Destructible environment?

Post » Wed Nov 03, 2010 5:41 am

This is probably a dumb question, but are environments destructible? In a video I saw it looked like the environment might have been destructible, but I wasn't sure.
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Chenae Butler
 
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Post » Wed Nov 03, 2010 3:27 pm

This is probably a dumb question, but are environments destructible? In a video I saw it looked like the environment might have been destructible, but I wasn't sure.

There are scripted side missions that allow you to build/destroy new routes, but for the most part, no.
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Cathrin Hummel
 
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Post » Wed Nov 03, 2010 6:26 am

I hate to sound like a broken record here but...

Short answer no... long answer nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!

Brink does not have destructible environments... :facepalm:
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Charlotte Lloyd-Jones
 
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Post » Wed Nov 03, 2010 3:07 am

Why, Bethesda, why? Oh well, it will still be just as good.
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Joie Perez
 
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Post » Wed Nov 03, 2010 4:58 am

Why, Bethesda, why? Oh well, it will still be just as good.

Well, for one, the iDTech4 Engine isnt very well known for its destructable environments.

For another, it would make it a lot more difficult to have the environments be perfect for SMART if half of the rails and ledges were blown away.
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Michelle Serenity Boss
 
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Post » Wed Nov 03, 2010 3:09 am

No. no no no no no no no no no no no no, and NO.

It would defeat the purpose of S.M.A.R.T. if you could just blow a hole in the wall, and i didnt see anything that hinted to destructable enviroments
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Shannon Lockwood
 
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Post » Wed Nov 03, 2010 1:49 pm

It was not made by Bathesda, but by Splash Damage
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Harinder Ghag
 
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Post » Wed Nov 03, 2010 11:26 am

It was not made by Bathesda, but by Splash Damage


Lol...bathesda,

BATH ESDA...

Spelling errors are FHUN|!
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Charleigh Anderson
 
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Post » Wed Nov 03, 2010 12:08 pm

It would defeat the purpose of S.M.A.R.T. if you could just blow a hole in the wall, and i didnt see anything that hinted to destructable enviroments

It depends. Blowing holes in walls is pretty cheap, but it'd be cool if you could trigger small environmental problems. For example, if there's an exposed pillar, you could plant an HE charge on it and riddle a narrow path with debris, which would hinder movement. This would open tactical decisions. Do you choose to rush the open path that gets to the objective faster, but has a lot of Soldiers, Medics, and turrets? Or do you take the smaller path and deal with less resistance, but take more time to crawl through all of the debris?
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Madeleine Rose Walsh
 
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Post » Wed Nov 03, 2010 7:05 am

It depends. Blowing holes in walls is pretty cheap, but it'd be cool if you could trigger small environmental problems. For example, if there's an exposed pillar, you could plant an HE charge on it and riddle a narrow path with debris, which would hinder movement. This would open tactical decisions. Do you choose to rush the open path that gets to the objective faster, but has a lot of Soldiers, Medics, and turrets? Or do you take the smaller path and deal with less resistance, but take more time to crawl through all of the debris?

HE charges are planted in a scriped spot in order to make the animations better as well as making it easier for newer players to defuse.
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Silencio
 
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Post » Wed Nov 03, 2010 12:23 pm

It depends. Blowing holes in walls is pretty cheap, but it'd be cool if you could trigger small environmental problems. For example, if there's an exposed pillar, you could plant an HE charge on it and riddle a narrow path with debris, which would hinder movement. This would open tactical decisions. Do you choose to rush the open path that gets to the objective faster, but has a lot of Soldiers, Medics, and turrets? Or do you take the smaller path and deal with less resistance, but take more time to crawl through all of the debris?

Pretty sure you can do stuff like that but its only certain things, not any thing you wanna blow up.
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joannARRGH
 
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Post » Wed Nov 03, 2010 2:34 am

Pretty sure you can do stuff like that but its only certain things, not any thing you wanna blow up.

Yeah, but this would be a pretty cool feature. The main problem then, though, would be camping. Since there would be only two paths, half of the enemy team would wait at one end, the other four at the other side. All they would do is just wait because the team having to endure the obstacles would be at a disadvantage either way.
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Robert Jr
 
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Post » Wed Nov 03, 2010 10:25 am

It depends. Blowing holes in walls is pretty cheap, but it'd be cool if you could trigger small environmental problems. For example, if there's an exposed pillar, you could plant an HE charge on it and riddle a narrow path with debris, which would hinder movement. This would open tactical decisions. Do you choose to rush the open path that gets to the objective faster, but has a lot of Soldiers, Medics, and turrets? Or do you take the smaller path and deal with less resistance, but take more time to crawl through all of the debris?


