[QUOTE=Snood_1990;46711915]Stealth past all scripted sequences for that authentic run and gun game style.[/QUOTE]
I always got stuck at Kliener's lab in the original with that original stealth system, I hope the new lockpicking will allow me to open the door and take his elevator to bust out that window before even meeting Alyx
[QUOTE=gk99;46712018]I hope the new lockpicking will allow me to open the door and take his elevator to bust out that window before even meeting Alyx[/QUOTE]
Yes, that would be very interesting. Yesss....
i'm not gonna lie that would actually be kinda fun but jesus christ that would need a lot of mapping work for it work.
[QUOTE=Pigbear;46713082]i'm not gonna lie that would actually be kinda fun but jesus christ that would need a lot of mapping work for it work.[/QUOTE]
And it also totally wouldn't work in a Half-Life 2 Enhancement Mod.
[QUOTE=gk99;46714278]And it also totally wouldn't work in a Half-Life 2 Enhancement Mod.[/QUOTE]
Depends what you define as "enhanced"...
Y'know, while it's "not dead" I guess I'll make an actual genuine non-satirical suggestion:
Right now Hard difficulty just turns all the enemies into annoying bullet-sponges. How about instead of that, keep Medium's HP levels and just turn a few singular-enemy spawns into two-(or maybe three if you're feeling frisky) enemy spawns and maybe add a few enemies to the big around five-man groups? That way, it'd still get more difficult, but not because you can shoot enemies 3 times in the face before they die.
[QUOTE=gk99;46729800]Y'know, while it's "not dead" I guess I'll make an actual genuine non-satirical suggestion:
Right now Hard difficulty just turns all the enemies into annoying bullet-sponges. How about instead of that, keep Medium's HP levels and just turn a few singular-enemy spawns into two-(or maybe three if you're feeling frisky) enemy spawns and maybe add a few enemies to the big around five-man groups? That way, it'd still get more difficult, but not because you can shoot enemies 3 times in the face before they die.[/QUOTE]
As long as it's not like Synergy, where enemy spawns are increased as fuck (three super-turrets and like twenty Combine Soldiers in the car park before Highway 17), enemies do more damage (7-12 damage per bullet) and have a shite-tonne of health (can take an entire clip of SMG bullets to the face and not die). That's not difficulty, that's being cheap.
[QUOTE=BoxBuilder999;46743913]As long as it's not like Synergy, where enemy spawns are increased as fuck (three super-turrets and like twenty Combine Soldiers in the car park before Highway 17), enemies do more damage (7-12 damage per bullet) and have a shite-tonne of health (can take an entire clip of SMG bullets to the face and not die). That's not difficulty, that's being cheap.[/QUOTE]
That's SC way to do stuff too :v:
What about decreasing the amount of ammo, health and energy you get from supplies (can be done just by modifiying their sk_ cvars easily), as well as enemies not dropping weapons (this last one would need to be done at the mod, or either implement some sort of map script system to do it without a recompile)?
doom and quake had the proper idea of hard mode.
just more monsters and less guns. no damage or hp tweak.
[QUOTE=Hell-met;46755464]doom and quake had the proper idea of hard mode.
just more monsters and less guns. no damage or hp tweak.[/QUOTE]
I also like when difficulties actually change the game in a way, like in Crysis the soldiers would speak Korean on the hardest difficulty instead of shouting in English what they're about to do.
[QUOTE=I am Error;46756230]I also like when difficulties actually change the game in a way, like in Crysis the soldiers would speak Korean on the hardest difficulty instead of shouting in English what they're about to do.[/QUOTE]
Lol, but combine are speaking their native language in hl2. As for zombies, i don't think they are speaking any language... Besides, wouldn't that be little too much?
[QUOTE=Goxy287;46756425]Lol, but combine are speaking their native language in hl2. As for zombies, i don't think they are speaking any language... Besides, wouldn't that be little too much?[/QUOTE]
Dude, he was just giving an example of how different games handles difficulty changing, not how it should be in HL2.
[QUOTE=Goxy287;46756425]Lol, but combine are speaking their native language in hl2. As for zombies, i don't think they are speaking any language... Besides, wouldn't that be little too much?[/QUOTE]
Combine is actually english with an old-school radio filter over it.
[QUOTE=Dom Pyroshark;46756525]Dude, he was just giving an example of how different games handles difficulty changing, not how it should be in HL2.[/QUOTE]
No, no, in fact at Hard difficulty the Combine should all speak Korean. Oh, and add stealth too.
