Previous use, legal stuff. We originally wanted to call it Ark, lawyers pointed out problems, Bethesda suggested “Brink”, and we said “yeah, that’s cool too!” And then the bananas danced the night away… :stroggbanana:
wishes box
Brink is far cooler than ark. It fits with titles like ‘Quake’ and ‘Rage’ ‘Doom’ and ‘Prey’ etc.
Besides, Brink will work much better for future games set in this universe but not taking place on the Ark
- A training ground more or less like in AA,or a tutorial, a nobe introduction to Brink, where you could learn the wepons, the moves, the body damage. were you could play with boots and head-shoot only, etc.
- A good body-wound System, were you could shoot the big Soldier to his arms to make him drop (on the flor) the big guns and relay onlly on pistol or small arms untill is healed by a medic, or you could shoot the nimble player to his feet to stop him from making any parkour moves. (This is a must)
- A option ingame were you could see your teamsquad in any colour you like (onnly you - to spoot them more easy and only your teamsquad clothes)
- A quiz at the beginning like in Morrowind were you could see what class and body tipe is best suited for you. Only for fun
- “/unbind all” and “self kill” option.
- Underwater map where you could fight as a scubadiver with harpoons.
- A melee atack for upclose fights.
- To be able to booby-trap a wounded enemy (who is waiting for a medic - with or without his knolege, available only to engineer, operative or all)
- A short end movie for the maps. (Visuals for your victory or defeat)
- A knife.
- Visual Enhancements for the wepons, clothes, tatoos only available for the veteran player, so i can see if y play against a “Likidator” and be able to say to my teammates: “Ok we’re screwed, try to die good =))”
- The option for the team leader to designate the first objective and to be able to put waypoints on the map for the hole team.
- Visual and audio commands for the team leader (like: cover …, flank…, deploy…, stop…, etc. with army or swat hand signals)
No it’s not actually, it’s cool for ultra realistic games like R6 but not for games like Quake Wars, it would simply mean one shot incapacitated, second and third shot - out instead of getting the chance to counter.
or it would simply mean - for the Big Soldier if he gets hit 3 to 6 times in his arms to take the medium body characteristics of the arms (medium wepons and light), 10 - more take the nimble body characteristics of the arms (smal wepons and melee)
- for the nimble one, the same for the feet, 3 - 6 take medium body characteristics for the feet (medium jumps, medium movement), 10 or more => take the large body characteristics for the feet (small or no jumps, small-medium movement)
- some damage like 1-10%
P.S. My english is crap, still learning how to spell 
Don’t worry about your English mate, forums are a great place to learn it (especially if you use Google Chrome which has a spelling checker built in).
It’s a great idea, it just doesn’t fit a mission orientated game. The emphasis lies on completing missions, the combat is only a means to an end. For a game that focused on the combat side it would be great (again, like R6 who treats the shoot outs in huge detail). If you’re getting delayed or incapacitated the moment you’re running for an objective it’s only frustrating addition instead of an interesting dimension.
The deficient when wounded approach is definitely problematic, as Tokamak says. It basically means that there’s not a lot of tension to combat - the first shot is typically the decider, and after that, the kill is pretty inevitable. Positive feedback for the first attacker.
I experimented with something like that suggestion in Leper Quake a bit: you actually get more movement options when your legs are shot off your body (you get a grapple hook when you have no legs), so there’s a good chance you can get away from an attacker, and he has to be ready to react to you flying away super fast. And a friend of mine (now working on Bioshock 2) made an unreal 2k4 mutator called “Accelerape”, where your health is inversely proportional to speed. Players would end up hurting themselves just to get faster, but were way more susceptible as a result. It’s probably my favourite simple mod.
I do like intentional ‘debuffs’ though, No one lives forever was a shooter full of that stuff, sleep grenades, trip bananas, drugs, poison, glue, fire, the whole point of that shooter was to incapacitate your opponent before shooting.
But that’s different from ordinary guns incapacitate players as you make the sacrifice of not damaging your target. It’s just that indeed, if you can wound players than the first hit usually means it’s over already. Especially long range, hit the target and watch it helplessly stumble towards cover while you take your time to nail the second one.
I remember a situation where i kept shooting an afk guy in the head for 5sec until he started moving and killed me. Good netcode fo sho(our pings were around 30-50).
Nothing wrong with tech4 demo stuff. Only thing that could benefit is rewind and interpolated frames for slow action.
I’m not sure if the gameplay guys already thought about it nor do I know if it’s already too late for it to be implemented. But here goes
All objectives in Enemy Territory were always ‘toggled’, you constructed, hacked, destroyed an objective and then you were done.
What about an objective that needs to be hold untill the next objective is completed.
Say you got a lift bridge, this bridge needs to be hacked in order for it to go down, as soon as you stop hacking it moves back up again, only after you’ve constructed the seals at the other side of the bridge the entire thing becomes ‘locked’ and you can move on.
This could lead to such interesting situations, especially if you make bridges/gates/elevators move rather slow so you got players needing to react to a constantly changing, uncertain actor in the missions. And especially for the SMART system this will be awesome, a bridge that opens up becomes a climbable wall if you’re on it (grab it before you slide down), players could slide under closed doors in the last seconds or climb on top of an elevator platform while it’s already taking off.
Dynamic ‘hold’em’ objectives like these would really add allot of interesting plot-twists in a game.
[QUOTE=murka10;200440]
Nothing wrong with tech4 demo stuff.[/QUOTE]
30fps tic rate cap for rendering, textures and shadows disappearing, off screen artifacting when capping at a high res, timescale just lowers framerate, some demos fixing a players view to one direction, removing the maxfps cap causes messed up player gun movement… the list goes on.
Yeah, the cod 4 netcode isnt that good, play competative online… then play lan, in lan play people where dropping nearly as fast as internet play on hc mode.
You can bring up the whole “but i am not competative” or anything but it doesnt matter, its just an easier more controlled area to see these differences.
More or less, tho most were in ETQW which is about the only idtech4 game that actually did demo capturing reasonably well… so any other game will be worse.
sounds nice, but it’s in my opinion kind of impossible to do on public servers. i don’t know how many times i spent the full 30min map-time on the first objective in etqw unable to complete it, because it seemed as i am the only one who tried.
if there are now two things that had to be done nearly simultaneously, it adds so much more depth into the whole objective based gameplay that someone who is new to this kind of gameplay gets lost.
maybe with the intelligent mission suggestion of brink it’s more possible but still really complicated to understand from the beginning.
and imo the level of complexity in etqw was a little bit too much. so better keep it simple and improve on another aspect of the game.
It would definitely something I would like to try in a custom map.
I’m thinking about a drawbridge closing down very slowly if you hold a trigger, and when you release it, it opens (moves up) very slowly again. So in that way it has much more leeway in how much you need to synchronise your actions (and hilarity for all the unlucky bastards on the bridge).