Lead the Way to New Ideas

Post » Thu Apr 07, 2011 10:00 pm

That all depends on which side controls the command posts. If the defending team has all the posts close to an objective, then all that means is they get an extra 10-15 seconds to plant some turrets/mines. However if the attacking team has even ONE post that is close to their target, they will be able to spawn guys there and obliterate those engineers as soon as they arrive to plant their equipment.


You don't spawn at all CP's. Also moral of the story make sure your team commands the CP's.
User avatar
SUck MYdIck
 
Posts: 3378
Joined: Fri Nov 30, 2007 6:43 am

Post » Thu Apr 07, 2011 11:38 pm

You don't spawn at all CP's. Also moral of the story make sure your team commands the CP's.


And where did you get that piece of information? Last thing I heard, you chose to spawn at a CP and the bonuses it gave your team varied on your engineers.
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Fri Apr 08, 2011 7:14 am

And where did you get that piece of information? Last thing I heard, you chose to spawn at a CP and the bonuses it gave your team varied on your engineers.

Originally you could spawn at CP's, but I think they removed it iirc. There are forward spawns but not CP's. Atleast last time I checked it was this way.
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Fri Apr 08, 2011 7:46 am

can you verify that? Cuz I want to know more.
User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Thu Apr 07, 2011 8:33 pm

can you verify that? Cuz I want to know more.

Check the Compendium I'd say. Probably the easiest solution, because I don't want to go through all interviews and vids again ^^
User avatar
April D. F
 
Posts: 3346
Joined: Wed Mar 21, 2007 8:41 pm

Post » Thu Apr 07, 2011 5:54 pm

And it shouldn't be destroyable in the first place. The security needs to blow up a gate, escort the bot, repair the crane, escort the bot, take whatever the container contains and bring it to the chopper. Making the chopper destroyable would make it even harder. Don't forget that the attacking side always has a minor disadvantage over the defending side and the further they push to a main objective, the easier it becomes for the defenders. They generally get there sooner.

Then again BRINK doesn't want to be fair all the time.

As we have heard before (and can actually see in the PAX East gameplay videos), there is a mission in which the Resistance have to http://www.splashdamage.com/screens_brink/023.jpg (or something similar) while escorting a NPC. Therefore they have to get across a large, mostly open space while the Security hide at the exit gate http://www.splashdamage.com/screens_brink/019.jpg (making the little bit of cover there is mostly redundant).
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Thu Apr 07, 2011 7:07 pm

Then again BRINK doesn't want to be fair all the time.

As we have heard before (and can actually see in the PAX East gameplay videos), there is a mission in which the Resistance have to http://www.splashdamage.com/screens_brink/023.jpg (or something similar) while escorting a NPC. Therefore they have to get across a large, mostly open space while the Security hide at the exit gate http://www.splashdamage.com/screens_brink/019.jpg (making the little bit of cover there is mostly redundant).

Yes, I know ;) In one of the original W:ET maps they also had to get inside of the base of the enemy to blow something up. When you succeeded, it gave you a certain satisfaction. SD + Mapdesign = win.
Oh, and for the people who never played battery on W:ET: you had to push up a hill and construct an assault ramp right in front of their initial spawn, while they could fire on you from different angles. But, with decent teamwork it was pretty easy to secure the ramp and push up the hill.
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Fri Apr 08, 2011 3:51 am

Well, generally speaking I like the idea of SOME destruction within maps, and the soldiers fit the role. Their job is to destroy things that get in the way of the objective whether it be enemies, walls, etc.

Also I agree with defenders getting an advantage, and then the attackers getting a later advantage but it really depends on how teamwork within the game works out.
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Thu Apr 07, 2011 10:46 pm

Dynamic weather.

Just at random intervals a little storm (or patch of fog) passes through, making it hard to see. Plus the lightning and howling wind could be a factor. Kind of like the Hard Rain campaign in L4D2.

It would also be pretty cool if the map could turn from day to night or vice versa. What would that be called? Dynamic time?
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Fri Apr 08, 2011 12:09 am

SOME destruction would be nice, the occasional crumbling wall, a weakened door or barricade, glass, etc. Not to the degree of BFBC, of course.
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Fri Apr 08, 2011 3:19 am

SOME destruction would be nice, the occasional crumbling wall, a weakened door or barricade, glass, etc. Not to the degree of BFBC, of course.