[QUOTE=I am Error;46756230]I also like when difficulties actually change the game in a way, like in Crysis the soldiers would speak Korean on the hardest difficulty instead of shouting in English what they're about to do.[/QUOTE]
We discussed this earlier. Half-Life 1 did this shit by giving the assassins the ability to go invisible and it confused at least some people and made them think it was a bug.
Unless it's something minimal, it's a bad idea.
[QUOTE=gk99;46757637]We discussed this earlier. Half-Life 1 did this shit by giving the assassins the ability to go invisible and it confused at least some people and made them think it was a bug.
Unless it's something minimal, it's a bad idea.[/QUOTE]
The language one was really context-sensitive, the same idea wouldn't work with a lot of games. What I think could work really well, though I'm not that into Source so I don't know how well it could be implemented, is giving the AI more tactics and so on on harder difficulties.
Like on easy they don't really try to flank you or anything, but the harder the more they try better tactics. The thing is, though, that it needs to be somewhat explained when you choose it. For instance the HL1 invisible assassins (that I also thought was a bug when I first experienced it) should be explained atleast a bit before you start the game, or the player is going to be confused.
[QUOTE=I am Error;46757348]No, no, in fact at Hard difficulty the Combine should all speak Korean. Oh, and add stealth too.[/QUOTE]
If anything, it should be in some Slavic language.
It should be in bill Cosby, not Slavic or Korean
[QUOTE=Dom Pyroshark;46758821]If anything, it should be in some Slavic language.[/QUOTE]If anything they should be completely quiet & communicate through their brain implants.
I'm pretty sure your suit is actually intercepting the radio transmissions to provide you with a tactical advantage.
[QUOTE=DONOTWANT;46759861]If anything they should be completely quiet & communicate through their brain implants.[/QUOTE]
Make them communicate via WhatsApp
Oh hey, wonder how this thread's do-
[QUOTE=I am Error;46757348]No, no, in fact at Hard difficulty the Combine should all speak Korean. Oh, and add stealth too.[/QUOTE]
oh.
[QUOTE=Kyle v2;46761846]I'm pretty sure your suit is actually intercepting the radio transmissions to provide you with a tactical advantage.[/QUOTE]
I've never actually thought about it this way, the suit radio is only ever mentioned once with Alyx in Nova Prospekt.
I really doubt that it's possible but what if your suit radio had its own meter, and you could toggle it on to intercept transmissions, and while it's off it's mostly garbled static?
[QUOTE=Hell-met;46755464]doom and quake had the proper idea of hard mode.
just more monsters and less guns. no damage or hp tweak.[/QUOTE]
I like this idea. I don't know how it's handled in Quake map editor, but in Doom's map editors you can place entities on the map with different difficulty tags. So less enemies and more items spawn on easier difficulty + you take less damage anyway and vice versa on harder difficulties. Or perhaps more enemies and less items on easier difficulties. And less enemies on harder difficulties because they are more bullet spongy. Idea being that it's flexible.
I don't remember if there were similar tags in Hammer though.
Don't know if this was brought up in that Ravenholm discussion a while ago, but I think you guys should make some of the lights flicker, dim or not even on. Could help with making it scarier.
Oh yeah, that reminds me... Are you guys gonna use Black Mesa's test chamber in intro of Half-Life 2: Enhancement Mod? Because, if/when Crowbar Collective releases Xen part, and you guys finish this project, i think it would be stupid seeing low-poly HL1 (even if redone, re-textured, etc., i would prefer the same thing) test chamber in Half-Life 2: Enhancement Mod when people just finished playing BM before playing HL2. At least that's what i plan to do. I plan on re-enjoying whole Gordon's journey, from beginning to the end, on hard difficulty, in full HD, maybe even 4k... since, when those two projects are released i'll probably be able to afford dual Nvidia Geforce GTX 980's and 4k monitor. Who knows, maybe even Half-Life 3 comes out by then, so then i can REALLY relive Gordon's journey, to the REAL end. Or who knows, maybe it'll be the end of the world before any of that happens, Lol.
It's their content so probably not. I really don't honestly mind the Half Life 1 chamber though, it's not exactly the most important thing anyway (it also kinda has that nostalgia value to it in a way so dunno, it depends on what Corgi decides as I can only speculate).
Well... they can ask CC for permission. Well yeah, it kinda isn't most important thing, but i'm ussualy sucker for details. Especial because it's story related.
[QUOTE=Kyle v2;46761846]I'm pretty sure your suit is actually intercepting the radio transmissions to provide you with a tactical advantage.[/QUOTE]But it's indistinguishable from them actually talking out loud, with echoes & everything.
So from what I gather so far, messing with health / damage values is lazy and shouldn't be done, but adding / altering gameplay elements is confusing and should not be done? Are we just going to have one difficulty then and call it a day?
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