DarkForge on 14/10/2008 at 11:48
Quote Posted by D'Juhn Keep
Doc Ock Tentacle Abseiling Aug. When I imagine this I think of a kind of re-usable Rope Arrow. Fire it at a surface and either wind yourself in to that surface or jump off and abseil your way down a building. Maybe? This too would make a pretty formidable tool.
I do like the sound of that. Although from what I can tell the "bungee jumping" aug we'll be getting sounds like it could achieve a similar effect - well, the abseil part of it at least.
What would the limits be for this Rope Arrow though? I can't imagine you being able to wind yourself in to
any surface/building etc, or you could risk taking yourself out of bounds.
Quote Posted by Ostriig
Oh, also, a
skul-gun.
Quote Posted by Matthew
If there is no skull gun I will be sad.
As much as I'd love to use a skull gun, it wouldn't make sense to include it in DX3 because it's a prequel. The skull gun didn't even exist in DX1, and it wasn't until IW that we discovered one had finally been made at Gunther's request (albeit too late) at some time in between the two games. With DX3 being set 25 years before even the first game, there just wouldn't be a skull gun even being
considered for production.
Quote Posted by The_Raven
Sonic Tranducers. :p This could increase the range of the falloff variable in the sound propagation engine, allowing you to hear things from further way. This, however, puts it at odds with sonar vision.
I like the sound (no pun intended!) of enhanced hearing too. Presumably though you would need some method to differentiate between far away sounds and sounds directly around you. More to the point, you would need a way of determining just how far away certain sounds are. It could confuse the player if they're hearing something a mile away but they think it's right around the corner. I can't think of how they could work around this problem.
EDIT: Also, an additional thought about the hearing: would you be able to determine where it's being focused? For example, if you're in the middle of a crowded city area and you switch on the aug, would you suddenly be bombarded by a defeaning incoherent din of merged chatter from everyone around you, or could you choose to focus in only on certain individuals like a parabolic microphone?
Matthew on 14/10/2008 at 12:04
Quote Posted by DarkForge
As much as I'd love to use a skull gun, it wouldn't make sense to include it in DX3 because it's a prequel. The skull gun didn't even exist in DX1, and it wasn't until IW that we discovered one had finally been made at Gunther's request (albeit too late) at some time in between the two games. With DX3 being set 25 years before even the first game, there just wouldn't be a skull gun even being
considered for production.
Well, technically we only heard Gunther whining about not having one, not that they hadn't been produced, if I recall correctly? My comment was more of a joke anyway though.
BlackCapedManX on 17/10/2008 at 23:39
I really like the suggestion of sonar (being able to "see" pertinent sound sources and their locations would be really cool), and wall climbing as an aug would be amazing (especially because this was possible in DX1 with grenades), though that would require a more comprehensive attention to level design (creating a wholely developed space, as opposed to simply making a nice aesthetic and sticking it into hallways and cubicles, ala Doom3.) Also skull gun as an "aug" that you could select as a weapon that wouldn't count as being "equiped" (as far as npcs are concerned) would be a nice touch (especially if they make good on promises to invoke much of what made DX good and play up the social interactions in the game.)
And again, depending on how comprehensive the game is and how in depth the aug system is, it could even be cool to see merely "aesthetic" augs which exist to diminish the appearence of the functional augs, and make you more acceptable (or even, and this probably goes well beyond what they're trying to accomplish with the game, uniquely desirable, to perhaps subsets of the population who find something enticing about the android-victorian vibe, you could have prostetics (or see people in the game using prosthetics) that are entirely about generating a unique image and have no functional purpose.)
EvaUnit02 on 18/10/2008 at 04:37
This whole bungee jumping aug concept:- I would've thought that it'd be inspired by the Shosa Kusanagi's assassination sequences from any Ghost in the Shell production?
(
http://www.youtube.com/watch?v=gkV8PmXKn5g) Here's an example from GitS:SAC 2nd Gig.
Koki on 18/10/2008 at 13:44
As long as you're not able to exchange them for free at nearest NanoAug Station.
Quote Posted by "DarkForge"
As much as I'd love to use a skull gun, it wouldn't make sense to include it in DX3 because it's a prequel. The skull gun didn't even exist in DX1, and it wasn't until IW that we discovered one had finally been made at Gunther's request (albeit too late) at some time in between the two games. With DX3 being set 25 years before even the first game, there just wouldn't be a skull gun even being considered for production.
Unless, of course, Gunther was asking for it precisely because experiments with one, hovewer unsuccesful, have been made before.
BlackCapedManX on 18/10/2008 at 19:53
I'm pretty sure the whole point with the skull-gun is that Gunther wanted upgrades, but UNATCO was busy investing in the new nano-aug agents and by that time figured Gunther was outdated and no-longer necessitated upgrading. When you talk to Simmons in the cathedral after killing Gunther (do I... do I even need those?) he claims that he's sick of Gunther's constant complaints for a tune-up.