Weird Idea

Post » Fri May 13, 2011 4:33 am

You think because most people go behind enemy lines with the expressed interest of getting kills. In my case for Brink this is not true. Intelligence is the most single valuable resource on the battlefield. The operatives does this in several ways. One being interrogation with makes all the enemies appear on radar and secondary sneaking behind to do recon. Finding out where the enemy strongpoints are, mines, turrets etc,.

Now back to the OP. I do like the idea of stealing something with the disguise since it makes sense since you are raiding the corpse.

Soldier: refill on ammo (similar to your idea but makes sense)
Medic: A self revive needle or medpack
Engineer: Weapon boost

Actually it makes sense that you would steal the base ability the each of the classes uses and it would replace your disguise slot.

Now you are thinking the disguise with added benefit seems OP. As I said above you are likely own your own with no support (the whole point of sneaking behind enemy lines) Frankly there are already too many easy ways to identify and operative in disguise.

So what does everyone think?


I like it, makes more sense.
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Emerald Dreams
 
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Post » Fri May 13, 2011 7:33 am


Frankly there are already too many easy ways to identify and operative in disguise.



On that topic: How do you think they could fix that if it becomes a major issue?
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Cayal
 
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Post » Fri May 13, 2011 7:00 am

Yeah i see what you are saying but that is from your perspective... a much more team oriented one. Most people would only go for the kills.


True if this was another game but this is Brink. Will people play operatives with the whole point of trying to sneak behind enemy lines to try and gets lots of kills I am sure it will happen. Will Rambo medics be around I am sure they will be, I could go on. :wink_smile:

I like it, makes more sense.


I know right :spotted owl:

On that topic: How do you think they could fix that if it becomes a major issue?


Well hard to say without having tried it.

In order to disguise oneself you need to find lone downed enemy. Then you can disguise yourself and he will know. If its a good team with mics the jig it more or less up there. You can't buff disguised operatives so spending any amount of time near supportive team players will give you away. Also with servers with no FF operative checking becomes even easier. The point is that disguises are more of a quick trick to get you behind enemy lines where they aren't watching.

Or were you referring to my addition to disguises?
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adame
 
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Post » Fri May 13, 2011 9:08 pm

No, you basically covered it. And yeah it is hard to say without playing it, but I meant more that if disguises became worthless due to the risks/obstacles, how would you fix it?
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Darian Ennels
 
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Post » Fri May 13, 2011 9:51 am

No, you basically covered it. And yeah it is hard to say without playing it, but I meant more that if disguises became worthless due to the risks/obstacles, how would you fix it?


Well I won't think I know better than SD, and maybe there are somethings I don't know yet. However since you asked, that is a hard question. I will take inspiration from TF2's Spy which has a very similar style to the operative. I would say that enemies should be allowed to buff you. Call be crazy but the most hilarious thing to do on TF2 is have a medic ubercharge an disguised spy. Why would this help alleviate the problem? Well the point of a disguise is to blend in with the enemy. Right now there are far too many ways to give yourself away by being near your enemies but by staying away its obvious you don't belong, especially if your disguised as a medic.
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BethanyRhain
 
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Post » Fri May 13, 2011 8:02 am

That would make a lot of sense considering you said earlier that your own team can not buff you... good idea.
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sophie
 
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Post » Fri May 13, 2011 8:55 am

being able to steal buffs is a good idea to help the operative blend in and to help your team, you can trick the enemy medics use their syringes on you so they will run out of pips and wont be able to heal their team (untill the pips regenerate).
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Nicole Elocin
 
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Post » Fri May 13, 2011 2:04 pm

Wraith sees it my way, they're gonna be out behind the enemy lines, where not many of Ally Medics or Soldiers are.

They could make this an Ability, like

'Sneaky Scavenger'

"Pick Ammo from Dead Soldiers every-time you disguise"

-- Im not good at descriptions -- This will apply to other classes i just can't think of a good description --

Off-note: Does it say anywhere when you disguise you look normal to your teammates? Or does it just leave your team guessing?

Edit: Look at Original Post again.
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Yvonne Gruening
 
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Post » Fri May 13, 2011 4:43 pm

Wraith sees it my way, they're gonna be out behind the enemy lines, where not many of Ally Medics or Soldiers are.

They could make this an Ability, like

'Sneaky Scavenger'

"Pick Ammo from Dead Soldiers every-time you disguise"

-- Im not good at descriptions -- This will apply to other classes i just can't think of a good description --

Off-note: Does it say anywhere when you disguise you look normal to your teammates? Or does it just leave your team guessing?

Edit: Look at Original Post again.


Its starting to make more sense now that it wouldn't be a bad idea.
Now as far as how much of a boost you get is another topic within itself. I personally think the boosts shouldn't be high.
If you get ammo, you get 1 mag.
If you get health, you get 10-20% (Haven't worked out health due to lack of personal gameplay)
And so on with the other two.
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megan gleeson
 
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Post » Fri May 13, 2011 6:25 pm

Makes sense to me.

