Brink Q&A


(Rahdo) #761

OK does the mission pop up in the mission menu for the spy, the moment someone else is in disguise

Actually, that interview was done back in november, and we’ve since cut the operative mission to reveal other operatives. :frowning: it was cool, but it was way to unbalancing and kind of completely undercut the disguise mechanic altogether. i liked it a lot, but it had to go. however, i am really happy with how disguise revealing works now. it’s all about bluffing, now more than ever, and i think you guys will like it :slight_smile:

I’m sure there’s more to it than just ‘oh the covert is coming towards me with no friendly medic in sight. TAP’

the strategy comes in more when you start earning abilities that let you ‘do stuff’ while you’re incapped.

Does that allow the players to determine what sort of upgrades the enemy has on their gun?

Because there’s a few different ways that you can temporarily increase the damage potential of your gun, we’ve got a few different ways to communicate that, and the tracer fire effect is one of them.


(DarkangelUK) #762

To make it easier for the operative to get to an incapped enemy, has /kill been removed? In ETQW you could just kill yourself (bind “q” “kill” “” “default”) so you were actually dead waiting for the next respawn rather than actually sitting there incapacitated. If you can still kill yourself, would that make the operatives job a lot harder? He can see a downed enemy and still have 10 secs till the next respawn wave for a tap out, but if the enemy /kills then he can’t do anything to him.

Not a Q&A, more a suggestion bit kept it in the one reply. You mentioned there’s different levels of interrogation, can we have one that allows temp access to the enemy teams VOIP? Hack their communications system and you can hear them speaking, but they can’t hear you :smiley:


(tokamak) #763

Why the suit, and who are the other two?

Careful, that would discourage communication. Maybe being able to hear some essential automated messages would be cool though.


(MILFandCookies) #764

[QUOTE=Rahdo;211541]Actually, that interview was done back in november, and we’ve since cut the operative mission to reveal other operatives. :frowning: it was cool, but it was way to unbalancing and kind of completely undercut the disguise mechanic altogether. i liked it a lot, but it had to go. however, i am really happy with how disguise revealing works now. it’s all about bluffing, now more than ever, and i think you guys will like it :slight_smile:

the strategy comes in more when you start earning abilities that let you ‘do stuff’ while you’re incapped.

Because there’s a few different ways that you can temporarily increase the damage potential of your gun, we’ve got a few different ways to communicate that, and the tracer fire effect is one of them.[/QUOTE]

Rahdo thanks for answering my questions :slight_smile:


(brbrbr) #765

maybe to get intel, Operative, need to get access to PDA/wearable network[of fallen enemy soldiers/peons], instead simulate interroagation himself ?
and this [main]device will blow[in self-destruct sequence(so operative have minimaly-margined time to get intel)]while you suicide self, incapacitated/wounded]?


(tokamak) #766

Like Radho said, the balance lies in making tapping out less attractive because you can do stuff while lying on the ground. You can still be an asset to the team, /killing will turn you completely useless.


(BioSnark) #767

But that is irrelevant if you see an op walking towards you and can instantly /kill.


(tokamak) #768

Yeah I agree, it sounds a bit cheap at the moment so I’m curious what they come with.


(Rahdo) #769

well, the easy answer is to not allow it (still allow self-incap, i suppose), but the question is: how would you guys feel about that? /kill was really most useful as a way to change-class-now-fast-fast-fast and do other stuff on the limbo screen,right? that functionality is taken care of by command posts now, so you don’t have to fall on your sword when your team needs an extra soldier. with that in mind, do you guys think /kill is still necessary?

if self-kill does stay in, at least operatives can take solace in the fact that if they don’t get to the body in time for an interogation, they can at least still disguise themselves as the dude (interacting with incapped guy = interogate, interacting with dead guy = disguise)


(Rahdo) #770

of course the counter argument is that leaving /kill in the game gives the incapped player the opportunity to not ‘be a victim’ and ‘fight back’ against roving enemy operatives. if they see one coming, they can get the hell out of dodge, denying the shark it’s victim (though again, the shark can still get a disguise opportunity… and it’s not like the operatives can’t try to sneak up on their prey…)


