BRINK suggestions forum


(Mustang) #621

That pretty much sounds like what was suggested
So happy days


(tokamak) #622

Yes I’ve been thinking about such systems ever since W:ET. Never came at something that wasn’t easily exploitable or simply useful.

There’s only one simple thing I can think of:

A smoke grenade thrower gets xp whenever the smoke grenade was active and in close enough proximity of any kind of objective while it was completed.

It’s the only instance I can think of where you can objectively say that a smoke grenade was helpful while you don’t have to fiddle around with lines of sight which seems technically very difficult.

Aye, as opposed to waiting at the starting point, hoping the first runner dies so you get a go yourself.

I don’t think he means that (or if he did, then there’s this alternative exploit: ). It’s about intentionally not making the vehicle move so it can keep getting damaged by enemy players/turrets, so you can keep repairing it.

Your example is easily solved, not necessarily by a penalty, but just like in QW, not handing out xp for repairing damage you caused yourself.


(shirosae) #623

[QUOTE=DarkangelUK;205122]You’re doing a good job for me, no thought needed there… just shoot them, revive and drop packs willynilly rather than having to actually decide tactically who needs the packs more and who will benefit the most. Thanks for that. With the Tk-revive you can bypass the need for thought and tactics all together.

Maybe useless was a strong word, but it drops their importance and your need to think about their usage.[/QUOTE]

Right, so… if I fully heal 1 player out of 12 on my team with medpacks only, that is an incredible tactical decision.

If I fully heal 3 players out of 12 on my team by using both TK revive and medpacks, that is mindless button mashing, and so it renders medpacks useless. Even though it only works with the use of medpacks, and therefore can only happen once every minute or so when the charge bar is full.

‘Useless’ isn’t really so much a strong word as much as a wrong word, given that the strategy I just described requires the use of medpacks.

If I could heal the entire team so I didn’t need to think about who I was healing, I could see your point about bypassing the need to think. I don’t though, because I can still only heal a limited number of players, and I still need to think about which players to heal just as much as if I could only do one of them?

That’s what I was hoping for, when I heard about the escort mission. \o/


(darthmob) #624

[QUOTE=Rahdo;205133]Thanks for the skinny, Darth and Shiro. Yeah, hopefully those issues are a thing of the past. The way they’re set up in Brink is that they can’t be repaired by engineers at all until they’ve taken 100% damage, at which point they break down and stop. And then they can’t move or be damaged again until they’ve been 100% repaired by engineers. So it’s all much simplier and cleaner, and they’re aren’t drivable (ala W:ET).[/QUOTE]Sounds good to me!
Interesting to see though how the view on the patch changes and effects differs. :wink:


(MILFandCookies) #625

I understand Rahdo you’ve been pretty quiet on the items / upgrades available which is cool. :slight_smile:

What Im hoping for with items is, the ability to combine 2 or 3 of them to create something “unique” for the player.

For example say a player has access to a spy camera which they can throw on the wall and see when the enemy spawns. That on its own is pretty useful but what would be great is the ability to use another item in conjunction with it - such as a remotely detonated charge. So when s/he sees that the enemy is about to walk through a choke point, the detonation of the charge can be timed.

Ofcourse this is merely taking the 3rd eye camera from ETQW and breaking it down into parts… but what it does is, it gives the player the choice in how they want to approach a situation and it rewards creative / smart players.

If Brink has that sort of gameplay - it will definitely be an easy decision in whether I buy the game. :slight_smile:


(DarkangelUK) #626

I like how you keep leaving out parts of what i said… the appeal of that is you have to decide on the current situation who to best heal, who needs it the most, who would gain most from it and who would benefit the team most from it

If I fully heal 3 players out of 12 on my team by using both TK revive and medpacks, that is mindless button mashing, and so it renders medpacks useless. Even though it only works with the use of medpacks, and therefore can only happen once every minute or so when the charge bar is full.

You’re still helping my argument, your productivity has raised 200%… double the initiative because of a flawed system… not because you were smart.

‘Useless’ isn’t really so much a strong word as much as a wrong word, given that the strategy I just described requires the use of medpacks.

Well done, you know how medpacks work with the ‘flawed system’. And also proved my point that they have less importance cos you can just shoot 3 people and revive them, which instantly gives them all the same amount of health that 6 packs would have… then still have 6 packs left. So hmmm, you’ve dished out 150hp without going near your health packs… amazing!

