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Showing results for tags 'bomb'.
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Playing a large amount of games that have a typical C4 (Or other explosive like satchel device) I have noticed that they share the same limitation. Usually there is a detonator in one hand and the other hand is empty. Along with this, the player must throw the C4, wait a required allotted time to detonate the C4 (which is usually a millisecond, but still long enough to notice). Due to this required time to "prime" the C4, players are often tasked with spamming the throw c4 button, and spamming the detonator button at the same time in emergencies. What if we threw out that old game play mechanic, and attempted to animate the detonator in one hand, and the C4 block in the other. Remove the "allotted" amount of time to prime the C4. What you are left with is an explosive device that can be donated instantly from the soldiers hand, Or possibly before the C4 even leaves the soldiers hand... Now there has been discussions about suicide vests, and how they are not adding them due to PR, and other obstacles. This change would not only remove this old style of the "prime" time for the c4, but it would also give the developers the ability to surpass a typical "suicide" vest, with a similar feature, that some of the community is asking for. Also, dont tell me you Arn't adding C4, because God Dangit I'm a spec ops 4 lyfe Comment if you would like to see this reach the ears of developer team.
alright, the title says it all, but the idea here is to create some sort of real-life mechanism of skill for dealing with in-game proximity based explosives and IEDs over the normal dice-roll or sit and wait defusal systems. -"What bombs??" I dont know, but I am assuming since this is an insurgent/counterinsurgent contemporary simulation, I expect there might be some IEDs and trip-mines and claymores etc.---What am I getting to?I think the best ranking system is the rank that comes from an acquired skill. Whether thats mastering bullet arc and windage or advanced helicopter maneuvers, these are the things that make the games fun, and they are the defacto "Roles" that we adopt.So what if being an EOD tech required skill? Not just luck or some random puzzle, but an interactive means of getting good at something. Can we give them a niche? Imagine that a to defuse a bomb you had to solve find the determinant of a 3x3 matrix while your remaining squadmates secured the perimiter whilst you were ducking the incoming fire. There would be a certain subset of people that would be intrigued by this challenge and then they would assert themselves to either finding the best tablet-based Matrix Solver or they would get really good at quickly solving matrices. The awesome thing about this is that people would quickly become assets. "That guy is the best EOD tech in North America" etc. -"Not math PLEASE not MATH!!?!" Sure, it can be pictures or whatever. Ever play Alien Swarm? Remember that little keypad that you gotta line up the circuits to open the door? That'd be cooler than nothing, and I guess there would at some point be a group of people that got good at it. Another example of skill based mini-games would be the lockpicking mechanism in Skyrim. Something simple that requires a quick gearshift in mental operations, that makes people need to think under pressure. Thats all I really want to see. I think a game that has something like occupational niches makes the impetus for teamwork that much greater, and the stories told while playing that much more epic.