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Fake medpack.
http://www.runestorm.com/forums/viewtopic.php?f=63&t=28376
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Author:  Reactor [ Fri Feb 16, 2007 12:06 pm ]
Post subject:  Fake medpack.

Now medpacks are very valuable if you get hurt badly, so if you see one, you run to pick it up.
This is a decoy weapon that does no damage. All it will do is it will say to you if you pick it up:

''Whoops, better luck next time!''

As you are standing there confused you wont be able to say ''huh?'' before someone frags you from his hideout where he wanted you to come.

-Is tossable.
-Looks Identically the same as a standard medpack.
-Gives random messages when is picked up that tell you how doomed you are.

Author:  Bjossi [ Fri Feb 16, 2007 1:28 pm ]
Post subject:  Fake medpack.

This is a neat idea, but the random messages part sounds alittle amateurish for a mod like this.

It'd be cool to just get a message like 'You gained no healthpoints' or something else simple.

Author:  Reactor [ Fri Feb 16, 2007 2:54 pm ]
Post subject:  Fake medpack.

Well the main point of the medpack is to lure the enemy.

But the main point of the random message is to work like a mental flashbang rendering the player confused for a split second which is usually enough to get killed with no retaliation

Author:  OCAdam [ Fri Feb 16, 2007 3:08 pm ]
Post subject:  Fake medpack.

"This MedPack contained nothing inside..."

That would make me just run to the next one right next to it since most MedPacks in SavoIsland are set in pairs.

Author:  Notlem [ Fri Feb 16, 2007 3:12 pm ]
Post subject:  Fake medpack.

Maybe make them explosive, with an on screen count down 3 2 1 ..... oblivion

Author:  Bjossi [ Fri Feb 16, 2007 4:08 pm ]
Post subject:  Fake medpack.

Nah, the original idea was better.
What about random messages like 'You should start strafing'.

:P

Author:  OCAdam [ Fri Feb 16, 2007 5:38 pm ]
Post subject:  Fake medpack.

Or...

---

"Uh... uh-oh?"

"Who cares, you got 99 health anyways!" (only does this for you having 99 health)

"Something's not right here..."

"Well, you're screwed..." (if under 10 health)

"Dum-dum, you have 100 health already!" (only for 100+ health)

Author:  Mr.UglyPants [ Fri Feb 16, 2007 5:44 pm ]
Post subject:  Fake medpack.

You can't pick up a healthpack if you have a 100 health or above, so that last one OCA would be pointless.

Author:  Bjossi [ Fri Feb 16, 2007 5:44 pm ]
Post subject:  Fake medpack.

Remember that the messages need to be short. ;)

Author:  Mr.UglyPants [ Fri Feb 16, 2007 5:51 pm ]
Post subject:  Fake medpack.

How about a messgae at the top of your screen flashes "You Lose" or "Try again"

Author:  OCAdam [ Fri Feb 16, 2007 9:23 pm ]
Post subject:  Fake medpack.

Mr.UglyPants wrote:
You can't pick up a healthpack if you have a 100 health or above, so that last one Reactor would be pointless.


My name is Reactor now??

I just had the idea since you can make the FakeMedkits work like SuperHealths, but they just give nothing to you.

Author:  Rayne_870 [ Fri Feb 16, 2007 10:24 pm ]
Post subject:  Fake medpack.

cool idea one could place a mine under it too...poor bastids...

i also think it should make that classic sound from item drops in the metal gear solid series

Author:  Reactor [ Sat Feb 17, 2007 7:47 am ]
Post subject:  Fake medpack.

Duh, you should be able to pick it up anyways even you have over 100 HP. This works like a mine with an attractive feature. When you step on a mine, it explodes. When you step on a fakemedpack, it spews a random message at you.

Author:  Mr.UglyPants [ Sat Feb 17, 2007 8:01 am ]
Post subject:  Fake medpack.

OCAdam wrote:
Mr.UglyPants wrote:
You can't pick up a healthpack if you have a 100 health or above, so that last one Reactor would be pointless.


My name is Reactor now??

