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Jathniel
G I A N T
71
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Posted - 2013.03.10 06:34:00 -
[1] - Quote
If friendly fire will be introduced, we'll need practical reasons for its use besides "the guy is getting on my nerves" and "i feel like griefing".
I did a search for "electronic warfare" and "infiltrator", and didn't really find this topic proposed before.
A skill or module that enables you to temporarily change your visible alignment. On the roster, you belong with one team in a match, but while in-game TACNET is reading you differently.
For instance: a scout shotty is attempting a flank on some hostiles. He engages his electronic deception module. He now shows up as a blueberry to the enemy's TACNET for the module's duration. Whether or not, he shows up as a red to the friendly TACNET I leave that up to debate.
People will figure out something is wrong when they see an objective seemingly being hacked by a blueberry. More skilled players will also take a quick glance at the roster to be sure of who their friends are, and will read their target's name before they shoot while in combat.
I think this element of confusion would be proper when friendly fire is introduced. No penalty is accrued for killing an infiltrator blueberry of course.
Thoughts? |
Jathniel
G I A N T
71
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Posted - 2013.03.10 10:46:00 -
[2] - Quote
Probably wasn't explained simply enough...
A module that briefly makes you look like an ally to your enemies. You would temporarily look like a blue dot to your foes.
This could help sneaky players bypass enemy lines, and enhance the infiltrator-style gameplay experience.
It would be available for everyone, including vehicles. |
Achooga Blooga
RED COLONIAL MARINES Covert Intervention
0
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Posted - 2013.03.10 11:05:00 -
[3] - Quote
Isn't there something like this in Killzone? Not a bad idea though. Could make for some interesting gameplay. I could also see it getting pretty annoying. |
madd greazy
OSG Planetary Operations Covert Intervention
35
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Posted - 2013.03.10 11:27:00 -
[4] - Quote
+1 OP, just some ideas of my own towards this, but I think overall it is a great idea.
Maybe the usefulness of the module on individual's would vary depending on sensor strength or other sensor modules.
For example: If someone turned on an active scanner module while an unfriendly bluedot (infiltrator), was around the infiltrator would turn up as a red dot as he normally would, until the end of the active scan. But if the infiltrator's module or skill affecting the infiltration effectiveness overpowered the active scan, the infiltrator would still turn up as a blue dot.
Also if a player's sensor strength is high enough, maybe their dropsuit would be able to independently overpower the infiltrator's module strength, revealing the infiltrator to that merc only.
The infiltrator would also be able to level passive skills or equip better infiltration modules to better the strength of his infiltration effect. |
madd greazy
OSG Planetary Operations Covert Intervention
35
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Posted - 2013.03.10 11:28:00 -
[5] - Quote
Also i think a cloaking module would be awesome for scout dropsuits only! |
gbghg
L.O.T.I.S. Legacy Rising
571
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Posted - 2013.03.10 11:40:00 -
[6] - Quote
If this happens every enemy nova knifer is literally going to become a backstabber, but this seems like it would add an interesting dimension to the game, and as madd said we should have a way to counter it, either through skills or modules, would make things more of a cat and mouse game between infiltrator's and their targets |
Hagintora
Chatelain Rapid Response Gallente Federation
102
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Posted - 2013.03.10 12:04:00 -
[7] - Quote
madd greazy wrote:+1 OP, just some ideas of my own towards this, but I think overall it is a great idea.
Maybe the usefulness of the module on individual's would vary depending on sensor strength or other sensor modules.
For example: If someone turned on an active scanner module while an unfriendly bluedot (infiltrator), was around the infiltrator would turn up as a red dot as he normally would, until the end of the active scan. But if the infiltrator's module or skill affecting the infiltration effectiveness overpowered the active scan, the infiltrator would still turn up as a blue dot.
Also if a player's sensor strength is high enough, maybe their dropsuit would be able to independently overpower the infiltrator's module strength, revealing the infiltrator to that merc only.
The infiltrator would also be able to level passive skills or equip better infiltration modules to better the strength of his infiltration effect.
I would also add in Profile Analysis to this list of possible counters. If a Merc has Profile Analysis up to say, lvl 4 or 5, then he could tell if a friendly blue was really a red spy if he was within his suits scanner range. |
Jathniel
G I A N T
73
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Posted - 2013.03.11 00:00:00 -
[8] - Quote
gbghg wrote:If this happens every enemy nova knifer is literally going to become a backstabber, but this seems like it would add an interesting dimension to the game, and as madd said we should have a way to counter it, either through skills or modules, would make things more of a cat and mouse game between infiltrator's and their targets
Nova knives would be fairly practical to deploy, instead of simply being a novelty as they are now, imo.
Hagintora wrote:I would also add in Profile Analysis to this list of possible counters. If a Merc has Profile Analysis up to say, lvl 4 or 5, then he could tell if a friendly blue was really a red spy if he was within his suits scanner range.
Agreed. A check and balance should be implemented into the Profile Analysis skill. I'd make it directional. A player wanting to scan a suspected infiltrator blue dot, should approach and get within like 5 or 10 meters, and look directly at him. After a second or so, he will turn red for the player and his squad.
Literally a two second video describing the feeling. lol http://www.youtube.com/watch?v=2P5qbcRAXVk
madd greazy wrote:+1 OP, just some ideas of my own towards this, but I think overall it is a great idea.
Maybe the usefulness of the module on individual's would vary depending on sensor strength or other sensor modules.