As long as its in a scripted place its fine, i dont want people to be putting HE charges everywhere and everything blowing up and thers sh*t everywhere all over the place and you gotta jump over all this sh*t cause theres just so much sh*t in the way and then that sh*t has to be blown up again so the sh*t wasnt in the way anymore because the sh*t is everywhere!!!!
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Brittany Abner
 
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Post » Wed Nov 03, 2010 10:24 am

As long as its in a scripted place its fine, i dont want people to be putting HE charges everywhere and everything blowing up and thers sh*t everywhere all over the place and you gotta jump over all this sh*t cause theres just so much sh*t in the way and then that sh*t has to be blown up again so the sh*t wasnt in the way anymore because the sh*t is everywhere!!!!

Evening Mr. Sweary, we having a bad day?
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Schel[Anne]FTL
 
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Post » Wed Nov 03, 2010 2:02 am

Evening Mr. Sweary, we having a bad day?


THERES SH*T EVERYWHERE!! ITS EVERYWHERE!!!!!
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Katy Hogben
 
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Post » Wed Nov 03, 2010 9:47 am

As long as its in a scripted place its fine, i dont want people to be putting HE charges everywhere and everything blowing up and thers sh*t everywhere all over the place and you gotta jump over all this sh*t cause theres just so much sh*t in the way and then that sh*t has to be blown up again so the sh*t wasnt in the way anymore because the sh*t is everywhere!!!!

It would only be in vital places, not just anywhere. Operatives would have a sort of sensor that would detect weak spots in structures, but these weaknesses would be few and far in between.
HE charges are planted in a scriped spot in order to make the animations better as well as making it easier for newer players to defuse.

That would pose a problem against newbies, so that would be another point against that idea.
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Mel E
 
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Post » Wed Nov 03, 2010 4:27 pm

It would only be in vital places, not just anywhere. Operatives would have a sort of sensor that would detect weak spots in structures, but these weaknesses would be few and far in between.

That would pose a problem against newbies, so that would be another point against that idea.

Or, how about this, the mission wheel shows soldiers where they can blow apart new paths/ramps, and engineers where they can close openings/build ramps. That seems like a really novel idea.
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Beulah Bell
 
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Post » Wed Nov 03, 2010 1:12 pm

It would only be in vital places, not just anywhere. Operatives would have a sort of sensor that would detect weak spots in structures, but these weaknesses would be few and far in between.

That would pose a problem against newbies, so that would be another point against that idea.


Why ops? why not soliders who have the HE charges?
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Sammie LM
 
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Post » Wed Nov 03, 2010 4:10 pm

Or, how about this, the mission wheel shows soldiers where they can blow apart new paths/ramps, and engineers where they can close openings/build ramps. That seems like a really novel idea.

Optional objectives, eh? Soldiers can find routes and blow them up, while Engineers can find good areas to build makeshift ramps and walkways for easier access and shortcuts. Soldiers could then be alerted about makeshift systems and set out to detonate those.

Yeah, that sounds quite doable.
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JAY
 
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Post » Wed Nov 03, 2010 4:29 pm

Optional objectives, eh? Soldiers can find routes and blow them up, while Engineers can find good areas to build makeshift ramps and walkways for easier access and shortcuts. Soldiers could then be alerted about makeshift systems and set out to detonate those.

Yeah, that sounds quite doable.

Good news, its already confirmed
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sam
 
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Post » Wed Nov 03, 2010 1:39 pm

Good news, its already confirmed


Its like...they know...
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Britney Lopez
 
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Post » Wed Nov 03, 2010 3:28 pm

Why ops? why not soliders who have the HE charges?

Soldiers have their hands full as is. They've got people to shoot, allies to resupply, and vital objectives to detonate. Operatives are usually sneaking around anyways; the marking process shouldn't take that long.
Good news, its already confirmed

Really? As actual mission objectives?
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Philip Rua
 
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Post » Wed Nov 03, 2010 4:46 am

Soldiers have their hands full as is. They've got people to shoot, allies to resupply, and vital objectives to detonate. Operatives are usually sneaking around anyways; the marking process shouldn't take that long.

Really? As actual mission objectives?

Secondary objectives. Which means they are objectives that will make the main objective easier, but aren't actually required.

Edit: The problem with said "marking" is that it would reward players who already know the maps, and can head right to the weak spots; while punishing the players who are newer, and have to search for them. Its better to just have them on the mission wheel so that you can be lead to them by the arrow if need be.
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RaeAnne
 
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Post » Wed Nov 03, 2010 6:00 am

Secondary objectives. Which means they are objectives that will make the main objective easier, but aren't actually required.

But will most likely be sought after anyway.
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Irmacuba
 
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Post » Wed Nov 03, 2010 1:59 am

As long as its in a scripted place its fine, i dont want people to be putting HE charges everywhere and everything blowing up and thers sh*t everywhere all over the place and you gotta jump over all this sh*t cause theres just so much sh*t in the way and then that sh*t has to be blown up again so the sh*t wasnt in the way anymore because the sh*t is everywhere!!!!

Charges can only be placed on objectives, and even then, only one can be placed at a time.
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Naughty not Nice
 
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