Destroy destroyable objectives? :D You blow stuff up AND you help the team.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Thu Apr 07, 2011 7:15 pm

It would also be pretty cool if the map could turn from day to night or vice versa. What would that be called? Dynamic time?

That's called a day-night-cycle.

However, this won't be in as a random element. Each map has a set maximum amount of time and narrates a certain part of the Story which takes place in BRINK (roughly over the time-span of two weeks). Now there could be scripted changes in day-time and weather, but I think Splash Damage disclaimed this already.
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Fri Apr 08, 2011 4:37 am

Dynamic weather.

Just at random intervals a little storm (or patch of fog) passes through, making it hard to see. Plus the lightning and howling wind could be a factor. Kind of like the Hard Rain campaign in L4D2.

It would also be pretty cool if the map could turn from day to night or vice versa. What would that be called? Dynamic time?


I think thats a great idea! I really like it and I think that would make it a ton more realistic. I also think that it would be cool to compare and see what was easier... to do a mission in day light when everyone is around and knows where everyone is or.... at night time when everyone is sneaking around and trying to complete their objectives (or something like that)

Just saying really good idea :)
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Fri Apr 08, 2011 1:42 am

I think thats a great idea! I really like it and I think that would make it a ton more realistic. I also think that it would be cool to compare and see what was easier... to do a mission in day light when everyone is around and knows where everyone is or.... at night time when everyone is sneaking around and trying to complete their objectives (or something like that)

Just saying really good idea :)

It's one of the few features I would like to see. Perhaps only in freeplay mode, to ensure that the story keeps its "drama" (By lack of a better word)
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Thu Apr 07, 2011 10:29 pm

Let's blow up our home, everyone wins... wait a minute :confused:

:laugh:

Problems with destroyable terrain:
1. Mini guns can rip the ark in half
2. Nade launchers already have a blast radius, lets let them blow up cover while were at it.....(too overpowered)
3. A guy is sprinting on top of a wall and face plants because a grenade blew up part of his wall. >_>

:banghead:
Yeah, if someone's shooting all of the walls, then I can't go :ninja: jumping around as a Light, lol. :D

So, no. Maybe small little crates, but not walls, pipes or big crates.

I think it would beat the purpose of the SMART aspect, ya know?
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Thu Apr 07, 2011 10:38 pm

Destroy destroyable objectives? :D You blow stuff up AND you help the team.

PEOPLE TOO... since a person can count as being part of another's environment...
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Thu Apr 07, 2011 9:27 pm

Bottom line if Brink had the engine capable to create destruction they would implement into the game.
I see the SMART button would only be of great help in a destructible environment and eventually a necessity for all destructible environments. By this I see things falling in my way giving me more things to use the smart button to jump over destruction leading to even better tactical advantages. Maps change because of destruction thus requiring different strategy instead of the same old map strategy when the map doesn't change. Many times in BC2 I would like to climb up the wreckage from buildings to get advantage to shoot from but can't (where's that damn smart key dice?).

I agree everything doesn't have to be destructible things made of steel or concrete do not have to be destroyed they do this very effectively in BC2. It is neat to see a map completely different from what it originally started as.

My guess the for future (5years from now) of all fps gaming will have good to substantial amounts of destruction in them and the smart key will be implemented into most of them.
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Thu Apr 07, 2011 10:34 pm

My guess the for future (5years from now) of all fps gaming will have good to substantial amounts of destruction in them and the smart key will be implemented into most of them.

The question is if BRINK will be at the forefront of FPS gaming five years from now. Judging by its substantial acclaim now, it wouldn't be a surprise.
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Thu Apr 07, 2011 9:19 pm

Bottom line if Brink had the engine capable to create destruction they would implement into the game.
I see the SMART button would only be of great help in a destructible environment and eventually a necessity for all destructible environments. By this I see things falling in my way giving me more things to use the smart button to jump over destruction leading to even better tactical advantages. Maps change because of destruction thus requiring different strategy instead of the same old map strategy when the map doesn't change. Many times in BC2 I would like to climb up the wreckage from buildings to get advantage to shoot from but can't (where's that damn smart key dice?).

