BRINK suggestions forum


(RosOne) #161

It’s called Last Man Standing


(tokamak) #162

Yeah but with teams and having only one life each.


(RosOne) #163

Yea, it’s still last man standing, was in w:et and hardly anyone played it.


(bahdom) #164

it’d basically be CS with multiple objectives, no?


(tokamak) #165

Without any objectives. Including objectives is possible but having only one life takes all the attention away from it and focuses on surviving.

But yeah I’m incredibly interested how this would work out with the classes, body-types and SMART present in Brink.


(BioSnark) #166

So, suggestions… Can you fellows please turn off the obituaries list for singleplayer? I can’t tell you how tacked on it makes a singleplayer mode feel when it retains an obit list. I’m also worried about respawning in singleplayer but unfortunately I’d guess there’s not much you can do about that.


(tokamak) #167

Bioschock, Zelda, and GTA also have ingame respawning.


(Bezzy) #168

Anyone ever play that FPS “Devastation”… at some point during it, they fictionalized respawns so that they could do more multiplayer style single-player missions. There was a dna sequencing thing, and when you died, it’d “know” and almost instantly create a genetic copy of you, and impregnated it with whatever memories you had at the time you were recorded. It was a hell of a lot of fiction-judo to justify respawning. But yeah, it’s been done before.


(Floris) #169

Well isn’t the reinforcement story another example of respawn justifying fiction? In RTCW and W:ET you just teleported, ET:QW even added parachute drop ins :slight_smile:


(tokamak) #170

Or watch UT3 do it the other way around.

“The invention of the respawners changed the whole war” :rolleyes:


(Bezzy) #171

Oh yeah! It’s all just fiction judo.

I definitely liked the parachutes and burn-ins in ET:QW (didn’t work on it). Those imply that you’re taking control of another, different grunt, but in Devastation, you were coming back as the same character. I’m just saying, some supporting fictions for respawning are more believeable than others.

Prince of Persia (SoT and the new one) have their own ways of explaining your respawning to checkpoints/undermining the idea of permanant death via time travel (although it’s technologically limited, so there IS still death in PoP:SoT, which slightly diminishes the elegance of the solution - though only slightly).


(deadlights) #172

Maybe with the story of BRINK since everything is self sustaining and replinishable, some time in the war a scientist discovered a way to rig some technology to replinish human life. So if you die you can respawn… Maybe a final objective can be killing the respawn facility and therefore ending the map.


(tokamak) #173

Or just avoid the ‘fiction judo’ altogether. Tarantino never tried to make his movie ‘Inglorious Basterds’ fit with reality either.


(maggol) #174

This is more like a question than suggestion, but can BRINK have a low requirement? Like the minimum is the same with CS:Source and can work at 256 Kbps connection like Race driver GRID.


(BioSnark) #175

Not adhering to our historical record or bending some laws of physics of cinematic effect is different from having people pop back to life in perfect health after they get killed. In Brink we are discussing a game which is appearently attempting to bring some sort of story to the table. We’re not talking about space invaders or serious sam, here… at least I’m hoping we aren’t.


(tokamak) #176

Yeah so let’s not ruin a good story by forcing in respawn machines.


(Rahdo) #177

Yeah, I just like calling 'em new spawn waves “reinforcements” and leaving it at that. So what if they look suspiciously like the last guys who got wiped out… they’re reinforcements, damnit! :slight_smile:


(Rahdo) #178

That’s an interesting thought which I have to admit hadn’t occurred to me (we haven’t got the obit list in game working yet… still looking for GUI people!). What does everyone else think?


(radiator) #179

the more options, the better :slight_smile:

a highly customizable hud like in Guild Wars would be perfect. yet, the simpler the better too.


(shirosae) #180

If your goal is to avoid spooking the offline-only FPS players with multiplayer stuff so you can lure them into a multiplayer gametype without them noticing that you’re doing it, I can kinda see why it might be wise to turn the more obviously multiplayer GUI bits off to begin with.

So… default off with a cvar for on/off/size/whatever? I’m going to set my config pretty much immediately, so I’m not too fussed about what the defaults are.

You might want to present the options to those new players as a ‘single player’ and ‘multiplayer’ GUI choice, a little like the ‘advanced hud’ setting in ETQW. Except have all the individual options between those two configs with individual cvars, since I’m anal about how my setup works GIEV CVAR etc.

EDIT:

[QUOTE=radiator;198859]the more options, the better :slight_smile:

a highly customizable hud like in Guild Wars would be perfect. yet, the simpler the better too.[/QUOTE]

Yes; I really liked how I could move, resize and turn off/on pretty much everything in the GW hud. More games need to do that.