(Senethro) #771

[QUOTE=Rahdo;211651]well, the easy answer is to not allow it (still allow self-incap, i suppose), but the question is: how would you guys feel about that? /kill was really most useful as a way to change-class-now-fast-fast-fast and do other stuff on the limbo screen,right? that functionality is taken care of by command posts now, so you don’t have to fall on your sword when your team needs an extra soldier. with that in mind, do you guys think /kill is still necessary?

if self-kill does stay in, at least operatives can take solace in the fact that if they don’t get to the body in time for an interogation, they can at least still disguise themselves as the dude (interacting with incapped guy = interogate, interacting with dead guy = disguise)[/QUOTE]

This is a tricky one. If you don’t allow a kill function then what happens is people will just hold onto a grenade instead, so a kill function that takes 5 irritating seconds instead. Command posts would certainly make the lack of /kill go down easier but there would be a big fuss. /kill is also essential to many of the tactics of the competitive community as they need quick class changes at points in the map where objectives change.

I assume the respawn system is still timed respawn waves? The importance of making your decision before a certain time is what makes people use /kill anyway.

Also, please call the /kill function something like /respawn instead! There was a lot of complaints (largely from low skill players) about how other players would use the /kill function bound to a button to deny them frags on their score, XP or just the satisfaction of getting their name on the obituary list.

Just to make the point, theres a bunch of anti-/kill mods for W:ET that have a surprising variety of functions and customisability to enable certain draconian server admins to enforce certain behaviour. This could go as making your weapons heal the enemy if you suicide too often. Thats the kind of emotions it raises on both sides.


(DarkangelUK) #772

I think it depends on how interrogation works, if you start to interrogate a downed enemy, and they /kill mid process and still stop you from completing it? Kill was also useful for the times you just had no ammo and no Fops were handing any out, again this will be taken care of with the command post.

In all honesty, and this isn’t a giefbeta shout, but i’d need to try it with and without to see… if the reasons for /kill are negated, and it makes the operatives job way too hard, then i’d say get rid of it.


(Senethro) #773

This is likely the biggest potential area for conflict. Ideally you need to allow a interrogated player to be able to /kill without stopping the interrogation for the operative. You shouldn’t stop a player from respawning but neither should you have one magic button someone can press to ruin an operatives day.


(Shiv) #774

except mouse1


(DarkangelUK) #775

Being able to cut it short would just render interrogation attempts pointless. If you’re not quick enough to tap out before an operative starts interrogating you, then you should pay the price… not have an easy way out.


(MILFandCookies) #776

/kill was really most useful as a way to change-class-now-fast-fast-fast and do other stuff on the limbo screen,right? that functionality is taken care of by command posts now, so you don’t have to fall on your sword when your team needs an extra soldier. with that in mind, do you guys think /kill is still necessary?

In stopwatch modes, I dont think there would be enough time, to find a command post and change class. But like DarkAngel said - would have to try it out to see how it would work. Also /kill was useful, when the defending team conceded the objective, in order to “set up” their defences early for the next objective.


(DarkangelUK) #777

I would pefer a ‘respawn next wave’ option rather than an instant kill. That way you can still get back to set up for the next objective. I mean even with instant kill, you can’t join the game till the next spawn wave any way.


(BioSnark) #778

EDIT: ^ exactly wut he said.

or put a cyanide pill in the game :slight_smile:

I know UT2004 servers could have the function disabled.


(MILFandCookies) #779

That actually isn’t a bad idea DarkAngel :slight_smile: Even an automated team message would be useful.

edit: Although my personal preference would be to have the instant kill / tap out method. Because it forces the spy to sneak up on the player. If SD make it so that a player cant tap out once the interrogation starts, thats fine by me.

double edit: The other thing is - The time a player is no longer in game with the “instant kill” method, is time they use to pick the class they need to be. If a player needs to pick the class while they are alive using the “next wave” respawn method, it simply means an easy kill as they are in limbo menu. And ironically it might mean intel for the other team.


(brbrbr) #780

talking about myself, i think ETQW way is okay.

[QUOTE=BioSnark;211675]
I know UT2004 servers could have the function disabled.[/QUOTE]
and on ETQW servers.
at least - true for non-ranked.