Eleboration On Brink Mechanics

Post » Wed Aug 26, 2009 2:05 am

Well the game is still pretty far out but this game has me thinking about alot of things. So I thought I would make a thread where you could post things you would like to see elaboration on and could discuss what/how we think it will be or how you would like to see it. Let the discussions begin

Operative:

- Backstab will they be a OHK
- If they are OHK does it insta bleed enemy player or do you still have to finish them off
- Do you loose disguise after using backstabs and sticky grenades
- Do players who have sticky grenades on them know they are there or can only Operatives see them
- Are sticky grenades infinite as well or do they rely on Pips/Cooldown
- Will there be a way for non operatives to distinguish enemy operatives disguised besides there movement patterns ( Ex, since gloves colors will tell the class maybe while disguised gloves stay the same color or are slightly dis colored from the true color of class they are disguised as)
- Will there be a timer set on the disguise or can you stay disguised until firing or attacking the enemy
- Does the disguise stay on if shot by the enemy or do you loose it
- While playing dead can the enemy take your weapon or will that be an indication they are not really dead
- How far away can they wireless hack something
- If an Operative is hacking something is there a notification to the opposing team or only on the main objectives (ex. Operative hacks enemy turret does it notify them)
- When an Operative hacks a turret is the turret still automated or do they have to take control of it and if they do is it physically or do they remotely

Engineer:

- Will Engineener mines be OHK
- Will mines be visible
- Can they be defused if stepped on
- Are mines infinite as well like grenades
- How many mines can be laid down at once
- Will there be variations on turrets (ex. flamethrower what if hit by does DoT dmg)
- Can turrets be repaired
- Do turrets work more effective if they are placed with higher vantage point on enemies
- What abilities will there be to buff turrets
- Are Engineers notified if they are being hacked
- If there is multiple Engineers on your team can they all lay turrets or is there a set number per team that can be laid down
- Weapon Buffs are said to only last that life if some gets killed but revived by a Medic do they keep buff?
- Can someones weapon be buffed multiple times to do more dmg

Medic:

- Is there a cooldown on revive ability or could you revive back to back
- Is there a cooldown on health packs
- How much of the PIP bar will be depleted by Laz grenades?
- How far away can someone be tossed a syringe for revival do you have to be by the body or can you toss it to them from a distance
- The self- revive ability will they take alot of your PIPS or is it a passive one time thing for that life
- The Bio- Hazard weapons will it be in form of Gas grenades. A syringe they can stab enemy with or what
- Health buffs if a person dies and gets revived do they stay
- Health buffs can the be given to the same person multiple times increasing health even more

Soldier:

- Are only there grendaes infinite
- How many types of different grenades will they have
- Moltov grenades are they the Resistence equivalent of normal grenades or will they have there own special properties
- Flash Bangs what effecrts will they have ( Ex.screen turns white, everything blurs, controls are disoriented)
- Will regular explosive grenades be OHK
- Can people be revived after being blown up by grenades
- Shield ability mechanics how is work when shielding someone do you have to press a button to unshield of can you simply walk/run our of AoE (are of effect)
- Can multiple people shield the same person
- Could you technically creat a shield train with medics healing the soldiers while they shoot everyone or is there something in place to keep this from happening
- Ammo ability does this completely refill both primary and secondary weapon or only the gun equipped
- Can Soldiers set explosive charges wireless or only physically

General:

- Will there be a Collectors Edition to buy upon release (if so whats comes with it)
- Will there be passive abilities you can get or will all abilities require to be put in one of your 3 slots
- If you switch classes at a control station or death screen does your previous classes abilities stay out (ex. where an engineer laid down a turret then switch classes because you die does the turret stay out)
- What is the health difference between Body types
- Do all OHK abilities effect Heavies in the same way
- Can people be revived from OHK abilities as well as explosives/grenades
- Will there be leaderboard for clans even though there isnt any for stats and individual people globally anyways
- What support is there for clans (leaderboards, tags, tournaments, challenge system ect)
- Will you have all the weapons unlocks ect you get for your other character slots or will you have to re-earn everything
- If you can change factions will there be multiple models for that character slot since they would be dressed different or will you have to change clothing everytime.
- Can you change abilities after game starts as well or only classes?
- Do control pannels in game also serve as spawn points or will you always spawn at your main base unless revived
- How are base spawns protected are the invincible base turrets, a out of bounds line enemies cannot cross what
- Can you pick up enemy weapons
- If you can pick them up will only the weapons available to your body type be accessed
- Can you get ammo by walking over enemies dead body with same weapon or any weapon
- Will people benefit more accuracy from using sights (iron, red dot ect) over hip firing
- Will you be more accurate crouch shooting
- How many melee knife swipes does it take to kill someone while using the pisol knife combo?
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kristy dunn
 
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Post » Wed Aug 26, 2009 6:24 am

Great idea.I hope you can try to keep your post updated with new things.