As long as it's not too overpowered, I'm fine with it. ^_^

We will see how the game works to see how balanced the classes are in-game.
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Anna Kyselova
 
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Post » Fri May 13, 2011 12:24 pm

Makes the Operative unbalanced.

Would tip the balance. No thank you.

Elaborate, please. Because I totally don't see your points.

We don't even know how/if the Operative is balanced in any way or if it's simply a class without as many useful abilities as the other classes.



Edit: Also, it would make sense to be able to pick up ammo off the dead person you disguise yourself as.

To perfect your disguise, you should just pick up the enemys weapon.

Now if you can't "exploit" the primary-secondary-thing like on Call of Duty, allowing you to carry two primaries, it should allow you to pick up all ammo with the gun. But if you can carry two primaries (for your bodytype, that is), it wouldn't have to.

it removes their dependency on their team, they now can survive for most/all of the game by scavenging and not teamplaying.

The teamplay part on the Operatives behalf is, to weaken the enemy team from behind the combat-line. Hacking their turrets, interrogating their members
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Damien Mulvenna
 
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Post » Fri May 13, 2011 4:54 pm

Elaborate, please. Because I totally don't see your points.

We don't even know how/if the Operative is balanced in any way or if it's simply a class without as many useful abilities as the other classes.


Well what I am saying is that we know all of the classes are supposed to be as balanced as possible. True we don't know if they will.
But if operative get the advantage of being healed while take a medic's disguise it seems unfair to all other classes.

Someone mentioned picking up ammo off of a dead soldier when you disguise yourself as him/her. I like that idea but continuously getting health is a bit unbalanced. I could see maybe picking up an epi-pen when taking the disguise to heal your self, but not constantly.
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Nana Samboy
 
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Post » Fri May 13, 2011 8:28 am

A medic can buff himself. An Operative can't.

A soldier can rearm himself. An Operative can't.

An engineer can buff himself. An Operative can't.


The Operative is basicly the only class which can't actively improve his own attributes. All other classes allow for lonewolfing just as much.
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Kanaoka
 
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Post » Fri May 13, 2011 5:21 am

Well what I am saying is that we know all of the classes are supposed to be as balanced as possible. True we don't know if they will.
But if operative get the advantage of being healed while take a medic's disguise it seems unfair to all other classes.

Someone mentioned picking up ammo off of a dead soldier when you disguise yourself as him/her. I like that idea but continuously getting health is a bit unbalanced. I could see maybe picking up an epi-pen when taking the disguise to heal your self, but not constantly.


You don't take the medics ability to heal, only heal once which could be 10%... 20% or which ever.
Wraith has suggested a good idea, but i don't like the idea of replacing the disguise ability with which class you disguise as.

And the idea will be an Ability later in the game. Not at lvl 1.
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sunny lovett
 
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Post » Fri May 13, 2011 5:26 pm

Yeah, an active ability would make sense, since player would be forced to drop another potenially useful skill for body looting.

One mag for looting a Soldier
One health pip for looting a Medic
A temporary Gun Buff for looting an Engineer

But what about Operatives?
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Alexandra Louise Taylor
 
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Post » Fri May 13, 2011 12:57 pm

A medic can buff himself. An Operative can't.

A soldier can rearm himself. An Operative can't.

An engineer can buff himself. An Operative can't.


The Operative is basicly the only class which can't actively improve his own attributes. All other classes allow for lonewolfing just as much.

They're not a buffer class but more like a support class that hinders the enemy team.
-Hack turrents so they don't kill your teamates
-firewall control points to make them take longer
-spot mines to make sure teamates don't step on them
-take sticky bombs off your teamates

They keep the team alive by countering enemy abilities.
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joeK
 
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Post » Fri May 13, 2011 6:27 pm

You don't take the medics ability to heal, only heal once which could be 10%... 20% or which ever.
Wraith has suggested a good idea, but i don't like the idea of replacing the disguise ability with which class you disguise as.

And the idea will be an Ability later in the game. Not at lvl 1.


Maybe their will be multiple levels of disguise but I doubt it.

Yeah, an active ability would make sense, since player would be forced to drop another potenially useful skill for body looting.

One mag for looting a Soldier
One health pip for looting a Medic
A temporary Gun Buff for looting an Engineer

But what about Operatives?


Nothing for operatives.

I would like to take a revive needle from medics though than a health boost.

They're not a buffer class but more like a support class that hinders the enemy team.
-Hack turrents so they don't kill your teamates
-firewall control points to make them take longer
-spot mines to make sure teamates don't step on them
-take sticky bombs off your teamates

They keep the team alive by countering enemy abilities.


Seriously and yet people seem to think they will do nothing useful for the team.
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Umpyre Records
 
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Post » Fri May 13, 2011 6:51 pm

They're not a buffer class but more like a support class that hinders the enemy team.
-Hack turrents so they don't kill your teamates
-firewall control points to make them take longer
-spot mines to make sure teamates don't step on them
-take sticky bombs off your teamates

They keep the team alive by countering enemy abilities.

