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minor ideas


23 replies to this topic

#1 warbrand2

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Posted 22 October 2010 - 09:27 PM

just some small ideas that don't warrant there own topic.

REBEL IDEAS

the arrows above rebels heads: I really think that the arrows should slowly turn red as the player takes damage taht way medics can tell who needs health the most in a battle.

HANDS: I don't know if its planed or not but the rebel players should have rebel hands. The problem with this is that you have many skins you would have to make. medic white, medic black, black , and white. And that's not counting any models for the rebels that might come up in the future.

COMBINE IDEAS.

re set turrets: combine troops should be able to pick up and reset there turrets or at least move them. THE animation for carring and setting down is there (nova prospect one of the combine sets up a turret on camera.

metro cop second ability: SMG1 this would require the metro cop to be disabled for a time but when it is done they can switch between there pistol and an smg1.

#2 Cdg

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Posted 22 October 2010 - 09:35 PM

Awesome ideas, the arrow thing should be like the combine. When you're an overwatch as the combine take damage it goes Green - Yellow - Orange - Red I believe. You should make it like that devs.

#3 warbrand2

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Posted 22 October 2010 - 11:27 PM

more minor suggestions

MEDKIT
give it a secondary that uses 25 "ammo" and auto heals 25 health. for quick healing

COMBINE


make manhacks weaker. facing a horde of them is annoying when you have to do it every 3 seconds.


misc

remove suit zoom: we are rebels and we do not have HEV suits armed with a suit zoom.

FLASHLIGHT
please change the light source for it because when you look at other players seeing a glowing orb in there hand is weird. my suggestions for this is add headband with a light or a chest light to replace the hand light that seems to come from no where.

#4 Jgoodroad

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Posted 23 October 2010 - 12:08 AM

WHILE on topic of manhacks, simply have it where the more manhacks there are, the weaker they get... so 5 manhacks with full health will still be as challenging as 10 manhacks with half health

#5 WAXT

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Posted 23 October 2010 - 12:24 AM

View Postwarbrand2, on 22 October 2010 - 09:27 PM, said:

the arrows above rebels heads: I really think that the arrows should slowly turn red as the player takes damage taht way medics can tell who needs health the most in a battle.
I think this is a very good idea.

#6 Jgoodroad

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Posted 23 October 2010 - 12:32 AM

agreed

#7 AndY

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Posted 23 October 2010 - 01:38 AM

View Postwarbrand2, on 22 October 2010 - 09:27 PM, said:

the arrows above rebels heads: I really think that the arrows should slowly turn red as the player takes damage taht way medics can tell who needs health the most in a battle.
This wouldn't work too well. The spotting icons need to be a certain colour to determine their status. Blue = on the floor, green = equipped and eventually red = enemy.

On the other hand, we could either add the HP count to the Scoreboard, or implement a system similar to what Synergy has (top-left):

Attached Image: d3_c17_090008.jpg


View Postwarbrand2, on 22 October 2010 - 11:27 PM, said:

make manhacks weaker. facing a horde of them is annoying when you have to do it every 3 seconds.
Well, now that Metrocops no longer automatically deploy Manhacks, the "hordes" should be reduced a bit. If not, we can explore other options.

#8 warbrand2

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Posted 23 October 2010 - 09:39 AM

the hordes of manhacks have been reduced but there are players like me who spawn the manhacks away from players every time the trap is available then sends in a 50 strong manhack horde on the players.


edit: on the arrows the reason for that idea is well there needs to be a way for medics to tell who needs healing the most so they don't waist there medkit healing some minor damaged players to find one with only 2hp left and them having to wait for there medkit to recharge.



edit 2:

combine idea

RPG trooper
info: trap spawn only combine unit fires non guided rpgs at the players. main use guarding heavy defensive areas.

#9 Cdg

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Posted 23 October 2010 - 10:25 AM

View Postwarbrand2, on 23 October 2010 - 09:39 AM, said:

the hordes of manhacks have been reduced but there are players like me who spawn the manhacks away from players every time the trap is available then sends in a 50 strong manhack horde on the players.


edit: on the arrows the reason for that idea is well there needs to be a way for medics to tell who needs healing the most so they don't waist there medkit healing some minor damaged players to find one with only 2hp left and them having to wait for there medkit to recharge.



edit 2:

combine idea

RPG trooper
info: trap spawn only combine unit fires non guided rpgs at the players. main use guarding heavy defensive areas.