General:
Does damage decrease over range?
What are the xp multiplier for sticking with your team.
What about the NPC's ingame?

Can't think of more stuff atm.
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Thomas LEON
 
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Post » Wed Aug 26, 2009 5:30 am

- Will you have all the weapons unlocks ect you get for your other character slots or will you have to re-earn everything
- In the multiplayer mode can you play as either side whenever you want or do you choose a side and stick on that side for that character
- If you can change factions will there be multiple models for that character slot since they would be dressed different
- Do control pannels in game also serve as spawn points or will you always spawn at your main base unless revived
- How are base spawns protected are the invincible base turrets, a out of bounds line enemies cannot cross what


I just thought I'd answer a few of these.

1. No you have to unlock them all again but you can transfer XP to your new chracters.
2. You can play as both no matter what faction you "think" your person is.
3. When you change sides you use your other faction outfit. You make 2 outfits to start off one for both sides.
4. No the control stations are only for changing weapons a class.
5. The turrets that defend the spawn are really strong and cannot be destroyed if you enter the enemy spawn your commanding officer will tell you to get out and if you don't you'll most likely die.
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Sammie LM
 
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Post » Wed Aug 26, 2009 7:09 am

i really don't think there is much point in asking such technical questions like the shield train thing because we don't know exactly how that works anyways
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CHangohh BOyy
 
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Post » Wed Aug 26, 2009 10:52 am

i thought the backstab thing was just talk, i didnt know they confirmed it
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Haley Merkley
 
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Post » Wed Aug 26, 2009 7:46 am

i thought the backstab thing was just talk, i didnt know they confirmed it


Its confirmed, what isn't confirmed if its a OHK.
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Kat Ives
 
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Post » Tue Aug 25, 2009 9:21 pm

Its confirmed, what isn't confirmed if its a OHK.


Source? i must have missed it
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Paul Rice
 
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Post » Wed Aug 26, 2009 4:05 am

why do you guys always ask for sources
only a [censored] would just lie about something
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Bad News Rogers
 
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Post » Wed Aug 26, 2009 10:47 am

Source? i must have missed it


http://brink.chefenco.com/humongous-hands-on-brink-preview/

why do you guys always ask for sources
only a [censored] would just lie about something


Indeed I am beginning to take offense. If I know something I will say it and I know quite a lot. :spotted owl:
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Mr. Allen
 
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Post » Wed Aug 26, 2009 8:36 am

http://brink.chefenco.com/humongous-hands-on-brink-preview/



Indeed I am beginning to take offense. If I know something I will say it and I know quite a lot. :spotted owl:


I'm not gunna lie that owl took the cake, every time someone asks someone for a source I'm going to link them to Google and say fetch.

As an answer to operative questions:
1.As of now only other enemy operatives can distinguish other operatives, this was to promote defensive operatives that kill operatives as they try to hack a command post.
2.It will probably be just like in the game play video of container city when a new important objective comes up the commanders voice will issue the mission.
Some other answers:
3.Guns and clothes are unlocked per character.
4. There will be no leaderboards.
5.OHK is OHK even if you are the juggernaut
6. I am assuming crouching increases accuracy as sprinting, jumping, sliding, etc. all decrease it, it would be silly to then not have crouching increase accuracy.
7.There are two models for a char security and resistance
8.Iron sights increase accuracy, idk by how much
9. You can pick up enemy weapons at reduced ammo
10.Explosives so far are based on splash damage they will prob be an ohk but not like the backstab, the supposed ohk backstab kills you point blank but in theory a grenade simply does more damage than your health, with buffs a heavy might escape a death from a direct grenade hit.
11. All buffs have no time limit, they only expire when you respawn
12. Sides can be chosen on a multiplayer match
13. Shielding is like being a turret on a player you cannot move while doing it so i assume a button would be used as at least on console a control stick can be accidentally moved and break the shield.

If you have conflicting info please post it below so I dont look like an idiot.
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Chloe Yarnall
 
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Post » Tue Aug 25, 2009 9:01 pm

I'm not gunna lie that owl took the cake, every time someone asks someone for a source I'm going to link them to Google and say fetch.

