grey_painter: Some one definitely needs to mod Crysis with those improvements. Not enough games where you feel like an invincible god in a large open area.
Chris Livingston: Wow, did you superpunch that lady right in the mush? I must not have played that far because I don't remember getting the chance to do that.
Lack_26: One advantage of Strength is that you can quickly switch to it, use the melee function on your gun and smack through the wall of a house pick up a startled Korean and throw him through the other wall. Or you know, you could put strength on, run at the building and sometimes if you hit, say a barrel, it and you are propelled through the building basically flattening the whole thing.
Iain "DDude" Dawson: well said.
roburky: I don't think I agree with your cloak proposals. I liked the rhythm of the cloak mode. You got a sense of how far the next piece of cover would need to be, you could look at a base from above, and plan your route through it to the objective.
If the energy usage changed wildly from moment to moment, you'd lose all sense of how long you had left. I don't think it would work.
Ludo: With these modifications Cloak would be pretty tense and difficult tool to use but on the other hand combining Strength and Armour sprint modes would be a recipe for immortality (and glorious destruction.)The stealth option might seem a little weak in relation.
I'd like to see the ability to stealth kill someone from behind with your hands while cloaked, this would give it more offensive potential, and would let you play like Sam Fisher.
SenatorPalpatine: Good stuff. They should put you in charge of Crysis 2. Also, they should make Crysis 2.
CloakRaider: I like your idea of the holding shift to become invulnerable while in armour mode for a while, I can see that being infinitely fun. But yes, the energy need for the reduction of recoil in strength mode is obscene, it should be a bonus you get while in strength mode, while being more vulnerable, rather than an active ability that drains your energy.
I also agree with your stance on the speed mode. It's generally worse to use sprint while in Speed mode because it'll only get you a few meters, but it'll remove almost all your energy which could have been used elsewhere. But I disagree with your point on cloak mode. I think it's fine as it is, mainly because it is useful having it when a patrol is going past, when standing still makes it use very little energy. I think that having it reduce more when enemies look at you make it worse, but I don't know to what extent you would have it reduce when in full view. The same amount you lose by sprinting? Well, I think that cloak mode is fine as it is. But I do agree with your point on armour mode, seeing as the energy lost through the fire you take could have been better spent using speed or cloak to escape and pick them off from a distance. I believe that some of these can be changed in the console in-game or in the files. I certainly remember there being a command to remove the energy lost while firing in strength mode and speed bonus and energy lost in sprint while in speed mode.
anonymous: Good answer, I am looking for the solution of the same question. Find the movies or mp3 you are looking for at [snipped] the most comprehensive source for free-to-try files downloads on the Web
Bret: Wow! I had no idea random spam comments were the solution to Crysis's problems. The things you learn.
Also: that did not have the video I was looking for. That monkey was nowhere near underaged. And I'm pretty sure the dinosaur was a guy in a suit. Jazmeister: Hey btw guys, I was looking for some new comics, and someone recommended Penny-Arcade.com, does anyone know anything about that? Are they good?
Bret: Yes.
In fact, if you are not being sarcastic, then you are in for a treat. You may well be the only person on the internet not to know about it. Also, Tom had a link to them on a sidebar once. DemonDoll: Wow, I really like many of the suggestions here.The biggest problem by far is that it would be totally inaccessible to non-veteran gamers. Going from a sprint to an abstract "use special function" that totally changes depending on the mode would too difficult for many people. That said, I beat the game on Delta and agree that as it stands most of the suit's capabilities are either necessary in a binary sense (strength to jump onto a ledge), hardly worth it (speed to cover ground a tiny bit faster, all the powers that don't fit the other 2 categories), or just annoying (the steady hands from strength really help when sniping but the energy drain is annoying and totally unnecessary). It is sad that each and every suit power (except default armor) is something that I associate with a large cost and small reward. I don't agree with each of your proposals 100% but would be somewhat interested in playing a mod of Crysis where the suit wasn't just a piece of bling.
Jason L: The idea of the cloak mode drawing power proportional to whether eyeballs happen to be right this instant turned in its direction hurts me in the ludonarrative dissonance. It's probably good gameplay, and therefore more correct, but even fictional logic aside it would bother me to see my energy usage flickering through essentially no fault of my own. I don't even care that the game already does it with a 'here's looking at you' bar, though it's a perfectly good point.
Alternative proposal: Your suit does not magically know where human beings are and then not tell you. Instead, per a suggestion in another post, we import the tagging from Far Cry (if it's not already there; it's been a long time since I played Crysis a little). Cloak works poorly against untagged enemies (reduced but still large detection radius/proc) and extremely well against tagged enemies; fictionally, it mimics your background near-perfectly along a finite number of defined vectors, at the computational/optical cost of imperfect mimicry in other directions. There are various models that could work for the power drain, but off the top of my head I would put it on the order of the inverse of the number of tagged enemies; the suit is routing its effort more efficiently if you've done your homework. This per-enemy bonus is then filtered through a multiplier related to the visual noise within, say, two meters past you on the vision ray (as baked and tagged on object properties; could be number of poly edges under 90 degrees, UV score on an unsharp mask algorithm or both in some combination) and twice those within a meter of a ray drawn from the enemy to you. Like an octopus, be in front of a bush or a pile of scrap and you're virtually invisible. Be in front of a clean car door or a smooth boulder or worst of all, skylined, and you're fooling no one but yourself. Be through 10m of dense greenery and the technical line of sight simply doesn't count. It sounds complicated but I don't see what would make it difficult to implement; presumably they're already casting rays at several Hertz for LOS, and the qLOS calculation would only be triggered on successful LOS checks. Actually, I assume they're already doing qLOS calculations based on alpha mapping or something... In any case, possible or impossible, this pipe dream would hopefully create a secondary landscape separate from the LOS landscape, somewhat similar to the 'skiing' landscape in a Tribes game, allowing players to move and hide 'in plain sight', which is badass and surely the point of Cloaking rather than hiding, against intuitively clear sets of objects ('Could I see the Predator against that?'). | ||||||||||||||||||||||||||||||||||||||||
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