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Thread: Crysis suit options

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    FH2 Hi's Avatar
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    Crysis suit options

    So I was wonderin, with the crysis suit nano options (I.e. Strength, invisibility, shield, and speed) what were you guys going to do with that? I have a few ideas of what it may be, but please enlighten me

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    We are removing it entirely .

    At least for the first release, if there is ever anything using that code it will be very different , cause then it'd be unrealistic and unfitting for TW.

    Of course we'd like to hear suggestions that you may have that could give valid ideas for the future.
    Last edited by Sir Apple; 26/04/2010 at 11:30 PM.

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    Yup, just post them in the Suggestion-section, Hi!

    Maniche

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    All right, will do!

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    Re: Crysis suit options

    I think a more likely possibility with this is to make your selection of weapons replace this area - specifically, making a interface where you can switch between a pistol, rifle, grenade and equipment/heavy weapon.

    Clan Draconus Lupus - 6yr Veteran | SG-VirtualSeries.com - Admin
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    Re: Crysis suit options

    Does sound interesting indeed, Hyncharas.
    That would grant the existing element (the HUD) have an ability we actually would make use off.

    Thank you for that clever idea, Hyncharas!

    Maniche

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    brrr's Avatar
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    Re: Crysis suit options

    I like that idea too, of course we would have to alter the graphical style of it to more or art decoish 40s look. Would that be in addition to the number pad for selecting weapons or an alternative?

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    Re: Crysis suit options

    Not to out-stay my welcome, my idea might also help a little with the inventory ingame. It's always a struggle of how much can be too much a person can physically carry when it comes to a primary and secondary weapon as the default, but given the nature of how Crysis' campiagn worked it' was made much simpler...

    I would suggest that the pistol would have most space (say 5 in addition to your existing Mag), as a headshot is always a last resort in combat when you've expended all other ammunition. Next you have your rifle (2-3 additional Mags), which is usually the "fire and forget" weapon in most shooters. In grenades you could probably carry up to 5 of any type, but cycle through them before selection.

    Then there is the "specialist" type. I suspect there would be three possibilities in this section based on a particular sub-class: Heavy Weapons, Engineer or Medic. Given the weight a soldier would be able to carry, I estimate you could only handle three of any one type (3 RPG Rounds, 3 Demo Charges or 3 Medkits). For the Medic it would also be a principle of LMB for healing others, and then RMB for healing yourself. You may also be able to do a similar thing for Demolitions - LMB for timer and RMB for trip/shotblast.
    Last edited by Hyncharas; 08/10/2010 at 10:08 PM.

    Clan Draconus Lupus - 6yr Veteran | SG-VirtualSeries.com - Admin
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    Re: Crysis suit options

    Quote Originally Posted by brrr View Post
    I like that idea too, of course we would have to alter the graphical style of it to more or art decoish 40s look. Would that be in addition to the number pad for selecting weapons or an alternative?
    Well ususally I get mixed up with which weapon is where, so it would be an alternative. It's a lot easier to know what you need quickly if you can bind the suit settings to a tertiary mouse-button, so you see which weapon you are selecting with a picture.

    Clan Draconus Lupus - 6yr Veteran | SG-VirtualSeries.com - Admin
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    Re: Crysis suit options

    Kits will reflect the actual kit of the soldiers. So the majority of the guys engaging will simply be armed with rifle, bayonet, some nades, and possible a rifle nade launcher. Otherwise, there will be an NCO class with SMG, pistol, binocs, etc, and a light machine gun class with pistol and LMG. Other kits have not been figured out yet however. However, all will indeed follow historical lines

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