words in terms of games in my dictionary. I would like BRINK to be a first person shooter, not a lottery simulator.