BRINK Info Compendium V2

Post » Tue Apr 13, 2010 11:22 am

Same is true for XP. In any case where it introduces whoring behavior, it needs to change. I'll give you an example. One of our many types of objectives (ET fans will recognize this) is the classic "take the (thing) from X to Y". So we did have it set up such that while you're carrying it from X to Y, you're earning XP, because you're doing a good job and helping your team. And it's a nice feeling, seeing the XP accure as your rush along towards your goal. But obviously, that lead to "hmm, I think I'll hide in a corner for awhile and let the XP rack up for awhile, and then deliver it", which was bad. And so we changed it to the much more reasonable "you get your XP when you've successfully delivered it, and the faster you did so, the more you'll earn". So people who really want the XP are encouraged to deliver the thing as quickly as possible.”


I think a better system for scoring XP would be +XP for every meter you bring it closer to the objective.... so if you sit and hold it, you gain nothing, if you run the other way, you don't lose XP, but you won't start getting XP again until you've crossed the threshhold of where you had it... you need to bring it CLOSER.... with a final reward for delievery, and bonus points awarded for the faster you brought it (compared to how far you brought it)

still, I do like the system they have.... the only advantage to my system is that you still get rewarded for taking it halfway and then dying, for a teammate to pick it up and finish the run.

By ignoring that possibility, people carrying the "flag" will be more concerned with staying alive then simply pushing it forward. since you only get points for actually delivering it.
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Annick Charron
 
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Post » Tue Apr 13, 2010 10:07 am

the work done on this is very poignant and should be read by anyone who has questions about brink. Thank you to the community members, who took the time and effort to put this together. :mohawk:
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Becky Cox
 
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Post » Tue Apr 13, 2010 7:08 am

the work done on this is very poignant and should be read by anyone who has questions about brink. Thank you to the community members, who took the time and effort to put this together. :mohawk:


Just thank H0RSE. This is his baby.
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Johnny
 
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Post » Mon Apr 12, 2010 11:52 pm

One possible amendment to your impressive collection of information, Horse

I'm pretty sure that the standard grenade launcher is part of Medium weapons, there's a bit of circumstantial evidence, like in the trailer, one of the medium resistance characters picks up one, but there's also the fact that heavy weapons has the "EZ-Nade AGL" which appears to be a heavy variant of the grenade launcher.
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Chelsea Head
 
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Post » Tue Apr 13, 2010 10:39 am

the trailer isn't the place to get info or arguments.

the attachment grenade launcher is available to mediums, the stand-alone is heavy-only.
the vids are often in god mode and with some restrictions taken away too be able to show more in one go
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Chloe Mayo
 
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Post » Tue Apr 13, 2010 3:34 am

the trailer isn't the place to get info or arguments.

the attachment grenade launcher is available to mediums, the stand-alone is heavy-only.
the vids are often in god mode and with some restrictions taken away too be able to show more in one go


What he said.
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Beat freak
 
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Post » Tue Apr 13, 2010 1:01 am

still doesnt really explain why theres a Breech loading 1 shot launcher and then the EZ-Nade AGL if they are both heavy weapons
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Victoria Vasileva
 
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Post » Tue Apr 13, 2010 12:22 am

still doesnt really explain why theres a Breech loading 1 shot launcher and then the EZ-Nade AGL if they are both heavy weapons

not sure what your talking about, care to explain a bit more? as far as i know there's only a grenade launcher, and a grenade launcher attachment
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Baylea Isaacs
 
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Post » Tue Apr 13, 2010 7:22 am

There's the single shot grenade launcher shown not only in the cinematic trailer, but also in the container city videos. Then there is the EZ-Nade automatic grenade launcher that was found in the in one of the videos by HORSE a while back. Can't remember which video, but the auto-launcher is on the weapon list thingy that HORSE made.
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Angus Poole
 
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Post » Tue Apr 13, 2010 2:46 am

There's the single shot grenade launcher shown not only in the cinematic trailer, but also in the container city videos. Then there is the EZ-Nade automatic grenade launcher that was found in the in one of the videos by HORSE a while back. Can't remember which video, but the auto-launcher is on the weapon list thingy that HORSE made.