I just had the idea since you can make the FakeMedkits work like SuperHealths, but they just give nothing to you.


sorry, saw one of R posts and mistook it for yours OCA, i'll fix it.

Author:  Bjossi [ Sat Feb 17, 2007 9:39 am ]
Post subject:  Fake medpack.

Reactor wrote:
Duh, you should be able to pick it up anyways even you have over 100 HP. This works like a mine with an attractive feature. When you step on a mine, it explodes. When you step on a fakemedpack, it spews a random message at you.


So someone places a fake medpack and waits in a hideout for a victim to take out?

Author:  KylinRage [ Sat Feb 17, 2007 9:56 am ]
Post subject:  Fake medpack.

I think a better idea would be once the guy picks it up, he practically reveals himself to the player who set down the medkit, and the guy who did set it down can now find him on a "radar".

Author:  Mr.UglyPants [ Sat Feb 17, 2007 11:25 am ]
Post subject:  Fake medpack.

Bjossi wrote:
Reactor wrote:
Duh, you should be able to pick it up anyways even you have over 100 HP. This works like a mine with an attractive feature. When you step on a mine, it explodes. When you step on a fakemedpack, it spews a random message at you.


So someone places a fake medpack and waits in a hideout for a victim to take out?


I doubt the bots will use it, and i doubt that bots will even go after it.

Author:  Bjossi [ Sat Feb 17, 2007 12:26 pm ]
Post subject:  Fake medpack.

Unless the AI gets a big facelift, if that is even possible with this awful coding Epic made for the bots.

Author:  Jerry [ Sat Feb 17, 2007 1:37 pm ]
Post subject:  Fake medpack.

Maybe, make the normal medpacks damageable, and so when it's collected, you get a message like: "Medi-pack too badly damaged, by the way your screwed.."

Like the idea of a decoy medpack/booby-trapped one though.

Author:  Grobut [ Sat Feb 17, 2007 2:42 pm ]
Post subject:  Fake medpack.

Its a fun idea, but im not sure its all that practical.. if you know the map just a bit you will also know if a med-pack is usually there or not, and if you place a dummy next to working ones, people will know there's one too many and see the trap a mile away.

And on the other hand, you might aswell just stake out a place where real med-packs or a weapon spawns, same result really, you know someone will go there.


Still, a decoy trap would be fun, and KylinRage's radar idea has potential, the trap could also simply make the poor player more visible somehow.

Maybe the decoy trap should look like a weapon, thouse you can find lying about after people are killed, they might not look as out of place or suspicious as a wayward med-pack.

Author:  Dark_Watcher [ Sat Feb 17, 2007 3:13 pm ]
Post subject:  Fake medpack.

Rayne_870 wrote:
i also think it should make that classic sound from item drops in the metal gear solid series

I love that sound

Maybe all med kits could be pick-ups, and you could use the med kit with primary and drop it with secondary

Author:  OCAdam [ Sat Feb 17, 2007 3:54 pm ]
Post subject:  Fake medpack.

Grobut wrote:
Maybe the decoy trap should look like a weapon, thouse you can find lying about after people are killed, they might not look as out of place or suspicious as a wayward med-pack.


I was about to say RS should make a weapons that is able to be both used like a gun normally, but can be secondary'd to blow up when someone picks it up, like a BX5 landmine, except people might actually go for this thing instead of being dumb. Make it where bots can make it their goal to get (that's how bots move around, by having goals), but not always. Kinda like normal weapons they can pickup by running over. Except they explode.

Author:  Mr.UglyPants [ Sat Feb 17, 2007 4:11 pm ]
Post subject:  Fake medpack.

Dark_Watcher wrote:
Rayne_870 wrote:
i also think it should make that classic sound from item drops in the metal gear solid series

I love that sound

Maybe all med kits could be pick-ups, and you could use the med kit with primary and drop it with secondary


That'd be cool.

Author:  DK [ Sun Feb 18, 2007 8:12 am ]
Post subject:  Fake medpack.

BLACK had a very good idea about MED-Kit pick-ups:

Some med-kits can only be used on-the-spot (this is how current FPS games work on their Health pick-ups), while others can be stored up and used for a later time (like in the middle of an intense fire-fight).

