When a player dies


(H0RSE) #41

weapon banks and auto prime why not both which would cater for all gamers preferences
if games followed that philosophy, people would start complaining about every feature that didn’t have an alternative method.

weaponbank - no weaponbank
auto prime - no auto prime
crouch toggle - no toggle
auto aim - no auto aim
auto fire - no auto fire

the list would go on and on…


(light_sh4v0r) #42

yes indeed, and that would be a good thing. Especially since there seem to be 2 distinct groups who come from a different background and wish 2 different control schemes. Your method would be : this is the way I like it, the others can adapt or go. Why not cater both groups, it’s not like any of the things you just mentioned are hard to implement.


(H0RSE) #43

yes indeed, and that would be a good thing. Especially since there seem to be 2 distinct groups who come from a different background and wish 2 different control schemes. Your method would be : this is the way I like it, the others can adapt or go. Why not cater both groups, it’s not like any of the things you just mentioned are hard to implement.

It’s the principle of the matter…this is the game we made, these are the options we have, like it or leave it. I look at it like why parent’s shouldn’t buy their kids everything they want…because you wind up with a spoiled brat child. I see the same type of thing happening to games if this were to happen…it’s a recipe for disaster…at least at first it would be.


(Senethro) #44

I’m not normally a fan of paternalism, but it is about time some of you grew up and used the better control scheme!


(MILFandCookies) #45

[QUOTE=Exedore;218244]1. It does differ; you have no choice between multiple places to spawn, it’s only one at a time. This does a lot to help keep the teams together, as we decided not to replicate the spawning on squad models that some other games are using currrently. It’s a very cool idea, but it doesn’t fit as well with the other systems in Brink.

  1. Yes. Heavies aren’t very good at fleeing, so they’ll tend to try to go out in a blaze of glory as it’s easier to die and respawn to switch locations, and it holds the other team up a bit so a new defensive line can be established. Agiles can just clamber up something and be gone very quickly.[/QUOTE]

Thanks for taking the time to answer my questions Exedore :slight_smile:


(Exedore) #46

Due to the way we do friendly player collision mentioned in other threads, it’s really not been a problem.

Besides, it’s an entirely valid tactic to let your buddies run into the hail of fire first. :eek:


(light_sh4v0r) #47

Thanks for respecting our opinion :rolleyes:


(Qhullu) #48

are you sure this way of doing it won’t be exploitable? doesn’t this force the map design to be very linear at least when it comes to spawn area design in every map? sort of a hourglass design, no way to sneak past them, the only route forward is straight through them.

i mean if it wasn’t possible to choose where you spawn in et, for example in a custom map called “supply depot”, a smart team would just hold the basement in the first stage, time the dynamite so that it explodes 1 second after the axis spawn time and have 30 second+ free reign on the second stage.


(signofzeta) #49

I don’t think spawning in a hourglass type thing is going to be a problem given how and where the spawns are, and how the map is designed.

Yeah, a better control scheme. Gotta bind them all. Man, I wanted to say that.


(Exedore) #50

I can’t give specifics at this stage, but no, this is not really the case. This does lead to some points being more defensable than others, but the maps have been balanced with these in mind.


(Qhullu) #51

interesting, i’m guessing that could mean there are no spawn areas that change hands mid game, and that the next stage of a map cannot be reached without performing the objective that makes the team spawn areas change.


(brbrbr) #52

so, no Valkyres, taking players corpse/soul, after death[like in Max Payne 1/2 /MP Movie] ? :-/


(Reanimator) #53

lmao, that could be the third faction :tongue:


(BeyondSpectrality) #54

Um, I only remember the Valkyrie thing in the Max Payne movie, are you sure you’re not thinking of Too Human? (lol)


(brbrbr) #55

nah, if you play Max Payne games enough you will see what im mean.
valkyres, zombies, mutants, disguised as you friends[dont let then break you gaming !! make them all say “ouch !!” after each attempt :] and etc and etc.


(aaarrm) #56

I know this seems a bit unimportant, but then again so are all aesthetics:

But, so we know HOW the spawning works, but what about WAITING to respawn? How will this play out? Idk, to me I just enjoy seeing things that look really cool, even if they happen to me. So I can just imagine a guy running, up/off walls, you know, doing the whole “Brink” thing. And then right as I jump off something, I get sniped right in the head, really quick and really nasty-ily. Lol. How would this look? Would the camera zoom out and get a beautiful shot of my character flipping through the open air before thudding on the ground? Or what? I’m not asking for a kill-cam, god I hate those. But just a view of my character dying so the amazing shots people do, actually look amazing and not just like my character rag-dolling, again.

I know, completely pointless, but if you dev’s have already worked this out, please elaborate on how simple or how complex the respawn waiting/watching is.


(SebaSOFT) #57

Rag-doll when you can be revived = NO!

Ragdolling when you are dead all te way to limbo = WOOHOO!