Hide- split into optical and electronic concealment

Discussion in 'Feedback' started by Androc, Jul 18, 2008.

  1. Androc

    Androc Member

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    The premise for this suggestion is simple: Hide is generally used for two very different functions, and usually* not at the same time. So, why not split it into the two functions and specialize it?

    The first and more common function is to get close to turrets and sabotage them. Fair enough, but these turrets are usually unattended, or else you just got shot in route. The current method of having to crawl at absolutely breakneck speeds so you can sabotage them is more of a pain than anything else. So this half of the skill, let's call it electronic concealment, prevents you from being detected by turrets or cameras (ON FOOT ONLY). This will be especially useful when you have a bunch of infantry sieging one or two MG turrets on, say, Escort.

    The second half of the skill, optical concealment, would do exactly what the name implies: Help to hide you from sight. However, it would need to be a little stronger than the current hide skill to make up for the loss of electronic concealment. This could be done in several ways: Increasing the degree of transparency, going to total transparency with a blur filter, a temporary 'cloak' to be used while moving, and so on and so forth. The point of this one is just to get around without being seen.

    Bonus suggestion: Explosive charges. I know it's been suggested before, but since the grenadier 9-mine ability is being removed, it seems relevant to bring it up. Especially with what seems to be the transition of the scout into a close-quarters class, what with the removal of the scout rifle. Well, these suggestions should aid in the creation of just that: A close-quarters fighter adept in getting to where they aren't supposed to be and wreaking havoc once there.
     
  2. dizzyone

    dizzyone I've been drinking, heavily

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    If anything we'd want to steer away from over complication. Splitting hide up into 2 different skills/functions doesn't really help, it might be a step in the right direction but still not a very feasible option.

    The explosive charges or remote detonated charges has been discussed and is being considered, but currently the whole scout class is up for discussion; as far as the scout goes, we're back to the drawing board and would have to rethink it from the ground up instead of changing a few things here and there.
     
    Last edited: Jul 19, 2008
  3. Sherbie

    Sherbie Member

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    making scouts immune to turrets would give them a reason to rush and sneak around more... furthermore, when you use both skills you can be REALLY sneaky...
     
  4. Empty

    Empty Member

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    They need hip mounted chainguns.
     
  5. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    I want tazer guns!! Get up close to a guy and knock him out... then shoot him in the head for a head kill.
     
  6. Empty

    Empty Member

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    Or you could have a bullet gun!!
    Get up close to a guy and shoot him in the head for a head kill.
     

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