As for decoy med-kits, I have a few suggestions to make:

-Fake med-kits rigged with explosives... but instead of exploding on enemies who come close to it, it would be up to YOU to shoot it to make it explode. But if an enemy succeeds on picking it up before you could detonate it, s/he'd have a chance to use it against you.

-Fake med-kits that deploy into mini-turrets... When an enemy comes close to the med-kit, it begins to deploy into a gun-mounted mini-turret, but the process would be a bit slow, giving a chance for the player to either run away or panic. And the turret can only be destroyed once it is fully-deployed and functioning.

-Fake med-kits with various traps... sorta like how proximity mines work, but this kind of med-kits comes in different flavors. They could have flash-bangs, poison-gas (of the not-so lethal variety, only serves to slow the player down), snares, and even wacky devices the warp the player to a random spawn-point. Now, the kind of trap is completely random, so you can't choose what you want your enemies to be trapped with.

These kinds of fake Med-kits would fill the grenade portion of a player's inventory (when playing in Load-out), but on regular play, they could replace the Big Keg-O'-Health on occasion.

Author:  Captain Xavious [ Sun Feb 18, 2007 10:03 am ]
Post subject:  Fake medpack.

Whats wrong with just putting a mine or explosive underneath the med kit...? !dodge

Author:  Reactor [ Sun Feb 18, 2007 11:10 am ]
Post subject:  Fake medpack.

...eh.

If you look closely, bots WILL go for medpacks if they are damaged.
And why the ♥♥♥♥♥ should you place a fake medpack near real ones?

Youre supposed to put the fake medpack in an area, small and isolated preferably, in a place into where you can strike from a hidden place.

ITS A BAIT YOU MORONS.

Author:  Captain Xavious [ Sun Feb 18, 2007 11:18 am ]
Post subject:  Fake medpack.

No need to get snippy...

But, one question, wouldn't some one who has played a map several times notice that the med kit looks out of place?

I mean, its a cool idea and all, but it just doesn't seem like it'd be the most effective of traps (or more like bait for traps)...

Author:  Mr.UglyPants [ Sun Feb 18, 2007 11:24 am ]
Post subject:  Fake medpack.

DK wrote:
Some med-kits can only be used on-the-spot (this is how current FPS games work on their Health pick-ups), while others can be stored up and used for a later time (like in the middle of an intense fire-fight).


I like it. Defiantly would be usable, reminds me of how F.E.A.R did health packs. I'm totally for this.

Author:  OCAdam [ Sun Feb 18, 2007 12:55 pm ]
Post subject:  Fake medpack.

OCAdam wrote:
I was about to say RS should make a weapons that is able to be both used like a gun normally, but can be secondary'd to blow up when someone picks it up, like a BX5 landmine, except people might actually go for this thing instead of being dumb. Make it where bots can make it their goal to get (that's how bots move around, by having goals), but not always. Kinda like normal weapons they can pickup by running over. Except they explode.


I'll say it again...

If you ever played Perfect Dark, you'd understand this one from the Dragon assault rifle.

Author:  DK [ Mon Feb 19, 2007 3:39 am ]
Post subject:  Fake medpack.

Captain Xavious wrote:
No need to get snippy...

But, one question, wouldn't some one who has played a map several times notice that the med kit looks out of place?

I mean, its a cool idea and all, but it just doesn't seem like it'd be the most effective of traps (or more like bait for traps)...


Random spawn-points for fake and real med-kits would make a good Mutator... Like playing a game of Russian Roulette...

Here's a sample situation:

Player: "Oh f**k!!! I'm bleeding to death...! Gotta snag a med-kit, ASAP!!!"

*runs into a med-kit that just happened to randomly spawn nearby*

Player: "LUCKY~!!! But, waitaminute... It could be a rigged med-kit... But my health's so low...! Aaaaaarrgh~!!!"

*decides to shoot the med-kit instead... bandages and syringes fly about*

Player: "OH SH*T~!!! IT WAS REAL~!!! AAAAAAAAAAARRRGH~!!!"

*gets shot in the back*

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