On the manhacks, there should be a longer time limit to spawn them then. Like 1 minute instead of 30 seconds so they cant spam them as fast.
And the Combine Idea would probably not be easily done considering its not in HL2. But I like the idea anyways.

EDIT: COMBINE
Resetting turrets would be 10/10 awesomeness
So is second ability
REBEL
Hand skins would be so epic
Arrows are cool too
I like these ideas

#10 warbrand2

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Posted 23 October 2010 - 10:31 AM

You can give combine rpgs with cheats in hl2 they just don't have any animations.

#11 Cdg

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Posted 23 October 2010 - 10:32 AM

View Postwarbrand2, on 23 October 2010 - 10:31 AM, said:

You can give combine rpgs with cheats in hl2 they just don't have any animations.

Oh

#12 warbrand2

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Posted 23 October 2010 - 10:35 AM

Also just to note. You do see dead combine with rpgs next to them showing that the combine where planed to use them at one point in time.

another suggestion

make it to where you can chose whether your character is male or female not chose player models but chose which set your player model comes from.

#13 Jgoodroad

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Posted 23 October 2010 - 01:34 PM

I still don't see why you can't have colored arrows indicate health...

Blue=on the floor Green=in use, player has good health, yellow=player has half health 0range=player has low health Red= enemy.

#14 warbrand2

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Posted 23 October 2010 - 08:32 PM

http://half-life.wik...bine_technology

i found a list of combine tech.maybe some of it can be place in citadel, purely for looks.

edit:
maybe have breen cast screens showing the breen cast looping through out the citadel area.

#15 WAXT

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Posted 23 October 2010 - 09:31 PM

View PostJgoodroad, on 23 October 2010 - 01:34 PM, said:

I still don't see why you can't have colored arrows indicate health...

Blue=on the floor Green=in use, player has good health, yellow=player has half health 0range=player has low health Red= enemy.
I think this would confuse alot of people and make the player screens very messy (my god, it's a rainbow!)

Transparency!
The less health a player has, the more transparent his/her green triangle should be. Ofcourse this would make finding players near-death harder as their triangle wouldn't be as prominent, but we can't make the medic's job too easy now can we?

#16 warbrand2

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Posted 23 October 2010 - 09:34 PM

How about a red cross above the rebels heads(that only medics can see) that shows there health IE the more prominent the cross is the closer to death the player is.

#17 warbrand2

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Posted 25 October 2010 - 08:00 PM

some more ideas.

MISC

inter com
info: inter com are place around the maps and will loop random radio chatter from the over watch or rebels. more as a cosmetic but it would make the game feel like you are not by your selves and that the battle is going on else where (best used in underground maps.)

#18 Wutoholik

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Posted 02 November 2010 - 08:04 AM

View Postwarbrand2, on 23 October 2010 - 09:34 PM, said:

How about a red cross above the rebels heads(that only medics can see) that shows there health IE the more prominent the cross is the closer to death the player is.

this is a really good idea...i have already played many rounds a medic and everytime you have too look at each rebel and wait for his name and healt-status is displayed to find out his health status, thats not the bettest solution.

Mfg Wutoholik

#19 AndY

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Posted 02 November 2010 - 03:41 PM

View Postwarbrand2, on 23 October 2010 - 09:34 PM, said:

How about a red cross above the rebels heads(that only medics can see) that shows there health IE the more prominent the cross is the closer to death the player is.
Hmm, that could work. The variation would need to be really apparent, which is the tricky part. We'd also need to make sure that players don't confuse them all as "incapacitated".

#20 warbrand2

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Posted 02 November 2010 - 04:22 PM

make them the inverse of the tf2 health indicator the more of the cross that is there the closer to death they are a full cross means incapacitated.

make it the inverse of the tf2 health indicator the fuller the cross is the closer to death the person is a full cross would be incapacitated.





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