As an answer to operative questions:
1.As of now only other enemy operatives can distinguish other operatives, this was to promote defensive operatives that kill operatives as they try to hack a command post.
2.It will probably be just like in the game play video of container city when a new important objective comes up the commanders voice will issue the mission.
Some other answers:
3.Guns and clothes are unlocked per character.
4. There will be no leaderboards.
5.OHK is OHK even if you are the juggernaut
6. I am assuming crouching increases accuracy as sprinting, jumping, sliding, etc. all decrease it, it would be silly to then not have crouching increase accuracy.
7.There are two models for a char security and resistance
8.Iron sights increase accuracy, idk by how much
9. You can pick up enemy weapons at reduced ammo
10.Explosives so far are based on splash damage they will prob be an ohk but not like the backstab, the supposed ohk backstab kills you point blank but in theory a grenade simply does more damage than your health, with buffs a heavy might escape a death from a direct grenade hit.
11. All buffs have no time limit, they only expire when you respawn
12. Sides can be chosen on a multiplayer match
13. Shielding is like being a turret on a player you cannot move while doing it so i assume a button would be used as at least on console a control stick can be accidentally moved and break the shield.

If you have conflicting info please post it below so I dont look like an idiot.

Well shielding is not like being a turret because they have already stated you can move whiole shielding and shoot at the same time. My question on buffs was if you die and get revived is the buffs you have still in place or does that cant as respawning needing to be buffed again. I havent read one thing about being able to pick up ammo from enemies.My question about OHK was can you be revived after a OHK abilities or object or is it an insta bleed.I know there is no global leaderboards but they stated there will be leaderboards for you and the people on your friends list to compare stats and my question was will there be leaderboards for clans since that is for competitive purposes and the reason they stated they did not want global leaderboards for individuals is because they did not want people worrying about stat buffing worrying about there K/D instead of helping there team. That is completely irrelevant in clans since they work together and there would be no K/D it would be more about which clan has the best W/L ratio ect.

Alot of your answers are based on speculation and are not actual facts if you dont know the actual answer just say you think it will be like this dont state that it will be because you will misguide alot of people. Also this thread is about what you would like to see more details/eleboration on Brink and how you think it will will be.
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Steve Smith
 
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Post » Wed Aug 26, 2009 12:30 am

With the backstab thing. I am always for that with a Spy class i really am. It gives the 'Man I should've known that it was a enemy'. I don't know how you distinguish the spy though. I hated how Killzone 2 did it move your cross-hair over them and it turned red. I think Team Fortress 2 got it down but just my opinion. Players on the same team can pass through each other and enemy spies can't pass through you. But if there was a small color distinguish that only observant players notice i wouldn't mind either
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Travis
 
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Post » Wed Aug 26, 2009 1:52 am

With the backstab thing. I am always for that with a Spy class i really am. It gives the 'Man I should've known that it was a enemy'. I don't know how you distinguish the spy though. I hated how Killzone 2 did it move your cross-hair over them and it turned red. I think Team Fortress 2 got it down but just my opinion. Players on the same team can pass through each other and enemy spies can't pass through you. But if there was a small color distinguish that only observant players notice i wouldn't mind either


I think the disguise should be perfect else what is the point?
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Scotties Hottie
 
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Post » Wed Aug 26, 2009 8:55 am

With the backstab thing. I am always for that with a Spy class i really am. It gives the 'Man I should've known that it was a enemy'. I don't know how you distinguish the spy though. I hated how Killzone 2 did it move your cross-hair over them and it turned red. I think Team Fortress 2 got it down but just my opinion. Players on the same team can pass through each other and enemy spies can't pass through you. But if there was a small color distinguish that only observant players notice i wouldn't mind either

I liked Killzone2 detection system although I will say they did have a little too many indications. The crosshair thing only worked if you were within a certain distance of that player,but they also had a discoloration in there uniforms as well as not showing up on the mini map. That was a little too much indication and handicaped the Sabotuer.I guess they made up for it by giving them the SMG what did Insta Headshots without the user even having to aim the gun though lol. TF2 I didnt like that system walking through teamates thats lame and takes away from the sense of battle when people are ghosting through one another. I agree I think they should have some way for Non-Operative players to be able to indicate if there is an enemy operative int here midst. Not a bunch of handicaps that will take away from the class but small details people who are looking and paying attention will notice like (the glove system I suggested or discoloration in there outfit)


I think the disguise should be perfect else what is the point?