For example: If someone turned on an active scanner module while an unfriendly bluedot (infiltrator), was around the infiltrator would turn up as a red dot as he normally would, until the end of the active scan. But if the infiltrator's module or skill affecting the infiltration effectiveness overpowered the active scan, the infiltrator would still turn up as a blue dot.
Also if a player's sensor strength is high enough, maybe their dropsuit would be able to independently overpower the infiltrator's module strength, revealing the infiltrator to that merc only.
The infiltrator would also be able to level passive skills or equip better infiltration modules to better the strength of his infiltration effect.
This is gold. It would be perfect if we had working active scanners! Or body scanners on the dropsuits. Like approaching players and vehicles, and seeing an animation where your character brings up the Neocom on his wrists, and starts tapping away during the scan. Make it a detailed scan, about 2 or 3 seconds in duration, without failure. An infiltrator will see the scanning player around the group and would try to run away.
As for your cloaking device, I agree. The scout suit would be the premiere infiltrator suit if it was exclusive for them, and this electronic warfare device combined with a cloaking device, and weapons like the nova knives, would quickly make a distinctive infiltrator gameplay-style.
It would be a specialization, just like playing Heavy or Sniper. Unlike cloaking devices, I figure this TacNet deception module would be much easier to implement in the short term. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1706
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Posted - 2013.03.20 20:47:00 -
[9] - Quote
I like this discussion. Would bring a fun element to the gameplay. And since the nova knives are OHK weapons, if trained enough, this will complement the profession even further. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
6
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Posted - 2013.03.20 20:53:00 -
[10] - Quote
Maybe logis should have gear like in aliens where they have actually take out a scanner and they would see a blue dot coming for them but the scanner would show it as an enemy. Like the scanner has a computer independent from TACNET |
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Ten-Sidhe
Osmon Surveillance Caldari State
430
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Posted - 2013.03.20 21:32:00 -
[11] - Quote
Blue and red seen by others can be seen on the screen as and on radar, looking at an enemy you don't have the sensor strength see will also make them appear. This would also make scouts better(and heavies worse) at it while allowing any suit to use module using existing stats.
The module could make the red appear blue over the tac net, but not when you are the one seeing it with enough sensor strength to detect him, but team mates would still see him a blue. Skill that unlocks mod could shorten this time.
This would result in people with this module fitting dampener to make it more effective and people fitting sensor mods to counter it.
Firing at an enemy should make the iff hacking stop for few seconds at least for the player hit. Hacking a enemy controlled object should also stop the iff mimic during the hack, maybe with a time delay. Skill that unlocks the mod could make the delay before iff turns red longer. This would allow team work of two iff mimics to trade off hacking to avoid turning red if timed well enough.
The killzone version also copied the skin and player name of a blue, so it was near perfect disguise unless two of one player were visible or you had voice com with mimic ed player. A more limited version would be better. |
Terry Webber
Gothic Wars Consortium
54
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Posted - 2013.03.20 21:45:00 -
[12] - Quote
This ability would be great. |
Draka Marintu
Like a Boss.
0
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Posted - 2013.03.20 22:13:00 -
[13] - Quote
This would be an awesome addition to the game I had the Idea for a module or device that would disrupt enemy coms of course there would have to be a limit on the area of effect and the amount of devices/modules that could be deployed in battle |
Ten-Sidhe
Osmon Surveillance Caldari State
430
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Posted - 2013.03.20 22:41:00 -
[14] - Quote
com disruption would just push more people into third party chat. This would make it so many players would need a pc near there ps3 to use team speak or vent, cellphone*, or eve client using eve voice to talk on un-jammable channel.
It would just make some players have trouble getting into corps with these requirements, and reduce money going to ccp for uvt with money going to third party voice server instead.
If it wouldn't push people out of using in game comms, it would have been great idea. Kinda sad it has that flaw, jamming/eaves dropping on comms would have been cool.
*calling team members on a cell phone conference call seems weird to me, but i know a guy that did this with his black ops clan regularly. Never played black ops so I can't guess at the reasoning behind it. |
Draka Marintu
Like a Boss.
0
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Posted - 2013.03.20 23:41:00 -
[15] - Quote
Ten-Sidhe wrote:com disruption would just push more people into third party chat. This would make it so many players would need a pc near there ps3 to use team speak or vent, cellphone*, or eve client using eve voice to talk on un-jammable channel.
It would just make some players have trouble getting into corps with these requirements, and reduce money going to ccp for uvt with money going to third party voice server instead.
If it wouldn't push people out of using in game comms, it would have been great idea. Kinda sad it has that flaw, jamming/eaves dropping on comms would have been cool.
*calling team members on a cell phone conference call seems weird to me, but i know a guy that did this with his black ops clan regularly. Never played black ops so I can't guess at the reasoning behind it. Good point never thought of that |
Jathniel
G I A N T EoN.
171
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Posted - 2013.04.21 09:29:00 -
[16] - Quote
Noticed some people liked this idea. I'll bump it and see if the waters of opinion are still warm for it. |
Garrett Blacknova
Codex Troopers
2567
|
Posted - 2013.04.21 12:09:00 -
[17] - Quote
Low enough Scan Profile and good distance between yourself and the enemy = you don't have a "hat".
Nobody can see which team you're on, but your teammates are firing your way = enemy assumes that you're a friendly and lets you circle around behind them with a Shotgun.
I've done it before - although it only worked once.
If we had a module that temporarily marks you with the enemy's FoF signal, that would make tactics like this far more awesome. +1 |
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