Interview - Richard Ham


(tokamak) #41

That’s too bad as the last two ET’s really could use an area denial weapon like that.


(Rahdo) #42

there are some interesting area denial things… bear in mind, i said 24 ‘guns’, not 24 ‘weapons’ :slight_smile:


(tokamak) #43

Tear gas and flash bangs? Pretty please?

Then a a general character customisation could be some natural resistance to those two.


(light_sh4v0r) #44

But you will of course provide the work done on molotovs as part of the SDK you’re releasing together with the game right? :smiley:


(alias) #45

[QUOTE=tokamak;215422]Tear gas and flash bangs? Pretty please?
[/QUOTE]

yes pls and i also want some smokes.


(3Suns) #46

I like smoke grenades because they allow for subterfuge - they bring a qualitative change to the gameplay. I’m not so into flashbangs and stun grenades (seen them too much in the CoD4 games - really been there done that feeling).


(alias) #47

well today i learned a new word, subterfuge.
cool.
yet it indeed pretty much sums up smokes " conceal, escape, or evade"
and that is just cool too have, its like having more depth/layers in the game.
you never know whats on the other side off the smoke its like an suprise.


(tokamak) #48

Smoke grenades have already been mentioned to be tested.


(H0RSE) #49

they mentioned testing out rewarding players for placing strategic smoke nades…I think this is a great idea. I was playing Bad Company 2 the other day and was using the smoke grenades. I was blocking tank fire, I was blocking sniper fire and I was covering teammates who were arming the crate. I kept expecting to see point notifications at the bottom of the screen, but they never came :frowning: I think using smoke nades in a smart way should definitely reward the player in some way.


(tokamak) #50

Aye, here:

Still sounds like something impossible to me. There are easier ways to reward people for using smoke.


(INF3RN0) #51

I am more for smokes than flashes. I also think that the benefits of well timed smoke grenades are rewarding enough myself :).


(3Suns) #52

Thanks for the Rahdo quote, tokamak. Regardless of whether or not SD is able to reward smokes in the way they want to, the fact that they are putting so much effort into rewarding team-oriented play is a very good sign (for me, at least).


(Szakalot) #53

id rather have neither.

People really do not know how to use them in ffa.

I guess flashes are less damagin in this context.


(alias) #54

THAT SIR, is amazing and i salute you.

Really smokes are just amazing, i could stare at them all day and forget where the enemy is or was, so big + on being clueless.
And i really dont mind “for now” if it it cant propagate realistic or something like the “mild sob” molotov cocktail.
Foremost i just would like too see smokes in Brink. :stroggbanana:


(brbrbr) #55

im suspect, they going to be dropped by similar reasons, why Molotov coctail is dropped.
cause project is cross-platorm and [proper]implementation of both smoke and MC is too resource-hungry[CPU&GPU].
i guess.


(LyndonL) #56

I dunno… smoke I would say would be a LOT easier to model/computer than fire. Fire is virtually alive the way it randomly flicks around, whereas smoke disperses at a set rate. Should be a lot easier to computer.


(Szakalot) #57

??

its not like ANYONE would bother to dynamically compute fire based on the quantity of fuel and the air pressure and the water vapor in the air and the temperature…etc.


(LyndonL) #58

No, but you do have to model the way it looks as opposed to comething just dispersing…


(Voxie) #59

Fire and smoke propagate in drastically different ways. Few game companies have really nailed getting fire in the game without the usual feeling of “the f-, how did the fire spread/not spread to that place?!”. Although the fire in Farcry 2 and Left 4 Dead comes to mind as acceptable, I’d rather have Splash Damage spend their resources on other things than molotov cocktails.

Smoke grenades on the other hand are probably still in the game. Feel free to disprove me though, Rahdo.


(Floris) #60

I think it’s more important to get the basics right than to have goodies like molotovs. So please concentrate on movement being smooth, guns feeling like guns, accurate hit registration. Nail those and you’ll have plenty of time to add molotovs in BRIINK (BRINK 2)