If I could heal the entire team so I didn’t need to think about who I was healing, I could see your point about bypassing the need to think. I don’t though, because I can still only heal a limited number of players, and I still need to think about which players to heal just as much as if I could only do one of them?

You need to think less cos you can dish out the equivalent of 6 packs in 1 go… and still have 6packs left, so the importance of them is reduced… is that not obvious or are you taking the blind refusal to view it from another perspective here? I can see the appeal and benefits of TK-revive, i’m not denying that and never have (for some reason you seem to think i don’t know how it works and keep insisting on explaining it)… doesn’t mean to say i have to like the system.


(tokamak) #627

Which is far more realistic as well, what is an engineer actually doing with the MCP while it’s under fire?:tongue:


(Mustang) #628

XP for good smoke nading sounds like fun


(DoubleDigit) #629

[QUOTE=deadlights;195805]If you wanna see amazing melee (the best I have seen) check out Zeno Clash by ACE software. You can get a demo off Steam… Here is a YouTube vid I made of it a few months ago:

Not trying to get off topic, just sharing what I hope may be some inspiration.[/QUOTE]

I still think the best melee in a first person shooter is the one The Chronicles of Riddick games.


(SockDog) #630

Not original at all but given the parkour style of movement and vertical level design wouldn’t a grapple fit in there quite neatly?


(Nail) #631

There was a vague hint that you could possibly gain some boost off a team mate, maybe to grab a higher ledge. Seems more appropriate especially as containers have many handholds by design and shipping areas are usually totally accessable


(dezerter69) #632

Increasingly difficult is creating original game with all new elements. But smart combination of the most interesting elements of the game with good balance system thats recipe for success.

And IMO brink have very big potencial.
I have big hope brinl don`t wil be simple combinations of CoD, Mirrors Edge and RPG. But i want tp all of element will be very elaborate.

The parkour style not will be only hang and slide but thats will be more acrobatic and help avoid wheel


(SockDog) #633

I thought that was confirmed as not happening. I’d guess the SMART system needs static objects to calculate a route. There is also the player collision thing Rahdo was talking about which I guess would play a part.

Still it would be great to get a heavy launching a light player for twice the jump height or length. Perhaps in Brink 2. :slight_smile:


(Shiv) #634

Wasnt that as you passed through other people the game nudges you so there arent stacks of people in the same spot.
sort of like tf2


(Nail) #635

Originally Posted by dezerter69 View Post
My questions for today is:
2. Will I be able to bounce from player to get higher
3. Can I bounce from wall or do like wallrunning
4.Does each class will have one set of weapons to choose whether it would be several different heavy weapons and pistols?
5.When you fall from a height that I could do something to reduce damage ?
6.Can you climb up in weapons?
7.Do you jump on someone and kill him like a ninja?

[QUOTE=Exedore;204543]
2. No
3. Can’t answer this one yet :wink:
4. Weapons are only governed by body type, class doesn’t matter
5. Yes, you can slide if it’s timed well. You can see Paul doing this in the videos if you watch closely.
6. Not exactly… :eek:
7. Can’t quite answer this one either yet except for possibly maybe[/QUOTE]

Ahh, I was mistaken, it was wall running that was hinted at

:o


(H0RSE) #636

I suggest perhaps a third person view option. I know some of you are probably thinking, “oh god no.” But I know some of the UT games had this option, and I also remember it in SW: Battlefront. It would be completely optional, and not take away from the first person at all. It was a nice option to have in those games, and in a game like Brink, where there is a lot of character customization, I’m sure some people would like to see how their guy looks kickin ass in the game. I don’t see why it would hurt.


(Nail) #637

that’s what replays are for, third person view


(H0RSE) #638

And what about those of us that don’t watch or like replays? I suggested the option so you can play the game and see your guy, not so you can watch yourself playing the game. It makes more sense to implement it as an in game option, rather than have it as an option to a game mechanic (replays) that not everyone likes or even knows about.


(Nail) #639

it leads to field of view exploits, you can see around corners and behind


(H0RSE) #640

I’m just saying that if character customization is a fairly big part of a game, and even a selling point, then the ability to actually see your character in-game seems logical. Even more so since other FPS games, with far less or no customization, have had this option.