That makes them OP if they have perfect disguises with all there OHK abilities not to mention you shouldnt have to completely rely on friendly Operatives to tell you if there is an enemy in the midst.I can see all the frustration already playing with randoms who do not communicate andeveryone turning into Operatives just so they can see the enemy ones with no one doing the other classes objectives. If there was small indications people paying attention could see by looking at them would make things balanced not handicapping them but giving players who pay attention a chance to protect themselves
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DAVId MArtInez
 
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Post » Wed Aug 26, 2009 4:29 am

I liked Killzone2 detection system although I will say they did have a little too many indications. The crosshair thing only worked if you were within a certain distance of that player,but they also had a discoloration in there uniforms as well as not showing up on the mini map. That was a little too much indication and handicaped the Sabotuer.I guess they made up for it by giving them the SMG what did Insta Headshots without the user even having to aim the gun though lol. TF2 I didnt like that system walking through teamates thats lame and takes away from the sense of battle when people are ghosting through one another. I agree I think they should have some way for Non-Operative players to be able to indicate if there is an enemy operative int here midst. Not a bunch of handicaps that will take away from the class but small details people who are looking and paying attention will notice like (the glove system I suggested or discoloration in there outfit)




That makes them OP if they have perfect disguises with all there OHK abilities not to mention you shouldnt have to completely rely on friendly Operatives to tell you if there is an enemy in the midst.I can see all the frustration already playing with randoms who do not communicate andeveryone turning into Operatives just so they can see the enemy ones with no one doing the other classes objectives. If there was small indications people paying attention could see by looking at them would make things balanced not handicapping them but giving players who pay attention a chance to protect themselves


Well hears the thing with all the customization its already going to be hard to tell which side from another. I remember seeing a little symbol over the enemies team head. The detail isn't in the appearance but in how they react. Do you really want to spend a couple of seconds visually checking him. The movement and action cues are far more important.

Also I just read somewhere that the ability to see other operatives is a purchaseable ability,
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maria Dwyer
 
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Post » Tue Aug 25, 2009 8:23 pm

Well hears the thing with all the customization its already going to be hard to tell which side from another. I remember seeing a little symbol over the enemies team head. The detail isn't in the appearance but in how they react. Do you really want to spend a couple of seconds visually checking him. The movement and action cues are far more important.

Also I just read somewhere that the ability to see other operatives is a purchaseable ability,


I mean me personally I am visually oriented so it is easier for me to pick up on details on the character wether than relying on sititng there watching there movements especially when your in the heat of battle when your not really focusing on watching teamates more on shooting enemy players. Plus that doesnt help if they are disguised as an Operative on your team as the same bodytype. That is one the reasons I brought this up because there will be alot of situations where they may be disguised as the same body type and even the same class so would be nice if there were small visual cues you could pick up on if you were paying attention.

I like that you have to purchase that ability if that is true. One my questions I would really like to know that I cant stop thinking about is if there will be passive abilities as well or if everything you unlock has to be put in one of your 3 ability slots. If they all must be put in a slot that would pretty lame you unlock tons of things for your class or things what stack together yet only 3 can be placed to use.
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des lynam
 
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Post » Wed Aug 26, 2009 12:45 am

I mean me personally I am visually oriented so it is easier for me to pick up on details on the character wether than relying on sititng there watching there movements especially when your in the heat of battle when your not really focusing on watching teamates more on shooting enemy players. Plus that doesnt help if they are disguised as an Operative on your team as the same bodytype. That is one the reasons I brought this up because there will be alot of situations where they may be disguised as the same body type and even the same class so would be nice if there were small visual cues you could pick up on if you were paying attention.

I like that you have to purchase that ability if that is true. One my questions I would really like to know that I cant stop thinking about is if there will be passive abilities as well or if everything you unlock has to be put in one of your 3 ability slots. If they all must be put in a slot that would pretty lame you unlock tons of things for your class or things what stack together yet only 3 can be placed to use.


I just not sure how they would do it without messing up the customization.

reptaR and I wondered about passive abilites awhile back. Things like sense of perspective and the health buff seem more passive and we wondered if maybe you could have three active and three passive. I really don't know and want more information about it,
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Stryke Force
 
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Post » Wed Aug 26, 2009 8:43 am

I know I am really dying to get information on how that will work because it would be a shame if the extra health had to take a ability slot or any abilities like that what are passive. What about all the other topics I brought up have any comments on what you think about those?
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Alkira rose Nankivell
 
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