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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Unrealistic Detective Kevlar Idea
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Author Topic: Unrealistic Detective Kevlar Idea  (Read 11345 times)
Rectal Exambot
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Posts: 166


« on: October 07, 2010, 12:07:14 AM »

Now, bear with me, this makes no sense but it could be fun.

Each detective now spawns with Kevlar that absorbs damage based on how many other innocents (or perhaps players) are alive. Each detective can check the resistance of the kevlar by opening the context menu, but this is only based on those bodies discovered. The percentage should be based on the percentage of innocents (or perhaps players), not a constant rate. And the percentage could be influenced from perhaps another detective dieing (maybe increasing the percentage).

At best maybe 40%(+-10) at worse 10%(+-10).

This idea is based on the fact that detectives are almost always picked off first because of their skills and items. The detective is still killable, but will requre traps, explosives and or team work.
« Last Edit: October 07, 2010, 01:12:06 AM by Rectal Exambot »
DemiGod
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« Reply #1 on: October 07, 2010, 12:22:51 AM »

That isn't a half bad idea

I hate all of you
Nah, more like demigod isn't self centered and he is legality cool guy.
CS25230
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Posts: 51



« Reply #2 on: October 07, 2010, 12:49:45 AM »

I like it.
Rotinaj
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the brave


« Reply #3 on: October 07, 2010, 01:04:58 AM »

Could discourage identifying bodies though
Rectal Exambot
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Posts: 166


« Reply #4 on: October 07, 2010, 01:13:45 AM »

Could discourage identifying bodies though


The armor decrease works for each player that is MIA or Dead.

4 Players alive, 10 dead, 6 MIA. The detective maybe sees he has 10% damage resistance, but in actual fact has 5%.
Silverstream
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Posts: 174


Project Suburb Developer


« Reply #5 on: October 07, 2010, 02:03:00 AM »

Aren't detectives body-armored passively already as of a few revisions ago? I would hate to have my armor decrease as innocents are killed. Not to ridicule your idea but doesn't this make the passive body armor redundant? Why have a static passive armor value when it will decrease as innocents are killed making you more vulnerable?

Just a thought.
DemiGod
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Nimble as a pregnant cow


« Reply #6 on: October 07, 2010, 02:04:05 AM »

It entices traitors to kill a few innocents before going after the detective

I hate all of you
Nah, more like demigod isn't self centered and he is legality cool guy.
Rectal Exambot
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Posts: 166


« Reply #7 on: October 07, 2010, 02:25:44 AM »

This replaces the kevlar
Charles445
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I LOVE THIS AVATAR


« Reply #8 on: October 07, 2010, 02:33:02 AM »

You're full of relatively well thought out ideas.

del>Ok, so Bad King, you are just going to wait for Garry to fix?
What an idiotic thing to ask. Dammit weed.

Bookcases, Bookcases Everywhere
Meta-Stick
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Posts: 481


it contains, a daisy box


« Reply #9 on: October 07, 2010, 08:09:35 AM »

I'm fine with the magic last seen detective feature, and a silence pistol making somebody not have a death scream, but magic armor that gets shittier as people die is just retarded. If this was implemented we'd soon be labeling this game as fasntasy/shooter/mystery.

Just grab some bottles and stick them in girls...
Bad King Urgrain
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« Reply #10 on: October 07, 2010, 08:18:15 AM »

I don't think it's a terrible idea, but it would be really hard to communicate to players. "Yeah your armor status depends on how many people are alive (no reason, it just does), and to see the status you have to look in a context menu tab, but the indicator will lie to you all the time". Meanwhile, traitors will also need an indicator and explanations and everything gets complex.
eeny
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Posts: 10242


+1


« Reply #11 on: October 07, 2010, 08:44:13 AM »

I don't think it's a terrible idea, but it would be really hard to communicate to players. "Yeah your armor status depends on how many people are alive (no reason, it just does), and to see the status you have to look in a context menu tab, but the indicator will lie to you all the time". Meanwhile, traitors will also need an indicator and explanations and everything gets complex.


That's assuming you have to have any kind of indicator showing the exact value, which I don't believe is necessary. If you feel the players need to know whats going on, you could always make a general statement in he respective buy menus?

Nobody Expects the Malkavian Inquisition!
Darkebrz
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Posts: 189


« Reply #12 on: October 07, 2010, 09:50:35 PM »

I really like your ideas Rectal, this one included.
BKU I think you are overthinking this, most people don't even know detectives spawn with body armor.
Meta-Stick
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Posts: 481


it contains, a daisy box


« Reply #13 on: October 07, 2010, 10:26:40 PM »

What is your claim based off of?

Just grab some bottles and stick them in girls...
Charles445
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« Reply #14 on: October 07, 2010, 10:51:00 PM »

HEY BUDDY, SHOOT ME ONCE
Ouch
I TOOK THIS MUCH DAMAGE... THERE ARE 6 PEOPLE STILL INNOCENT AND MY RADAR SEES 8 PEOPLE
WE GOT 2 TRAITORS LEFT GUISE

del>Ok, so Bad King, you are just going to wait for Garry to fix?
What an idiotic thing to ask. Dammit weed.

Bookcases, Bookcases Everywhere
Meta-Stick
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it contains, a daisy box


« Reply #15 on: October 07, 2010, 10:53:58 PM »

I think you need to lay down Charles.

Just grab some bottles and stick them in girls...
Charles445
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« Reply #16 on: October 07, 2010, 10:56:33 PM »

I think you need to lay down Charles.

I'm trying to show a possible exploitation.

del>Ok, so Bad King, you are just going to wait for Garry to fix?
What an idiotic thing to ask. Dammit weed.

Bookcases, Bookcases Everywhere
eeny
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Posts: 10242


+1


« Reply #17 on: October 07, 2010, 10:57:16 PM »

HEY BUDDY, SHOOT ME ONCE
Ouch
I TOOK THIS MUCH DAMAGE... THERE ARE 6 PEOPLE STILL INNOCENT AND MY RADAR SEES 8 PEOPLE
WE GOT 2 TRAITORS LEFT GUISE


Easily fixed by not telling anybody what the actual damage reduction is at any given time.

Nobody Expects the Malkavian Inquisition!
Ovvenchips
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Posts: 37



« Reply #18 on: October 07, 2010, 11:05:43 PM »

i think its too complicated to bother with,... i mean for beginners its hard enough to understand whats going on anyway. I think what its trying to achieve is a good idea, maybe not the right way to do it though.

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TheNakedDragon: errr Why, what are you doing? XD
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Rectal Exambot
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Posts: 166


« Reply #19 on: October 08, 2010, 12:14:42 AM »

I don't see how it can be complicated. You just say to beginners:

"This is kevlar, it is less effective as your team mates die.... keep them alive"

Maybe displaying the % is a bad idea.

@ Charles, perhaps just make it decrease at a (slightly) random rate, so that it would be impossible to pinpoint.

Doesn't every body know how many are traitors based on those who have left anyway, and kill logs? (although sometimes Traitors D/C)
« Last Edit: October 08, 2010, 12:15:44 AM by Rectal Exambot »
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