aha, seemed to have missed that, thanks


strange how the heavy seems to get the same as the mediums, but with more bullets/slugs and with full automatic
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Rowena
 
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Post » Tue Apr 13, 2010 8:58 am

aha, seemed to have missed that, thanks


strange how the heavy seems to get the same as the mediums, but with more bullets/slugs and with full automatic


its at the start of the reactor footage, when the character is being customized

Edit: After looking at the footage again, you can see the single shot grenade launcher, and it is next to 5 Rifles, which I would guess are all Medium. The different weapon types seem to be grouped together, other than the fact that the medium shotgun is over between the heavy weapons, so the grenade launcher could just be out of place, I suppose.
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Gavin Roberts
 
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Post » Tue Apr 13, 2010 6:39 am

cool double jump :D:D, i love games with skill movement
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James Smart
 
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Post » Tue Apr 13, 2010 1:34 am

Exedore: "Okay, the points vs credits thing is a bit confusing, so here goes...

Each time you go up a level, you get one ability credit.
Turrets are the best example of the ability upgrade system; you must have the Light Turret ability purchased in order to buy the Medium Turret ability (Medium is what Engineers were using at Quakecon/Gamescom/PAX/EGE). If you buy the Medium Turret ability, you can only place a Medium Turret."


this was posted after some confusion about abilities having levels and the question if you have to buy the lower abilities in order to get the higher abilities.

so, i suppose the turret will have light, medium and heavy turret variants, in order to get the medium you have to get the light first, and in order to get the heavy, you would have to buy the medium first. this applies to, if not all, then at least a certain number of abilities.

oh, and buying the upgraded turret would delete the one before that, as it takes the place of the one you had before.
again, this applies to all abilities that can be upgraded.
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Yama Pi
 
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Post » Tue Apr 13, 2010 7:48 am

Thats a shame you can't choose what 'flavour' of turret to drop, your not going to need a heavy turrt for a small flanking passage(it might not even fit)
Are all the turrets the same size or do they get larger?
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Mr. Allen
 
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Post » Mon Apr 12, 2010 9:42 pm

Thats a shame you can't choose what 'flavour' of turret to drop, your not going to need a heavy turrt for a small flanking passage(it might not even fit)
Are all the turrets the same size or do they get larger?

i think it's just damage and how much hits the turret can take that's gonna change, perhaps even only one of those.

they might look different, but i seriously doubt one of them would be bigger than the others.
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Laura Elizabeth
 
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Post » Tue Apr 13, 2010 1:59 am

Ah right so no extra guns like TF. I like that so more armor and bigger bullets :gun:
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Jennifer May
 
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Post » Tue Apr 13, 2010 9:45 am

Ah right so no extra guns like TF. I like that so more armor and bigger bullets :gun:

i just want to add, just like H0RSE did in his compendium, everything i say is based on either speculation, calculation of odds, or info from the devs that might or might not be altered before the game is released.
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X(S.a.R.a.H)X
 
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Post » Tue Apr 13, 2010 1:44 am

No need to add that, just have to wait for the game or a demo(beta)
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Julie Ann
 
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Post » Tue Apr 13, 2010 12:19 am

Just a quick, dumb question someone might be able to clear up. I've been looking at the pre-order packs & noticed that the Doom/Fallout packs have 2 weapon skins (one for each faction) the SpecOps/Psycho packs have one unique weapon each. The wording on the different sites that show the pre-order packs make it sort of ambiguous wether these are exclusively for one faction only. For example the masks from SpecOps/Psycho are clearly stated to be either security or resistance, but the guns aren't really specified. It makes sense that, f.ex., the Hockler (from SpecOps) is only available for security & the Ceaser revolver (from Psycho) is only available for resistance. Probably a really stupid question but, could I use a Hockler as a resistance guy or a Ceaser as security, provided I have the relevant pre-order packages? It doesn't really matter to me one way or the other, just curious.


