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Gameplay Scenario: Launch Code

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Mangley:
I like the changes, so far so good.

As for the Hack-O-Matic I think instead of being used by the !voodoo key it should be an actual weapon which behaves like a Mine and parents itself to the surface it's thrown at, if it parents to the terminal then it's successful (Behaves like the Covert Modem/Tracker Bug from GE64).

Though I don't like the Hack-O-Matic's name, I feel it would be more appropriate if it was along the lines of 'Terminal Override' or 'Circuitry Bypass', which is more in-keeping with the names of items found in GoldenEye.

As for the title, 'Launch Code' is the only acceptable name I've seen so far, as for movie titles I don't really like seeing Bond movie titles arbitrarily applied to game modes that don't have anything to do with the gameplay concept.

RobbeR49:
Shouldn't it be an EMP pulse instead of a lazer?

I think the hacker should get some sort of weapon, even if it's only slappers or a whack in the face with the hack-o-matic thing.



VC:
If the tool is absolutely-committed and often a zero-shot, it feels more like chaff than a gameplay mechanic.

Having only one pro-active player in the server seems very boring to me.  That is why we allow non-AuG holders to earn points in MWtGG, why Living Daylights spawns multiple flags, etc.  This would be like TDM except one guy has no guns and is off doing something over there...why does he keep bitching about wanting someone to cover him, anyway?  At best, it turns into Escort without the sense (and guidance) of linear progress, and at worst will become something as dull as a 25-minute defense on TF2's Dustbowl Stage-3.

Covert Modem ftw.

Since we abbreviate scenario names obsessively, Launch Code is superior to Codefinger because it has initials, if for no other reason.

Hacker should be armed with DD44, as the scientists were in the game.  Ammo would be limited to something like 8|8 and no ammo pickups to ensure it's defensive-only.

killermonkey:
VC this is not a mwgg type scenario. The hacker is supposed to be vulnerable, without him succeeding the team earns no points and the other team racks them up. So it is necessary for the hacking team to run hardcore defense for the hacker.

The tool is still a discussion point, but you can't poo poo the potential strategic possibility it plays.

Entropy-Soldier:
going by uplink, i think people will actually understand the "defend this guy, go to this place" type of gameplay this mode offers.  While the hacker doesn't get to kill anyone himself, he plays the most important role and needs to stay alive for his team to succeed; i think this will be enough for most players to enjoy the position.

There are going to be some maps where the last few terminals will be a pain to capture; however, i think allowing the hacker to be indistinguishable from his teammates on the defender's radar and using the "less terminals = less hacking time" system would allow for more strategy when attacking the last few areas.

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