I agree everything doesn't have to be destructible things made of steel or concrete do not have to be destroyed they do this very effectively in BC2. It is neat to see a map completely different from what it originally started as.

My guess the for future (5years from now) of all fps gaming will have good to substantial amounts of destruction in them and the smart key will be implemented into most of them.


I like that idea--for the future, I mean. Right now, I don't think Brink or FPS's have that kind of engine right now.
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Thu Apr 07, 2011 9:19 pm

I think there should be preferred weapons for different class's. Like if I chose medic it would give me my smg then half way threw my mission I feel like changing myself to and engineer hoping that once I select him he would change my weapon to shotgun...that way I'm not in the loading menu for to long for enemies to kill me.
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Thu Apr 07, 2011 5:55 pm

Also...we all know about how everyone gets there special missions... but lets say someone gets the same mission as you on the same team... if he completes the objective shouldn't everyone with that same mission get the exp as well as the person that did the objective...or its it distributed to everyone... I think it should be that if someone completes an objective then the whole team should benefit.

Please tell me your thoughts and ideas! Or fill in the blanks for me.

Thx :intergalactic:
User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Fri Apr 08, 2011 7:25 am

Also...we all know about how everyone gets there special missions... but lets say someone gets the same mission as you on the same team... if he completes the objective shouldn't everyone with that same mission get the exp as well as the person that did the objective...or its it distributed to everyone... I think it should be that if someone completes an objective then the whole team should benefit.

Please tell me your thoughts and ideas! Or fill in the blanks for me.

Thx :intergalactic:


I gotta say I like the way it is now. I think that completing the objective and allowing your team to progress is more than enough reward for everyone. Plus, getting personal exp for completing objectives provides motivation to go out and get things done yourself, otherwise people would just sit back and kill the enemy while other people completed objectives.
User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Thu Apr 07, 2011 11:46 pm

I gotta say I like the way it is now. I think that completing the objective and allowing your team to progress is more than enough reward for everyone. Plus, getting personal exp for completing objectives provides motivation to go out and get things done yourself, otherwise people would just sit back and kill the enemy while other people completed objectives.


Gonna have to agree with Jessome on that one, if you give people an inch then they'll try their best to take a mile. :glare:
User avatar
Reven Lord
 
Posts: 3452
Joined: Mon May 21, 2007 9:56 pm

Post » Fri Apr 08, 2011 8:00 am

Also...we all know about how everyone gets there special missions... but lets say someone gets the same mission as you on the same team... if he completes the objective shouldn't everyone with that same mission get the exp as well as the person that did the objective...or its it distributed to everyone... I think it should be that if someone completes an objective then the whole team should benefit.

Please tell me your thoughts and ideas! Or fill in the blanks for me.

Thx :intergalactic:


always a liberal in the crowd. :tongue:
User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Thu Apr 07, 2011 6:02 pm

Bottom line if Brink had the engine capable to create destruction they would implement into the game.
I see the SMART button would only be of great help in a destructible environment and eventually a necessity for all destructible environments. By this I see things falling in my way giving me more things to use the smart button to jump over destruction leading to even better tactical advantages. Maps change because of destruction thus requiring different strategy instead of the same old map strategy when the map doesn't change. Many times in BC2 I would like to climb up the wreckage from buildings to get advantage to shoot from but can't (where's that damn smart key dice?).

I agree everything doesn't have to be destructible things made of steel or concrete do not have to be destroyed they do this very effectively in BC2. It is neat to see a map completely different from what it originally started as.

My guess the for future (5years from now) of all fps gaming will have good to substantial amounts of destruction in them and the smart key will be implemented into most of them.


I know it's WAY too early to be thinking of sequels (Brink hasen't even came out yet, lol), but if Brink had a sequel, I would love to see the stuff above this in it.
User avatar
Portions
 
Posts: 3499
Joined: Thu Jun 14, 2007 1:47 am

PreviousNext

Return to Othor Games