As my exact words:
The teamplay part on the Operatives behalf is, to weaken the enemy team from behind the combat-line. Hacking their turrets, interrogating their members

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carley moss
 
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Post » Fri May 13, 2011 7:22 am

Seriously and yet people seem to think they will do nothing useful for the team.

This could be because when people think of someone sneaking around, they think of them being alone, which implies, even with modern comms tech, that they aren't working with others.

It's also because being a high risk, high reward role, you spend more time dying/hiding and less helping.

However, just because you spend less time helping, doesn't mean you're less helpful, because wheny you are helping, you're helping loads.

As for the idea, I think it could work as a perk, it doesn't sound any more powerful than combat intuition, (where the positions of anyone aiming at you go in amber on your HUD).
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latrina
 
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Post » Fri May 13, 2011 6:54 pm

Seriously and yet people seem to think they will do nothing useful for the team.

Like stated above, they think people will just flank the enemy team and go for kills.

As my exact words:

Touche.
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JUDY FIGHTS
 
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Post » Fri May 13, 2011 1:20 pm

This has probably already been said, but the key to the Operative is survival by cunning alone. If they got extra bonuses from assuming disguises, I'm afraid that a lot of people will start using it, and the game will break down. I could see the attraction of having extra bonuses if you were an Operative yourself, but for people like me who don't plan on being an Operative very much of the time, it could get frustrating.
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Tasha Clifford
 
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Post » Fri May 13, 2011 8:55 am

This could be because when people think of someone sneaking around, they think of them being alone, which implies, even with modern comms tech, that they aren't working with others.
It's also because being a high risk, high reward role, you spend more time dying/hiding and less helping.

However, just because you spend less time helping, doesn't mean you're less helpful, because wheny you are helping, you're helping loads.


That's because people are fools, hung up on the idea of teamwork requiring communication or being near each other, neither of which are explicitly true. A lot of it really boils down to the predjudice against "snipers" in most games leaking into Brink. People think that being away from the team means not playing as part of the team, in part because people are stupid (as you can see, I've suffered the negatives of the belief and am thus bitter at said people).

It's the same thought process that occurs when people think that players that are out for kills are useless in a game like this. Somehow they forget that part of being a team is being a collection of different players with different skills and purpose working toward the same goal. It doesn't mean doing the same thing, or doing things the same way.

Medics need to be near the team to be effective. Soldiers need to be near the enemy to be effective. Engineers need to have a goal (usually defensive) to be effective. Operatives need to have a goal (usually offensive) to be effective.

The team work begins to sort itself out because the soldiers move toward the main enemy and the medics follow. The engineers move to secure objectives, or the area in which their soldiers are fighting, and the operatives either drop into a defensive position or bolt to the other side as quickly as possible in order to get past the initial enemy rush. Where the natural progression fails is that sometimes you have 6 operatives and 2 soldiers so the battle gets brushed back too quickly, or you get 6 soldiers and two medics, so you get slowed down my lack of information, or being flanked because you have no defense playing.
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Je suis
 
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Post » Fri May 13, 2011 3:32 pm

"The teamplay part on the Operatives behalf is, to weaken the enemy team from behind the combat-line.
Hacking their turrets, interrogating their members"

maybe I phrased it wrong.... I did not mean that all operatives are not team players, I meant that it reduces the operatives need for his teammates. For example: a light operative with a Barret has very limited ammo. This is put in the game as an effort to balance sniping. Giving the Operative extra ammo like that means that HIS dependency on the team is reduced. I'm not saying his role is not important or that his actions don't benefit the team. My point is that this seems like it would make the operatives less dependent on his team for support such as health, ammo, buffs, etc. I understand that there will likely be many people who will play the operative like he is meant to be played, but doing this would give non-team-players (which I'm sure there will be many of) extra incentive to go only for kills because they won't need their teammates as much. I can see this maybe working as perk, but not as a universal ability for all operatives, and would have to be a small bonus to health or ammo.
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Tiffany Carter
 
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Post » Fri May 13, 2011 6:04 pm

i think IF you had a disguise bonus you should have it for the Op's only considering that's their job n all , maybe a health bonus or a melee bonus for one hit melee's? assassination style yah? :ninja:
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Bitter End
 
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Post » Fri May 13, 2011 9:47 am

maybe I phrased it wrong.... I did not mean that all operatives are not team players, I meant that it reduces the operatives need for his teammates. For example: a light operative with a Barret has very limited ammo. This is put in the game as an effort to balance sniping. Giving the Operative extra ammo like that means that HIS dependency on the team is reduced. I'm not saying his role is not important or that his actions don't benefit the team. My point is that this seems like it would make the operatives less dependent on his team for support such as health, ammo, buffs, etc. I understand that there will likely be many people who will play the operative like he is meant to be played, but doing this would give non-team-players (which I'm sure there will be many of) extra incentive to go only for kills because they won't need their teammates as much. I can see this maybe working as perk, but not as a universal ability for all operatives, and would have to be a small bonus to health or ammo.

I see where you're coming from.

However, those people will simply play Soldiers, so they have infinite ammo. Or medics, so they can heal and revive themselves every now and then.
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Inol Wakhid
 
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