Edit: Oh, and awesome compendium H0RSE, really handy to have all this info gathered in one place. :)
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Laura Hicks
 
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Post » Tue Apr 13, 2010 2:54 am

Just a quick, dumb question someone might be able to clear up. I've been looking at the pre-order packs & noticed that the Doom/Fallout packs have 2 weapon skins (one for each faction) the SpecOps/Psycho packs have one unique weapon each. The wording on the different sites that show the pre-order packs make it sort of ambiguous wether these are exclusively for one faction only. For example the masks from SpecOps/Psycho are clearly stated to be either security or resistance, but the guns aren't really specified. It makes sense that, f.ex., the Hockler (from SpecOps) is only available for security & the Ceaser revolver (from Psycho) is only available for resistance. Probably a really stupid question but, could I use a Hockler as a resistance guy or a Ceaser as security, provided I have the relevant pre-order packages? It doesn't really matter to me one way or the other, just curious.


Edit: Oh, and awesome compendium H0RSE, really handy to have all this info gathered in one place. :)

Weapons have been stated to be exactly the same for both factions with only differences being cosmetic. With the intentions of having weapons and skills be identical for both sides, i cant imagine they would change that and have two different per-order weapons that are exclusive to one side only. its possible there is a separate skin for the opposite faction for each, cuz the Hockler held by resistance or the Caesar held by security would stick out like a sore thumb. Its also possible that the two new weapons are just a skin, but that seems doubtful to me. The weapon skins are clearly labeled as such, and the two weapons are clearly called new weapons.

Spec-Ops and Psycho also feature working weapon add-ons which would imply the weapons are functional as well.

The masks and maybe the tattoos are faction specific though.
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Bigze Stacks
 
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Post » Mon Apr 12, 2010 10:34 pm

In your compendium it says:

BRINK Info Compendium V2

Aim Sensitivity (Vertical)
X degrees/second

Aim Sensitivity (Horizontal)
X degrees/second

Aim Acceleration (Vertical)
Low, Medium, High

Aim Acceleration (Horizontal)
Low, Medium, High



This part is quite crucial for me as I tend to play with a really low sensitivity: Does "Low Acceleration" mean "off"? I really hope so, games with accel are unplayable for me really.
Ah well, as it is based on IdTech Engine it should be fine, but I'd better wait for some beta or demo to see for myself.
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teeny
 
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Post » Tue Apr 13, 2010 1:20 am

Weapons have been stated to be exactly the same for both factions with only differences being cosmetic. With the intentions of having weapons and skills be identical for both sides, i cant imagine they would change that and have two different per-order weapons that are exclusive to one side only. its possible there is a separate skin for the opposite faction for each, cuz the Hockler held by resistance or the Caesar held by security would stick out like a sore thumb. Its also possible that the two new weapons are just a skin, but that seems doubtful to me. The weapon skins are clearly labeled as such, and the two weapons are clearly called new weapons.

Spec-Ops and Psycho also feature working weapon add-ons which would imply the weapons are functional as well.

The masks and maybe the tattoos are faction specific though.


Well in one of the customization videos it showed the tattoos as something permanent that stayed the same for both the security & restistance persona of one single character, and you can see two clear versions of f.ex. the optical scopes. I guess the lack of two distinct models are throwing me off. Maybe they guns will just change color or something, or have a less stylized version with the same stats? Just speculation at this point, I guess.
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Jonathan Egan
 
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Post » Tue Apr 13, 2010 12:20 am

Elaborate and witty bump so new board members can find this easily. Comment on how less questions will be made on gameplay by new board members. Lackluster apology to those looking for more info.
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Carlos Rojas
 
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Post » Tue Apr 13, 2010 9:33 am

Well in one of the customization videos it showed the tattoos as something permanent that stayed the same for both the security & restistance persona of one single character, and you can see two clear versions of f.ex. the optical scopes. I guess the lack of two distinct models are throwing me off. Maybe they guns will just change color or something, or have a less stylized version with the same stats? Just speculation at this point, I guess.

Ah, I wasn't sure if your security and resistance persona would have different, but still permanent, tattoos. Thanks for clearing that up.
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Dan Scott
 
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Post » Tue Apr 13, 2010 1:25 am

Yeah its scars,tats, face, voice are all fixed, oh a body type.
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Ebou Suso
 
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